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#include "shader.hpp"
std::string Shader::m_vertexSource =
"#version 330\n"
"in vec3 VertexPosition;\n"
"in vec3 VertexTangent;\n"
"in vec3 VertexBinormal;\n"
"in vec3 VertexNormal;\n"
"\n"
"uniform sampler2D coeffTex;\n"
"\n"
"uniform mat4 ModelViewProjectionMatrix;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 NormalMatrix;\n"
"\n"
"out vec4 color;\n"
"\n"
"#define NBCOEFF 15\n"
"\n"
"//Fonction pour calculer la position 2D\n"
"//dans un tableau à partir de coordonnées\n"
"//1D dans un tableau\n"
"ivec2 coord1Dto2D(int position)\n"
"{\n"
"ivec2 texSize = textureSize(coeffTex, 0);\n"
"float x = mod(float(position), float(texSize.x));\n"
"int y = position / texSize.x;\n"
"\n"
"return ivec2(x,y);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
"vec3 eye = vec3(NormalMatrix[0].w, NormalMatrix[1].w, NormalMatrix[2].w);\n"
"vec3 eyeVector = normalize(eye - VertexPosition);\n"
"\n"
"float u = dot(eyeVector, VertexTangent);\n"
"float v = dot(eyeVector, VertexBinormal);\n"
"\n"
"//Boucle pour récuperer tous les coefficients\n"
"//correspondant au vertex courant\n"
"vec4 coeff[NBCOEFF];\n"
"for(int i = 0 ; i < coeff.length() ; ++i) {\n"
"int pos1D = (gl_VertexID * NBCOEFF) + i;\n"
"ivec2 texPos = coord1Dto2D(pos1D);\n"
"coeff[i] = texelFetch(coeffTex, texPos, 0);\n"
"}\n"
"float R = coeff[0].r +\n"
"coeff[1].r * v +\n"
"coeff[2].r * u +\n"
"coeff[3].r * u * v +\n"
"coeff[4].r * v * v +\n"
"coeff[5].r * u * u +\n"
"coeff[6].r * u * v * v +\n"
"coeff[7].r * u * u * v +\n"
"coeff[8].r * v * v * v +\n"
"coeff[9].r * u * u * u +\n"
"coeff[10].r * u * u * v * v +\n"
"coeff[11].r * u * v * v * v +\n"
"coeff[12].r * u * u * u * v +\n"
"coeff[13].r * v * v * v * v +\n"
"coeff[14].r * u * u * u * u;\n"
"\n"
"float G = coeff[0].g +\n"
"coeff[1].g * v +\n"
"coeff[2].g * u +\n"
"coeff[3].g * u * v +\n"
"coeff[4].g * v * v +\n"
"coeff[5].g * u * u +\n"
"coeff[6].g * u * v * v +\n"
"coeff[7].g * u * u * v +\n"
"coeff[8].g * v * v * v +\n"
"coeff[9].g * u * u * u +\n"
"coeff[10].g * u * u * v * v +\n"
"coeff[11].g * u * v * v * v +\n"
"coeff[12].g * u * u * u * v +\n"
"coeff[13].g * v * v * v * v +\n"
"coeff[14].g * u * u * u * u;\n"
"\n"
"float B = coeff[0].b +\n"
"coeff[1].b * v +\n"
"coeff[2].b * u +\n"
"coeff[3].b * u * v +\n"
"coeff[4].b * v * v +\n"
"coeff[5].b * u * u +\n"
"coeff[6].b * u * v * v +\n"
"coeff[7].b * u * u * v +\n"
"coeff[8].b * v * v * v +\n"
"coeff[9].b * u * u * u +\n"
"coeff[10].b * u * u * v * v +\n"
"coeff[11].b * u * v * v * v +\n"
"coeff[12].b * u * u * u * v +\n"
"coeff[13].b * v * v * v * v +\n"
"coeff[14].b * u * u * u * u;\n"
"\n"
"color = vec4(R, G, B, 1.0);\n"
"\n"
"gl_Position = ModelViewProjectionMatrix * vec4(VertexPosition, 1.0);\n"
"}\n";
std::string Shader::m_fragmentSource =
"#version 330\n"
"in vec4 color;\n"
"\n"
"out vec4 color_out;\n"
"\n"
"void main()\n"
"{\n"
"color_out = color;\n"
"}\n";
Shader::Shader(std::string vertexFile, std::string fragmentFile)
{
m_shaderList.push_back(CreateShader(GL_VERTEX_SHADER, m_vertexSource));
m_shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, m_fragmentSource));
// m_shaderList.push_back(CreateShader(GL_VERTEX_SHADER, readFileSrc(vertexFile)));
// m_shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, readFileSrc(fragmentFile)));
m_shaderprogram = CreateProgram(m_shaderList);
enable();
setUniforms();
}
Shader::~Shader()
{
if(m_shaderprogram) {
disable();
for(unsigned int i = 0 ; i < m_shaderList.size() ; ++i) {
glDetachShader(m_shaderprogram, m_shaderList.at(i));
glDeleteShader(m_shaderList.at(i));
}
glDeleteProgram(m_shaderprogram);
}
}
GLuint
Shader::CreateShader(GLenum eShaderType, const std::string &strShaderFile)
{
GLuint shader = glCreateShader(eShaderType);
const char *strFileData = strShaderFile.c_str();
glShaderSource(shader, 1, (const GLchar**)&strFileData, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *strInfoLog = new GLchar[infoLogLength + 1];glGetShaderInfoLog
(shader, infoLogLength, NULL, strInfoLog);
const char *strShaderType = NULL;
switch(eShaderType) {
case GL_VERTEX_SHADER:
strShaderType = "vertex";
break;
case GL_GEOMETRY_SHADER:
strShaderType = "geometry";
break;
case GL_FRAGMENT_SHADER:
strShaderType = "fragment";
break;
}
std::cerr << "Compile failure in " << strShaderType << " shader:\n" << strInfoLog
<< std::endl;
delete[] strInfoLog;
}
return shader;
}
GLuint
Shader::CreateProgram(const std::vector<GLuint> &shaderList)
{
GLuint program = glCreateProgram();
for(unsigned int i = 0 ; i < shaderList.size() ; i++) {
glAttachShader(program, shaderList[i]);
}
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar *strInfoLog = new GLchar[infoLogLength + 1];glGetProgramInfoLog
(program, infoLogLength, NULL, strInfoLog);
std::cerr << "Linker failure: " << strInfoLog << std::endl;
delete[] strInfoLog;
}
return program;
}
void
Shader::setUniforms()
{
m_coeffTex_id = glGetUniformLocation(m_shaderprogram, "coeffTex");
}
void
Shader::createTexture(std::vector<float> data)
{
GLuint id;
glGenTextures(1, &id);
m_textureID.push_back(id);
/* calcul de la taille de la texture */
int height = ((data.size() / 3) + (TEXWIDTH - 1)) / TEXWIDTH;
/* calcul de la nouvelle taille du tableau contenant les données */
int dataSize = TEXWIDTH * height * 3;
data.resize(dataSize);
glActiveTexture(GL_TEXTURE0 + m_nbTexture);
glBindTexture(GL_TEXTURE_2D, m_textureID.at(m_nbTexture));
/* Paramétrage de la texture : IMPORTANT => RGB32F pour ne pas avoir
* de valeur clamper dans la texture.
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEXWIDTH, height, 0, GL_RGB, GL_FLOAT, &data[0]);
glBindTexture(GL_TEXTURE_2D, 0);
m_nbTexture = m_nbTexture + 1;
}
bool
Shader::enable()
{
if(m_shaderprogram) {
glUseProgram(m_shaderprogram);
return true;
}
else return false;
}
void
Shader::disable()
{
if(m_shaderprogram) {
glUseProgram(0);
}
}
void
Shader::enableTextures()
{
enable();
glUniform1i(m_coeffTex_id, 0);
for(unsigned int i = 0 ; i < m_nbTexture ; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, m_textureID.at(i));
}
}
void
Shader::disableTextures()
{
for(unsigned int i = 0 ; i < m_nbTexture ; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
std::string
Shader::readFileSrc(std::string fileName)
{
std::ifstream fichier(fileName.c_str());
std::stringstream buffer;
if(fichier) {
buffer << fichier.rdbuf();
fichier.close();
}
return std::string(buffer.str());
} |
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