load shaders from files.

This commit is contained in:
2020-01-10 15:59:23 -05:00
parent f54d34455b
commit 9989933853
7 changed files with 126 additions and 66 deletions

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@@ -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()];
@@ -39,4 +59,47 @@ std::string utilInfo() {
<< " OpenGL version: " << glGetString(GL_VERSION) << std::endl
<< " 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));
}

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@@ -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
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@@ -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;
}

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@@ -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;
}

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@@ -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);
}

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@@ -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});