mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 20:49:15 +08:00
244 lines
6.9 KiB
C++
244 lines
6.9 KiB
C++
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <stdlib.h>
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include "GLSLProgram.h"
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GLSLProgram::GLSLProgram(const char *vsource, const char *fsource) {
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mProg = compileProgram(vsource, 0, fsource);
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}
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GLSLProgram::GLSLProgram(const char *vsource, const char *gsource,
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const char *fsource, GLenum gsInput, GLenum gsOutput) {
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mProg = compileProgram(vsource, gsource, fsource, gsInput, gsOutput);
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}
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GLSLProgram::~GLSLProgram() {
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if (mProg) {
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glDeleteProgram(mProg);
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}
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}
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void GLSLProgram::enable() { glUseProgram(mProg); }
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void GLSLProgram::disable() { glUseProgram(0); }
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void GLSLProgram::setUniform1f(const char *name, float value) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glUniform1f(loc, value);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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}
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}
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void GLSLProgram::setUniform2f(const char *name, float x, float y) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glUniform2f(loc, x, y);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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}
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}
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void GLSLProgram::setUniform3f(const char *name, float x, float y, float z) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glUniform3f(loc, x, y, z);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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}
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}
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void GLSLProgram::setUniform4f(const char *name, float x, float y, float z,
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float w) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glUniform4f(loc, x, y, z, w);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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}
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}
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void GLSLProgram::setUniformMatrix4fv(const GLchar *name, GLfloat *m,
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bool transpose) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glUniformMatrix4fv(loc, 1, transpose, m);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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}
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}
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void GLSLProgram::setUniformfv(const GLchar *name, GLfloat *v, int elementSize,
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int count) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc == -1) {
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#ifdef _DEBUG
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fprintf(stderr, "Error setting parameter '%s'\n", name);
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#endif
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return;
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}
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switch (elementSize) {
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case 1:
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glUniform1fv(loc, count, v);
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break;
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case 2:
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glUniform2fv(loc, count, v);
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break;
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case 3:
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glUniform3fv(loc, count, v);
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break;
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case 4:
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glUniform4fv(loc, count, v);
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break;
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}
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}
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void GLSLProgram::bindTexture(const char *name, GLuint tex, GLenum target,
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GLint unit) {
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GLint loc = glGetUniformLocation(mProg, name);
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if (loc >= 0) {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(target, tex);
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glUseProgram(mProg);
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glUniform1i(loc, unit);
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glActiveTexture(GL_TEXTURE0);
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} else {
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#if _DEBUG
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fprintf(stderr, "Error binding texture '%s'\n", name);
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#endif
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}
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}
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GLuint GLSLProgram::checkCompileStatus(GLuint shader, GLint *status) {
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glGetShaderiv(shader, GL_COMPILE_STATUS, status);
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if (!(*status)) {
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char log[2048];
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int len;
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glGetShaderInfoLog(shader, 2048, (GLsizei *)&len, log);
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printf("Error: shader(%04d), Info log: %s\n", (int)shader, log);
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glDeleteShader(shader);
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return 0;
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}
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return 1;
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}
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GLuint GLSLProgram::compileProgram(const char *vsource, const char *gsource,
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const char *fsource, GLenum gsInput,
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GLenum gsOutput) {
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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GLint compiled = 0;
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glShaderSource(vertexShader, 1, &vsource, 0);
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glShaderSource(fragmentShader, 1, &fsource, 0);
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glCompileShader(vertexShader);
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if (checkCompileStatus(vertexShader, &compiled) == 0) {
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printf("<compileProgram compilation error with vertexShader>:\n");
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printf("%s\n", vsource);
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return 0;
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}
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glCompileShader(fragmentShader);
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if (checkCompileStatus(fragmentShader, &compiled) == 0) {
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printf("<compileProgram compilation error with fragmentShader>:\n");
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printf("%s\n", fsource);
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return 0;
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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if (gsource) {
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GLuint geomShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
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glShaderSource(geomShader, 1, &gsource, 0);
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glCompileShader(geomShader);
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glGetShaderiv(geomShader, GL_COMPILE_STATUS, (GLint *)&compiled);
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if (checkCompileStatus(geomShader, &compiled) == 0) {
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printf("<compileProgram compilation error with geomShader>:\n");
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printf("%s\n", gsource);
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return 0;
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}
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glAttachShader(program, geomShader);
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glProgramParameteriEXT(program, GL_GEOMETRY_INPUT_TYPE_EXT, gsInput);
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glProgramParameteriEXT(program, GL_GEOMETRY_OUTPUT_TYPE_EXT, gsOutput);
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glProgramParameteriEXT(program, GL_GEOMETRY_VERTICES_OUT_EXT, 4);
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}
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glLinkProgram(program);
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// check if program linked
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GLint success = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char temp[1024];
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glGetProgramInfoLog(program, 1024, 0, temp);
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fprintf(stderr, "Failed to link program:\n%s\n", temp);
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glDeleteProgram(program);
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program = 0;
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exit(EXIT_FAILURE);
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}
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return program;
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}
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