mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
load shaders from files.
This commit is contained in:
@@ -1,10 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#include <cerrno>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <sstream>
|
||||
class gl_error : public std::domain_error {
|
||||
public:
|
||||
explicit gl_error(const std::string &arg) : domain_error(arg) {}
|
||||
explicit gl_error(const char *string) : domain_error(string) {}
|
||||
};
|
||||
|
||||
class shader_error : public gl_error {
|
||||
public:
|
||||
explicit shader_error(const std::string &arg) : gl_error(arg) {}
|
||||
explicit shader_error(const char *string) : gl_error(string) {}
|
||||
};
|
||||
|
||||
class program_error : public gl_error {
|
||||
public:
|
||||
explicit program_error(const std::string &arg) : gl_error(arg) {}
|
||||
explicit program_error(const char *string) : gl_error(string) {}
|
||||
};
|
||||
|
||||
void utilShaderSource(GLuint shader, const std::vector<std::string> &sources) {
|
||||
char const *ptrs[sources.size()];
|
||||
@@ -40,3 +60,46 @@ std::string utilInfo() {
|
||||
<< " Shading version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
std::string utilReadFile(const std::string &filename) {
|
||||
std::ifstream in(filename, std::ios::in | std::ios::binary);
|
||||
if (in) {
|
||||
std::ostringstream contents;
|
||||
contents << in.rdbuf();
|
||||
in.close();
|
||||
return (contents.str());
|
||||
}
|
||||
throw std::system_error(errno, std::generic_category());
|
||||
}
|
||||
|
||||
GLuint utilCompileFiles(const GLenum type, const std::vector<std::string> &files) {
|
||||
std::vector<std::string> sources;
|
||||
sources.reserve(files.size());
|
||||
for (const auto &file : files) {
|
||||
sources.push_back(utilReadFile(file));
|
||||
}
|
||||
|
||||
GLuint shader = glCreateShader(type);
|
||||
utilShaderSource(shader, sources);
|
||||
glCompileShader(shader);
|
||||
|
||||
int success;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (success) return shader;
|
||||
|
||||
throw shader_error(utilShaderInfoLog(shader));
|
||||
}
|
||||
|
||||
GLuint utilLinkProgram(const std::vector<GLuint> &shaders) {
|
||||
GLuint program = glCreateProgram();
|
||||
for (const auto &shader : shaders) {
|
||||
glAttachShader(program, shader);
|
||||
}
|
||||
glLinkProgram(program);
|
||||
|
||||
int success;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
if (success)return program;
|
||||
|
||||
throw program_error(utilProgramInfoLog(program));
|
||||
}
|
||||
12
vis/shaders/one-color.fs.glsl
Normal file
12
vis/shaders/one-color.fs.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 430
|
||||
|
||||
layout(location=2) uniform vec3 c;
|
||||
|
||||
in vec4 vpos;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
float d = smoothstep(-2, 2, vpos.z);
|
||||
color = vec4(c * d, 1);
|
||||
}
|
||||
15
vis/shaders/ortho.vs.glsl
Normal file
15
vis/shaders/ortho.vs.glsl
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
layout(location=0) uniform mat4 proj;
|
||||
layout(location=1) uniform mat4 view;
|
||||
|
||||
layout(location=0) in vec4 pos;
|
||||
|
||||
out vec4 vpos;
|
||||
|
||||
void main() {
|
||||
int i = gl_VertexID;
|
||||
vpos = view * pos;
|
||||
gl_Position = proj * vec4(vpos.xyz / (1), 1);
|
||||
gl_PointSize = 5;
|
||||
}
|
||||
15
vis/shaders/stereo.vs.glsl
Normal file
15
vis/shaders/stereo.vs.glsl
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 430
|
||||
|
||||
layout(location=0) uniform mat4 proj;
|
||||
layout(location=1) uniform mat4 view;
|
||||
|
||||
layout(location=0) in vec4 pos;
|
||||
|
||||
out vec4 vpos;
|
||||
|
||||
void main() {
|
||||
int i = gl_VertexID;
|
||||
vpos = view * pos;
|
||||
gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);
|
||||
gl_PointSize = 5;
|
||||
}
|
||||
11
vis/shaders/w-axis-hue.fs.glsl
Normal file
11
vis/shaders/w-axis-hue.fs.glsl
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 430
|
||||
|
||||
in vec4 vpos;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
float d = smoothstep(-2, 2, vpos.z);
|
||||
vec3 off = 1.04 * vec3(0, 2, 4) + 2 * vec3(vpos.w);
|
||||
color = vec4(d * cos(off), 1);
|
||||
}
|
||||
@@ -44,78 +44,22 @@ int main(int argc, char *argv[]) {
|
||||
|
||||
std::cout << utilInfo();
|
||||
|
||||
const std::string VS_SOURCE =
|
||||
"#version 430\n"
|
||||
"layout(location=0) uniform mat4 proj;"
|
||||
"layout(location=1) uniform mat4 view;"
|
||||
""
|
||||
"layout(location=0) in vec4 pos;"
|
||||
""
|
||||
"out vec4 vpos;"
|
||||
""
|
||||
"void main() {"
|
||||
" int i = gl_VertexID;"
|
||||
" vpos = view * pos;"
|
||||
" gl_Position = proj * vec4(vpos.xyz / (1), 1);"
|
||||
// " gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);"
|
||||
" gl_PointSize = 5;"
|
||||
"}";
|
||||
GLuint pgm;
|
||||
|
||||
const std::string FS_SOURCE =
|
||||
"#version 430\n"
|
||||
"layout(location=2) uniform vec3 c;"
|
||||
""
|
||||
"in vec4 vpos;"
|
||||
""
|
||||
"out vec4 color;"
|
||||
""
|
||||
"void main() {"
|
||||
" float d = smoothstep(-2, 2, vpos.z);"
|
||||
" vec3 off = 1.04 * vec3(0, 2, 4) + 2 * vec3(vpos.w);"
|
||||
" color = vec4(c * d, 1);"
|
||||
"}";
|
||||
try {
|
||||
GLuint vs = utilCompileFiles(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
|
||||
GLuint fs = utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/w-axis-hue.fs.glsl"});
|
||||
|
||||
//region init shaders
|
||||
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
|
||||
utilShaderSource(vs, {VS_SOURCE});
|
||||
glCompileShader(vs);
|
||||
|
||||
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
utilShaderSource(fs, {FS_SOURCE});
|
||||
|
||||
GLuint pgm = glCreateProgram();
|
||||
glAttachShader(pgm, vs);
|
||||
glAttachShader(pgm, fs);
|
||||
glLinkProgram(pgm);
|
||||
|
||||
GLint status;
|
||||
|
||||
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
|
||||
if (!status) {
|
||||
std::cerr << utilShaderInfoLog(vs) << "\n=========\n" << std::endl;
|
||||
}
|
||||
|
||||
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
|
||||
if (!status) {
|
||||
std::cerr << utilShaderInfoLog(fs) << "\n=========\n" << std::endl;
|
||||
}
|
||||
|
||||
glGetProgramiv(pgm, GL_LINK_STATUS, &status);
|
||||
if (!status) {
|
||||
std::cerr << utilProgramInfoLog(pgm) << "\n=========\n" << std::endl;
|
||||
pgm = utilLinkProgram({vs, fs});
|
||||
} catch (const gl_error &e) {
|
||||
std::cerr << e.what() << std::endl;
|
||||
glfwTerminate();
|
||||
return EXIT_FAILURE;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
//endregion
|
||||
|
||||
auto group = tc::group::H(3);
|
||||
auto group = tc::schlafli({5, 3, 3});
|
||||
auto res = group.solve();
|
||||
auto mirrors = mirror(group);
|
||||
std::cout << "Solved " << res.size() << std::endl;
|
||||
std::cout << "Mirror lengths:" << std::endl;
|
||||
for (const auto &m : mirrors) {
|
||||
std::cout << glm::length(m) << " (" << m.x << " " << m.y << " " << m.z << " " << m.w << ")" << std::endl;
|
||||
}
|
||||
|
||||
auto corners = plane_intersections(mirrors);
|
||||
auto start = barycentric(corners, {1.00, 1.00, 1.00, 1.00});
|
||||
|
||||
Reference in New Issue
Block a user