mirror of
https://github.com/MartinOpat/cuda-based-raytrace.git
synced 2025-06-07 02:13:10 +02:00
added shader
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commit
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17 files changed
+257
-153
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+16
-11
@@ -3,9 +3,11 @@
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#include <iostream>
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#include <memory>
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#include "Shader.h"
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Window::Window(unsigned int w, unsigned int h) {
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Window::w = w;
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Window::h = h;
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this->w = w;
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this->h = h;
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}
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void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
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@@ -16,7 +18,7 @@ void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
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}
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int Window::init() {
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int Window::init(float* data) {
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// init glfw
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glfwInit();
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// requesting context version 1.0 makes glfw try to provide the latest version if possible
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@@ -25,7 +27,7 @@ int Window::init() {
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this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
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//hide cursor
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//hide cursor // TODO: switch from this style input to something more resembling an actual gui
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glfwSetInputMode(this->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetWindowUserPointer(this->window, reinterpret_cast<void*>(this));
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@@ -37,20 +39,17 @@ int Window::init() {
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glfwMakeContextCurrent(this->window);
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// init glad(opengl)
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD\n";
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return -1;
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}
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// init framebuffer
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glViewport(0, 0, this->w, this->h);
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if (glfwSetFramebufferSizeCallback(this->window, framebuffer_size_callback) != 0) return -1;
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if (init_quad()) return -1;
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if (init_quad(data)) return -1;
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this->last_frame = std::chrono::steady_clock::now();
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while (!glfwWindowShouldClose(window)) {
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@@ -62,11 +61,14 @@ int Window::init() {
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}
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int Window::init_quad() {
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int Window::init_quad(float* data) {
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this->current_quad = std::make_unique<Quad>(this->w, this->h);
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this->current_quad->cuda_init();
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this->current_quad->cuda_init(data);
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this->current_quad->make_fbo();
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this->shader = std::make_unique<Shader>("./shaders/vertshader.glsl", "./shaders/fragshader.glsl");
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this->shader->use();
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// TODO: default shaders
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return 0;
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}
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@@ -107,6 +109,7 @@ void Window::tick() {
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// render frame
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glBindFramebuffer(GL_FRAMEBUFFER, this->current_quad->fb);
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this->current_quad->render();
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this->shader->use();
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glBindVertexArray(this->current_quad->VAO);
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glBindTexture(GL_TEXTURE_2D, this->current_quad->tex);
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glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
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@@ -115,6 +118,8 @@ void Window::tick() {
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// + swap buffers; TODO: check if necessary?
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glfwSwapBuffers(this->window);
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glfwPollEvents();
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std::cout << "done ticking";
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}
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@@ -2,6 +2,7 @@
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#define MAINWINDOW_H
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#include "Quad.h"
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#include "Shader.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <chrono>
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@@ -11,10 +12,11 @@ class Window {
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public:
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unsigned int w;
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unsigned int h;
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float* data; //TODO: dynamic data loading
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Window(unsigned int w, unsigned int h);
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int init();
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int init(float* data);
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void free();
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void resize(unsigned int w, unsigned int h);
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@@ -25,8 +27,8 @@ private:
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std::chrono::steady_clock::time_point last_frame;
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void tick();
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int init_quad();
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int init_quad(float* data);
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// std::unique_ptr<Shader> shader;
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std::unique_ptr<Shader> shader;
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};
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#endif // MAINWINDOW_H
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+6
-5
@@ -61,13 +61,14 @@ Quad::Quad(unsigned int w, unsigned int h) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// register the FBO
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};
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void Quad::make_fbo(){
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glGenFramebuffers(1, &fb);
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glBindFramebuffer(GL_FRAMEBUFFER, fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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};
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}
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Quad::~Quad() {
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int res = cudaGraphicsUnregisterResource(CGR);
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@@ -79,14 +80,14 @@ Quad::~Quad() {
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};
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void Quad::cuda_init() {
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void Quad::cuda_init(float* data) {
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int res = cudaGraphicsGLRegisterBuffer(&this->CGR, this->PBO, cudaGraphicsRegisterFlagsNone);
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if (res) {
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std::cout << "CUDA error while registering the graphics resource: " << res;
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cudaDeviceReset();
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exit(1);
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}
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this->renderer = std::make_unique<Raycaster>(this->CGR, this->w, this->h);
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this->renderer = std::make_unique<Raycaster>(this->CGR, this->w, this->h, data);
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};
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+2
-1
@@ -30,7 +30,8 @@ public:
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void render();
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void resize(unsigned int w, unsigned int h);
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void cuda_init();
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void cuda_init(float* data);
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void make_fbo();
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};
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#endif // QUAD_H
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@@ -0,0 +1,126 @@
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// Shader class nicked from learnOpengl here: https://learnopengl.com/Getting-started/Shaders
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// which is published under the CC BY-NC 4.0 license (and thus fine to use here)
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#ifndef SHADER_H
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#define SHADER_H
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#include <glad/glad.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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unsigned int ID;
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// ensure ifstream objects can throw exceptions:
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vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char * fShaderCode = fragmentCode.c_str();
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// 2. compile shaders
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unsigned int vertex, fragment;
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// vertex shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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checkCompileErrors(vertex, "VERTEX");
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// fragment Shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// activate the shader
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// ------------------------------------------------------------------------
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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// ------------------------------------------------------------------------
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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private:
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// utility function for checking shader compilation/linking errors.
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// ------------------------------------------------------------------------
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void checkCompileErrors(unsigned int shader, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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};
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#endif
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File renamed without changes.
@@ -1,19 +0,0 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D currentFrameTex;
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uniform sampler2D lastFrameTex;
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uniform int frameCount;
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#define MAX_FRAMES 500.0f
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void main()
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{
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vec3 col = texture(currentFrameTex, TexCoords).rgb;
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vec3 col2 = texture(lastFrameTex, TexCoords).rgb;
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col = mix(col, col2, min(frameCount/MAX_FRAMES,1.0f));
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FragColor = vec4(col, 1.0);
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}
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@@ -1,11 +0,0 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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File renamed without changes.