fast-nuclear-sim/src/graphics/shader.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.hpp"
#include "window.hpp"
using namespace sim::graphics;
static const char* VERTEX_SHADER = R"(
#version 460 core
#extension GL_ARB_bindless_texture : require
layout (location = 0) in sampler2D aTex;
layout (location = 1) in vec2 aTexPos;
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layout (location = 2) in vec4 aPos;
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layout (location = 3) in vec3 aNormal;
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uniform mat4 model;
uniform mat4 projection;
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out float brightness;
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out flat sampler2D tex;
out vec2 texPos;
void main()
{
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vec4 pos = model * aPos;
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vec3 cNormal = vec3(0.f, 0.f, 1.f) * mat3(model);
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brightness = dot(normalize(aNormal), normalize(cNormal)) * 0.25f + 0.75f;
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gl_Position = projection * pos;
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texPos = aTexPos;
tex = aTex;
}
)";
static const char* FRAGMENT_SHADER = R"(
#version 460 core
#extension GL_ARB_bindless_texture : require
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in float brightness;
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in flat sampler2D tex;
in vec2 texPos;
out vec4 FragColour;
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uniform mat4 tex_mat;
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void main()
{
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vec4 texdata = texture2D(tex, texPos);
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FragColour = tex_mat * texdata * vec4(vec3(brightness), 1);
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if(FragColour.a == 0) discard;
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}
)";
static unsigned int prog_id;
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int shader::gl_tex_mat;
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int shader::gl_model;
int shader::gl_projection;
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static int load_shader(const char** src, int type)
{
int id = glCreateShader(type);
glShaderSource(id, 1, src, nullptr);
glCompileShader(id);
return id;
}
unsigned int shader::init_program()
{
int success;
int vsh_id = load_shader(&VERTEX_SHADER, GL_VERTEX_SHADER);
int fsh_id = load_shader(&FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
prog_id = glCreateProgram();
glAttachShader(prog_id, vsh_id);
glAttachShader(prog_id, fsh_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
if(!success)
{
char infoLog[512];
glGetProgramInfoLog(prog_id, 512, NULL, infoLog);
std::cout << "Shader Link Error: " << infoLog << std::endl;
window::close();
return 0;
}
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gl_tex_mat = glGetUniformLocation(prog_id, "tex_mat");
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gl_model = glGetUniformLocation(prog_id, "model");
gl_projection = glGetUniformLocation(prog_id, "projection");
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glUseProgram(prog_id);
glDeleteShader(vsh_id);
glDeleteShader(fsh_id);
return prog_id;
}