Skip to main content
  • Home
  • Development
  • Documentation
  • Donate
  • Operational login
  • Browse the archive

swh logo
SoftwareHeritage
Software
Heritage
Archive
Features
  • Search

  • Downloads

  • Save code now

  • Add forge now

  • Help

Revision 8c90648f07f68d37b9b0ad0581e44fa069aa758a authored by unlin on 24 October 2019, 15:04:51 UTC, committed by GitHub on 24 October 2019, 15:04:51 UTC
Update Readme.md.
1 parent 401a216
  • Files
  • Changes
  • e393547
  • /
  • src
  • /
  • standardshader.hpp
Raw File Download

To reference or cite the objects present in the Software Heritage archive, permalinks based on SoftWare Hash IDentifiers (SWHIDs) must be used.
Select below a type of object currently browsed in order to display its associated SWHID and permalink.

  • revision
  • directory
  • content
revision badge
swh:1:rev:8c90648f07f68d37b9b0ad0581e44fa069aa758a
directory badge
swh:1:dir:4f40dcfc7f5fda95b2685f0a61d5b2bfc3a401b6
content badge
swh:1:cnt:b1b7822beb03c95eea1bca3d2d9a8a4cf9b9a235

This interface enables to generate software citations, provided that the root directory of browsed objects contains a citation.cff or codemeta.json file.
Select below a type of object currently browsed in order to generate citations for them.

  • revision
  • directory
  • content
(requires biblatex-software package)
Generating citation ...
(requires biblatex-software package)
Generating citation ...
(requires biblatex-software package)
Generating citation ...
standardshader.hpp
#ifndef STANDARDSHADER_H
#define STANDARDSHADER_H

#include <GL/glew.h>
#include <vector>

enum StandardVertexAttributeLocation
{
    ATTRIB_POSITION = 0,
    ATTRIB_NORMAL = 1,
    ATTRIB_TEXCOORD = 2,
    ATTRIB_COLOR = 3,
    ATTRIB_INDEX = 4
};

class StandardVertexAttribute
{

public:

    StandardVertexAttribute();

    /// Creates a full-screen quad with texcoords for full-screen image passes.
    static StandardVertexAttribute CreateQuadAttribute();

    void Create();
    void Destroy();
    void Bind();
    void Reset();
    void BufferData(std::vector<float> &positions,
                    std::vector<float> &normals,
                    std::vector<float> &texcoords,
                    std::vector<float> &colors,
                    std::vector<unsigned int> &indices);
    void Color3f(float r, float g, float b);
    inline GLsizei VertexCount() { return vertexCount; }
    inline GLsizei IndexCount() { return indexCount; }

private:

    GLuint vao;
    GLuint buffers[5];
    GLsizei vertexCount;
    GLsizei indexCount;

};

class StandardShader
{

public:

    void CreateComputeFromFile(const char *compShader);
    void CreateCompute(const char *compShader);
    void CreateFromFile(const char *vertShader, const char *fragShader, const char *geoShader = NULL);
    void Create(const char *vertShader, const char *fragShader, const char *geoShader = NULL);
    void Destroy();
    void Bind();
    void Draw(GLenum mode, StandardVertexAttribute &attribute);

    GLuint program;

private:

    char* LoadSrcFromFile(const char *file);

};

#endif // STANDARDSHADER_H

#ifdef STANDARDSHADER_IMPLEMENTION

#include <cstdio>

StandardVertexAttribute::StandardVertexAttribute()
{
    memset(this, 0, sizeof(StandardVertexAttribute));
}

StandardVertexAttribute StandardVertexAttribute::CreateQuadAttribute()
{
    const float QUAD_VERTEX[12] =
    {
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         1.0f,  1.0f, 0.0f,
        -1.0f,  1.0f, 0.0f
    };
    const float QUAD_TEXCOORD[8] =
    {
        0.0f, 0.0f,
        1.0f, 0.0f,
        1.0f, 1.0f,
        0.0f, 1.0f
    };
    const unsigned int QUAD_INDEX[6] =
    {
        0, 1, 2,
        2, 3, 0
    };
    StandardVertexAttribute attribute;
    attribute.Create();
    std::vector<float> positions(QUAD_VERTEX, QUAD_VERTEX + 12);
    std::vector<float> empty;
    std::vector<float> texcoords(QUAD_TEXCOORD, QUAD_TEXCOORD + 8);
    std::vector<unsigned int> indices(QUAD_INDEX, QUAD_INDEX + 6);
    attribute.BufferData(positions, empty, texcoords, empty, indices);
    return attribute;
}

void StandardVertexAttribute::Create()
{
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    glGenBuffers(5, buffers);
    glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_POSITION]);
    glVertexAttribPointer(ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_NORMAL]);
    glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_TEXCOORD]);
    glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_COLOR]);
    glVertexAttribPointer(ATTRIB_COLOR, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[ATTRIB_INDEX]);
}

void StandardVertexAttribute::Destroy()
{
    if(vao != 0)
    {
        glDeleteVertexArrays(1, &vao);
        glDeleteBuffers(5, buffers);
    }
}

void StandardVertexAttribute::Bind()
{
    glBindVertexArray(vao);
}

void StandardVertexAttribute::Reset()
{
    std::vector<float> empty;
    std::vector<unsigned int> emptyIdx;
    BufferData(empty, empty, empty, empty, emptyIdx);
}

void StandardVertexAttribute::BufferData(std::vector<float> &positions,
                                         std::vector<float> &normals,
                                         std::vector<float> &texcoords,
                                         std::vector<float> &colors,
                                         std::vector<unsigned int> &indices)
{
    glBindVertexArray(vao);

    vertexCount = static_cast<GLsizei>(positions.size() / 3);
    indexCount = static_cast<GLsizei>(indices.size());

    if(positions.size() != 0)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_POSITION]);
        glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(float), positions.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(ATTRIB_POSITION);
    }
    else
    {
        glDisableVertexAttribArray(ATTRIB_POSITION);
    }
    if(normals.size() != 0)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_NORMAL]);
        glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(ATTRIB_NORMAL);
    }
    else
    {
        glDisableVertexAttribArray(ATTRIB_NORMAL);
    }
    if(texcoords.size() != 0)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_TEXCOORD]);
        glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float), texcoords.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(ATTRIB_TEXCOORD);
    }
    else
    {
        glDisableVertexAttribArray(ATTRIB_TEXCOORD);
    }
    if(colors.size() != 0)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffers[ATTRIB_COLOR]);
        glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(float), colors.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(ATTRIB_COLOR);
    }
    else
    {
        glDisableVertexAttribArray(ATTRIB_COLOR);
    }
    if(indices.size() != 0)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[ATTRIB_INDEX]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
    }
    else
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    }
}

void StandardVertexAttribute::Color3f(float r, float g, float b)
{
    glBindVertexArray(vao);
    glVertexAttrib3f(ATTRIB_COLOR, r, g, b);
}

char* StandardShader::LoadSrcFromFile(const char *file)
{
    FILE* f = fopen(file, "r");
    if (f == NULL)
    {
        throw std::invalid_argument("Cannot open shader file. LoadSrcFromFile() failed.");
    }
    fseek(f, 0, SEEK_END);
    long sz = ftell(f);
    char* src = new char[sz + 1];
    src[sz] = '\0';
    fseek(f, 0, SEEK_SET);
    fread(src, sz, 1, f);
    fclose(f);
    return src;
}

void StandardShader::CreateCompute(const char *compShaderSrc)
{
    program = glCreateProgram();

    GLuint compShader = glCreateShader(GL_COMPUTE_SHADER);
    glShaderSource(compShader, 1, &compShaderSrc, 0);
    glCompileShader(compShader);
    glPrintShaderLog(compShader);

    glAttachShader(program, compShader);
    glLinkProgram(program);
    glPrintProgramLog(program);

    glDeleteShader(compShader);
}

void StandardShader::CreateComputeFromFile(const char *compShaderFile)
{
    char *compShaderSrc = LoadSrcFromFile(compShaderFile);
    CreateCompute(compShaderSrc);
    delete[] compShaderSrc;
}

void StandardShader::CreateFromFile(const char *vertShaderFile, const char *fragShaderFile, const char *geoShaderFile)
{
    char *vertShaderSrc = LoadSrcFromFile(vertShaderFile);
    char *fragShaderSrc = LoadSrcFromFile(fragShaderFile);
    char *geoShaderSrc = geoShaderFile ? LoadSrcFromFile(geoShaderFile) : NULL;
    Create(vertShaderSrc, fragShaderSrc, geoShaderSrc);
    delete[] vertShaderSrc;
    delete[] fragShaderSrc;
    if(geoShaderSrc)
    {
        delete[] geoShaderSrc;
    }
}

void StandardShader::Create(const char *vertShaderSrc, const char *fragShaderSrc, const char *geoShaderSrc)
{
    program = glCreateProgram();

    GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertShader, 1, &vertShaderSrc, 0);
    glCompileShader(vertShader);
    glPrintShaderLog(vertShader);

    GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragShader, 1, &fragShaderSrc, 0);
    glCompileShader(fragShader);
    glPrintShaderLog(fragShader);

    GLuint geoShader;
    if(geoShaderSrc)
    {
        geoShader = glCreateShader(GL_GEOMETRY_SHADER);
        glShaderSource(geoShader, 1, &geoShaderSrc, 0);
        glCompileShader(geoShader);
        glPrintShaderLog(geoShader);

        glAttachShader(program, geoShader);
    }

    glAttachShader(program, vertShader);
    glAttachShader(program, fragShader);
    glLinkProgram(program);
    glPrintProgramLog(program);
    
    glDeleteShader(vertShader);
    glDeleteShader(fragShader);
    if(geoShaderSrc)
    {
        glDeleteShader(geoShader);
    }
}

void StandardShader::Destroy()
{
    glDeleteProgram(program);
}

void StandardShader::Bind()
{
    glUseProgram(program);
}

void StandardShader::Draw(GLenum mode, StandardVertexAttribute &attribute)
{
    Bind();
    attribute.Bind();

    if(attribute.IndexCount() == 0)
    {
        if(attribute.VertexCount() != 0)
        {
            glDrawArrays(mode, 0, attribute.VertexCount());
        }
    }
    else
    {
        glDrawElements(mode, attribute.IndexCount(), GL_UNSIGNED_INT, 0);
    }
}

#endif // STANDARDSHADER_IMPLEMENT
The diff you're trying to view is too large. Only the first 1000 changed files have been loaded.
Showing with 0 additions and 0 deletions (0 / 0 diffs computed)
swh spinner

Computing file changes ...

back to top

Software Heritage — Copyright (C) 2015–2026, The Software Heritage developers. License: GNU AGPLv3+.
The source code of Software Heritage itself is available on our development forge.
The source code files archived by Software Heritage are available under their own copyright and licenses.
Terms of use: Archive access, API— Content policy— Contact— JavaScript license information— Web API