angle::Result PixelTransfer11::buildShaderMap(const gl::Context *context)
{
    d3d11::PixelShader bufferToTextureFloat;
    d3d11::PixelShader bufferToTextureInt;
    d3d11::PixelShader bufferToTextureUint;

    Context11 *context11 = GetImplAs<Context11>(context);

    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F),
                                          &bufferToTextureFloat));
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I),
                                          &bufferToTextureInt));
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI),
                                          &bufferToTextureUint));

    bufferToTextureFloat.setDebugName("BufferToTexture RGBA ps");
    bufferToTextureInt.setDebugName("BufferToTexture RGBA-I ps");
    bufferToTextureUint.setDebugName("BufferToTexture RGBA-UI ps");

    mBufferToTexturePSMap[GL_FLOAT]        = std::move(bufferToTextureFloat);
    mBufferToTexturePSMap[GL_INT]          = std::move(bufferToTextureInt);
    mBufferToTexturePSMap[GL_UNSIGNED_INT] = std::move(bufferToTextureUint);

    return angle::Result::Continue();
}
Example #2
0
kore::Transform::Transform(void) : _global(glm::mat4(1.0f)),
                                   _local(glm::mat4(1.0f)),
                                   _normalWS(1.0f),
                                   _globalI(1.0f),
                                   kore::SceneNodeComponent() {
  ShaderData input = ShaderData();
  input.type = GL_FLOAT_MAT4;
  input.name = "model Matrix";
  input.data = glm::value_ptr(_global);
  input.component = this;
  _shaderData.push_back(input);

  input = ShaderData();
  input.type = GL_FLOAT_MAT4;
  input.name = "inverse model Matrix";
  input.data = glm::value_ptr(_globalI);
  input.component = this;
  _shaderData.push_back(input);

  input = ShaderData();
  input.type = GL_FLOAT_MAT4;
  input.name = "object Matrix";
  input.data = glm::value_ptr(_local);
  input.component = this;
  _shaderData.push_back(input);

  input = ShaderData();
  input.type = GL_FLOAT_MAT3;
  input.name = "normal Matrix";
  input.data = glm::value_ptr(_normalWS);
  input.component = this;
  _shaderData.push_back(input);

  _type = COMPONENT_TRANSFORM;
}
Example #3
0
RayCastRenderer::RayCastRenderer( const GLEWContext* glewContext,
                                  const uint32_t samples,
                                  const uint32_t componentCount,
                                  const GLenum gpuDataType,
                                  const GLint internalFormat )
    : Renderer( componentCount, gpuDataType, internalFormat )
    , nSamples_( samples )
    , transferFunctionTexture_( 0 )
{
    if( !glewContext )
        LBTHROW( std::runtime_error( "No GLEW context given" +
                                     where( __FILE__, __LINE__ )));

    TransferFunction1D< unsigned char > transferFunction;
    initTransferFunction( transferFunction );

    shadersPtr_.reset( new GLSLShaders );

    // TODO: Add the shaders from resource directory
    const int error = shadersPtr_->loadShaders( ShaderData( vertRayCast_glsl,
                      fragRayCast_glsl ));
    if( error != GL_NO_ERROR )
        LBTHROW( std::runtime_error( "Can't load glsl shaders: " +
                                     eq::glError( error ) +
                                     where( __FILE__, __LINE__ )));

    framebufferTempTexturePtr_.reset(
        new eq::util::Texture( GL_TEXTURE_RECTANGLE_ARB, glewContext ));
}
Example #4
0
void PhysicsDebug::drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
	D3D11_MAPPED_SUBRESOURCE mapStruct;

	ZeroMemory(&mapStruct, sizeof(mapStruct));

	ColourVertex vertexSet[] =
	{
		ColourVertex(D3DXVECTOR3(to.x(), to.y(), to.z()), D3DXVECTOR4(color.x(), color.y(), color.z(), 1.0f)),
		ColourVertex(D3DXVECTOR3(from.x(), from.y(), from.z()), D3DXVECTOR4(color.x(), color.y(), color.z(), 1.0f))
	};

	if(mContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapStruct) != S_OK)
	{
		std::cerr << "Buffer Mapping Failed!" << std::endl;
		return;
	}

		memcpy(mapStruct.pData, &vertexSet[0], sizeof(ColourVertex) * mTotalIndices);

	mContext->Unmap(mBuffer, 0);

	mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
	mShader.RenderVertexBuffer(mTotalIndices, mBuffer, mDevice, mContext, &ShaderData(mGameCam)); 
}
Example #5
0
	GL2Batch::GL2Batch(VAOContainer&& vC, const UniformHolder& uC)
		: vaoContainer(vC), uniformContainer(uC)
	{
		// Setup vbo data buffers
		for (VBOContainer& vbc : vaoContainer.vbos) {
			shaderData.emplace(vbc.ref, ShaderData(&vbc, 32 * vbc.stride));
		}
		
		includeToMap(shaderData, uniformContainer, 0);

		renderMode = GL_TRIANGLE_STRIP;
	}
Example #6
0
gl::Error PixelTransfer11::buildShaderMap()
{
    d3d11::PixelShader bufferToTextureFloat;
    d3d11::PixelShader bufferToTextureInt;
    d3d11::PixelShader bufferToTextureUint;

    ANGLE_TRY(
        mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat));
    ANGLE_TRY(
        mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt));
    ANGLE_TRY(
        mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint));

    bufferToTextureFloat.setDebugName("BufferToTexture RGBA ps");
    bufferToTextureInt.setDebugName("BufferToTexture RGBA-I ps");
    bufferToTextureUint.setDebugName("BufferToTexture RGBA-UI ps");

    mBufferToTexturePSMap[GL_FLOAT]        = std::move(bufferToTextureFloat);
    mBufferToTexturePSMap[GL_INT]          = std::move(bufferToTextureInt);
    mBufferToTexturePSMap[GL_UNSIGNED_INT] = std::move(bufferToTextureUint);

    return gl::NoError();
}
Example #7
0
    Impl( const uint32_t samplesPerRay,
          const uint32_t samplesPerPixel,
          const VolumeInformation& volInfo )
        : _framebufferTexture( GL_TEXTURE_RECTANGLE_ARB, glewGetContext( ))
        , _nSamplesPerRay( samplesPerRay )
        , _nSamplesPerPixel( samplesPerPixel )
        , _computedSamplesPerRay( samplesPerRay )
        , _volInfo( volInfo )
        , _transferFunctionTexture( 0 )
    {
        TransferFunction1D transferFunction;
        initTransferFunction( transferFunction );

        // TODO: Add the shaders from resource directory
        const int error = _shaders.loadShaders( ShaderData( vertRayCast_glsl,
                                                             fragRayCast_glsl ));
        if( error != GL_NO_ERROR )
            LBTHROW( std::runtime_error( "Can't load glsl shaders: " +
                                         eq::glError( error ) +
                                         where( __FILE__, __LINE__ )));
    }
Example #8
0
bool CPreProcessor::found_include_directive(ContextT const& ctx, std::string const& filename, bool include_next)
{
	//std::cout << "found_include_directive:" << filename << std::endl;

	boost::regex systemIncludeRegex("<.*>");

	if ( !boost::regex_match(filename, systemIncludeRegex))
	{
		std::string editedFilename = filename;
		// remove any quotations around the filename
		boost::algorithm::erase_all(editedFilename, "\"");
		
		//std::stringstream msg;
		//msg << "adding: " << editedFilename << " size: " << shaderData_.size();
		//LOG_DEBUG( msg.str() );

		shaderData_.push_back(ShaderData(editedFilename));
	}

	// ok to include this file
	return false;
}
Example #9
0
	bool CShaderManager::addShader(GLint shaderIndex, string vertexFile, string fragmentFile)
	{
		GLhandleARB v,f;

		v = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
		f = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);

		string _v = textFileRead(vertexFile);
		string _f = textFileRead(fragmentFile);

		if (_v=="" || _f=="")
		{
			lastError = "Shader files missing or invalid!";
			return false;
		}

		const char * vv = _v.c_str();
		const char * ff = _f.c_str();

		glShaderSourceARB(v,1,&vv,NULL);
		glShaderSourceARB(f,1,&ff,NULL);

		glCompileShaderARB(v);
		glCompileShaderARB(f);

		GLhandleARB shaderProgram = glCreateProgramObjectARB();

		glAttachObjectARB(shaderProgram,v);
		glAttachObjectARB(shaderProgram,f);

		glLinkProgramARB(shaderProgram);

		shaderPrograms[shaderIndex]=ShaderData(shaderProgram);

		return printInfoLog(shaderProgram);
	}
Example #10
0
void ShaderInterface::clear() {
  m_mainShader = m_portsShader = ShaderData();
  m_parameters.clear();
}
Example #11
0
angle::Result PixelTransfer11::loadResources(const gl::Context *context)
{
    if (mResourcesLoaded)
    {
        return angle::Result::Continue();
    }

    D3D11_RASTERIZER_DESC rasterDesc;
    rasterDesc.FillMode = D3D11_FILL_SOLID;
    rasterDesc.CullMode = D3D11_CULL_NONE;
    rasterDesc.FrontCounterClockwise = FALSE;
    rasterDesc.DepthBias = 0;
    rasterDesc.SlopeScaledDepthBias = 0.0f;
    rasterDesc.DepthBiasClamp = 0.0f;
    rasterDesc.DepthClipEnable = TRUE;
    rasterDesc.ScissorEnable = FALSE;
    rasterDesc.MultisampleEnable = FALSE;
    rasterDesc.AntialiasedLineEnable = FALSE;

    Context11 *context11 = GetImplAs<Context11>(context);

    ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState));

    D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
    depthStencilDesc.DepthEnable = true;
    depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
    depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
    depthStencilDesc.StencilEnable = FALSE;
    depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
    depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
    depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
    depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
    depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

    ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState));

    D3D11_BUFFER_DESC constantBufferDesc = { 0 };
    constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
    constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
    constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    constantBufferDesc.MiscFlags = 0;
    constantBufferDesc.StructureByteStride = 0;

    ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer));
    mParamsConstantBuffer.setDebugName("PixelTransfer11 constant buffer");

    // init shaders
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture),
                                          &mBufferToTextureVS));
    mBufferToTextureVS.setDebugName("BufferToTexture VS");

    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture),
                                          &mBufferToTextureGS));
    mBufferToTextureGS.setDebugName("BufferToTexture GS");

    ANGLE_TRY(buildShaderMap(context));

    StructZero(&mParamsData);

    mResourcesLoaded = true;

    return angle::Result::Continue();
}
Example #12
0
	static void includeToMap(ShaderDataMap& map, const UniformHolder& holder, u32 instance)
	{
		for (const UniformContainer& it : holder.containers) {
			map.emplace(it.ref, ShaderData(&it, it.stride));
		}
	}
Example #13
0
kore::Camera::Camera()
       :_fMovementSpeed(50.0f),
        _fFovDeg(0.0f),
        _fFar(0.0f),
        _fNear(0.0f),
        _matView(1.0f),
        _matProjection(1.0f),
        _matViewInverse(1.0f),
        _matViewProj(1.0f),
        _fFocalLength(0.0f),
        _bIsOrtho(false),
        _fWidth(1.0f),
        _fHeight(1.0),
        _name(""),
        kore::SceneNodeComponent() {
  // setup bindings
  ShaderData tmp;
  tmp.type = GL_FLOAT_MAT4;
  tmp.name = "view Matrix";
  tmp.data = glm::value_ptr(_matView);
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT_MAT4;
  tmp.name = "inverse view Matrix";
  tmp.data = glm::value_ptr(_matViewInverse);
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT_MAT4;
  tmp.name = "projection Matrix";
  tmp.data = glm::value_ptr(_matProjection);
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT_MAT4;
  tmp.name = "view projection Matrix";
  tmp.data = glm::value_ptr(_matViewProj);
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "FOV degree";
  tmp.data = &_fFovDeg;
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "near Plane";
  tmp.data = &_fNear;
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "far Plane";
  tmp.data = &_fFar;
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "focal length";
  tmp.data = &_fFocalLength;
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "width";
  tmp.data = &_fWidth;
  _shaderData.push_back(tmp);

  tmp = ShaderData();
  tmp.type = GL_FLOAT;
  tmp.name = "height";
  tmp.data = &_fHeight;
  _shaderData.push_back(tmp);

  _type = COMPONENT_CAMERA;
}
Example #14
0
/**
 * @brief Load shaders.
 * @param aVertexShaderFilename Name of vertex shader.
 * @param aFragmentShaderFilename Name of fragment shader.
 */
void PCShaderSurface::LoadShaders(HashString const &aVertexShaderFilename, HashString const &aFragmentShaderFilename)
{
    mVertexShaderFileName = aVertexShaderFilename;
    mFragmentShaderFileName = aFragmentShaderFilename;

    HashString shaderKey = aVertexShaderFilename + aFragmentShaderFilename;

    if(GetManager()->ShaderDataExists(shaderKey))
    {
        mProgramID = GetManager()->GetShaderData(shaderKey).mProgramID;
        return;
    }

    std::ifstream vertexFile(Common::RelativePath("Shaders", aVertexShaderFilename.ToCharArray()).c_str());
    std::ifstream fragmentFile(Common::RelativePath("Shaders", aFragmentShaderFilename.ToCharArray()).c_str());
    if(vertexFile.is_open() && fragmentFile.is_open())
    {
        GLenum program = glCreateProgram();
        GLenum vertexShader = glCreateShader(GL_VERTEX_SHADER);
        GLenum fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        GLint didCompile = 0;
        GLint isLinked = 0;

        HashString vertexFileContents = std::string((std::istreambuf_iterator<char>(vertexFile)), std::istreambuf_iterator<char>());
        const char* vertexContents = vertexFileContents.ToCharArray();

        // Compile
        glShaderSource(vertexShader, 1, &vertexContents, NULL);
        glCompileShader(vertexShader);
        glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("VERTEX SHADER %s READ:\n%s\n", aVertexShaderFilename.ToCharArray(), vertexContents);

            GLint maxLength = 0;
            glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aVertexShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(vertexShader);
        }

        HashString fragmentFileContents = std::string((std::istreambuf_iterator<char>(fragmentFile)), std::istreambuf_iterator<char>());
        const char* fragmentContents = fragmentFileContents.ToCharArray();
        glShaderSource(fragmentShader, 1, &fragmentContents, NULL);
        glCompileShader(fragmentShader);
        glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("FRAGMENT SHADER %s READ:\n%s\n", aFragmentShaderFilename.ToCharArray(), fragmentContents);

            GLint maxLength = 0;
            glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aFragmentShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(fragmentShader);
        }

        // Linking
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        glLinkProgram(program);
        glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
        if(isLinked == GL_FALSE)
        {
            GLint maxLength = 0;
            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<GLchar> infoLog(maxLength);
            glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);

            //We don't need the program anymore.
            glDeleteProgram(program);
            //Don't leak shaders either.
            glDeleteShader(vertexShader);
            glDeleteShader(fragmentShader);

            DebugLogPrint("GL LINK ERROR: %s\n", &infoLog[0]);
        }

        GetManager()->AddShaderPairing(shaderKey, ShaderData(program, vertexShader, fragmentShader, vertexContents, fragmentContents));

        mProgramID = program;
    }
    else
    {
        DebugLogPrint("No shader with name %s or %s found\n", aVertexShaderFilename.ToCharArray(), aFragmentShaderFilename.ToCharArray());
        assert(!"Shader file not found.");
    }
}