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author | Adrian Kummerlaender | 2018-05-25 23:47:27 +0200 |
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committer | Adrian Kummerlaender | 2018-05-25 23:48:59 +0200 |
commit | f728e4c8d202de241673a13ce61570b6acb4bba7 (patch) | |
tree | a7e29c4319f0e6d667b98f359ddf089c0565c15a /src/shader/wrap | |
parent | 5157658ec0cc07d2c56c978ca010cbb78236439f (diff) | |
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Restructure source directory
Diffstat (limited to 'src/shader/wrap')
-rw-r--r-- | src/shader/wrap/compute_shader.h | 47 | ||||
-rw-r--r-- | src/shader/wrap/graphic_shader.h | 52 |
2 files changed, 99 insertions, 0 deletions
diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h new file mode 100644 index 0000000..9f5c5cb --- /dev/null +++ b/src/shader/wrap/compute_shader.h @@ -0,0 +1,47 @@ +#pragma once + +#include "util.h" + +class ComputeShader { +private: + const GLuint _id; + +public: + struct Guard { + const GLuint _id; + + Guard(GLuint id): _id(id) { + glUseProgram(_id); + } + ~Guard() { + glUseProgram(0); + } + }; + + Guard use() const { + return Guard(_id); + } + + ComputeShader(const std::string& src): + _id(glCreateProgram()) { + glAttachShader(_id, util::compileShader(src, GL_COMPUTE_SHADER)); + glLinkProgram(_id); + }; + ~ComputeShader() { + glDeleteProgram(_id); + } + + GLuint setUniform(const std::string& name, float x, float y) const { + GLuint id = util::getUniform(_id, name); + glUniform2f(id, x, y); + return id; + } + + void workOn(GLuint buffer) const { + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffer); + } + + void dispatch(std::size_t dimX) const { + glDispatchCompute(dimX, 1, 1); + } +}; diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h new file mode 100644 index 0000000..03249d5 --- /dev/null +++ b/src/shader/wrap/graphic_shader.h @@ -0,0 +1,52 @@ +#pragma once + +#include "shader/util.h" + +class GraphicShader { +private: + const GLuint _id; + +public: + struct Guard { + const GLuint _id; + + Guard(GLuint id): _id(id) { + glUseProgram(_id); + } + ~Guard() { + glUseProgram(0); + } + }; + + Guard use() const { + return Guard(_id); + } + + GraphicShader(const std::string& vertex, const std::string fragment): + _id(glCreateProgram()) { + glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); + glAttachShader(_id, util::compileShader(fragment, GL_FRAGMENT_SHADER)); + glLinkProgram(_id); + }; + ~GraphicShader() { + glDeleteProgram(_id); + } + + GLuint setUniform(const std::string& name, int value) const { + GLuint id = util::getUniform(_id, name); + glUniform1i(id, value); + return id; + } + + GLuint setUniform(const std::string& name, const std::vector<GLuint>& v) const { + GLuint id = util::getUniform(_id, name); + glUniform1iv(id, v.size(), reinterpret_cast<const GLint*>(v.data())); + return id; + } + + GLuint setUniform(const std::string& name, glm::mat4& M) const { + GLuint id = util::getUniform(_id, name); + glUniformMatrix4fv(id, 1, GL_FALSE, &M[0][0]); + return id; + } +}; |