add gl helper functions

This commit is contained in:
2023-10-02 10:35:03 +02:00
parent fdfbf57974
commit 5ca59e83dd
12 changed files with 8202 additions and 1 deletions

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#pragma once
#include "Defines.h"
#include <vector>
namespace blitz {
namespace GL {
struct VertexAttribPointer {
unsigned int m_Index;
unsigned int m_Size;
unsigned int m_Offset;
};
class VertexBuffer {
private:
unsigned int m_ID, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
VertexBuffer(VertexBuffer&& other) {
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_ID = other.m_ID;
m_DataStride = other.m_DataStride;
other.m_ID = 0;
other.m_DataStride = 0;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void Bind() const;
void Unbind() const;
void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void BindVertexAttribs() const;
REMOVE_COPY(VertexBuffer);
};
class VertexArray {
private:
unsigned int m_ID, m_VertexCount;
std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
public:
VertexArray(VertexArray&& other) {
m_ID = other.m_ID;
m_VertexCount = other.m_VertexCount;
m_VertexBuffers = std::move(other.m_VertexBuffers);
other.m_VertexCount = 0;
other.m_ID = 0;
}
VertexArray(unsigned int vertexCount);
~VertexArray();
unsigned int GetVertexCount() const {
return m_VertexCount;
}
void BindVertexBuffer(VertexBuffer& vbo);
void Bind() const;
void Unbind() const;
REMOVE_COPY(VertexArray);
};
} // namespace GL
} // namespace blitz

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#pragma once
#include <string>
namespace blitz {
namespace TextureLoader {
unsigned int LoadGLTexture(const std::string& fileName);
} // namespace TextureLoader
} // namespace blitz

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#pragma once
#include "ShaderProgram.h"
namespace blitz {
namespace shader {
class EntityShader : public ShaderProgram {
private:
unsigned int m_LocationProjectionMatrix = 0;
unsigned int m_LocationViewMatrix = 0;
unsigned int m_LocationPosition = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void LoadShader();
void SetColorEffect(const Vec3f& color);
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
void SetModelPos(const Vec3f& pos) const;
};
} // namespace shader
} // namespace blitz

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#pragma once
#include "Defines.h"
#include <string>
namespace blitz {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
protected:
virtual void GetAllUniformLocation() = 0;
int GetUniformLocation(const std::string& uniformName) const;
void LoadFloat(unsigned int location, float value) const;
void LoadInt(unsigned int location, int value) const;
void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const;
private:
unsigned int m_ProgramID;
unsigned int m_VertexShaderID;
unsigned int m_FragmentShaderID;
unsigned int LoadShaderFromFile(const std::string& file, unsigned int type);
unsigned int LoadShader(const std::string& source, unsigned int type);
};
} // namespace shader
} // namespace blitz

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#pragma once
#include "ShaderProgram.h"
namespace blitz {
namespace shader {
class WorldShader : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
protected:
void GetAllUniformLocation();
public:
WorldShader();
void LoadShader();
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
};
} // namespace shader
} // namespace blitz

7559
libs/stb_image.h Executable file

File diff suppressed because it is too large Load Diff

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#include "render/loader/GLLoader.h"
#include <GL/glew.h>
namespace blitz {
namespace GL {
VertexArray::~VertexArray() {
if (m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount) {
glGenVertexArrays(1, &m_ID);
}
void VertexArray::Bind() const {
glBindVertexArray(m_ID);
}
void VertexArray::Unbind() const {
glBindVertexArray(0);
}
void VertexArray::BindVertexBuffer(VertexBuffer& VertexBuffer) {
VertexBuffer.Bind();
VertexBuffer.BindVertexAttribs();
m_VertexBuffers.push_back(std::move(VertexBuffer));
}
VertexBuffer::~VertexBuffer() {
if (m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
glGenBuffers(1, &m_ID);
Bind();
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
Unbind();
}
void VertexBuffer::Bind() const {
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VertexBuffer::Unbind() const {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
VertexAttribPointer pointer;
pointer.m_Index = index;
pointer.m_Size = coordinateSize;
pointer.m_Offset = offset;
m_VertexAttribs.push_back(pointer);
}
void VertexBuffer::BindVertexAttribs() const {
for (const VertexAttribPointer& pointer : m_VertexAttribs) {
glEnableVertexAttribArray(pointer.m_Index);
glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float),
reinterpret_cast<void*>(pointer.m_Offset));
}
}
} // namespace GL
} // namespace blitz

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#include "render/loader/TextureLoader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "misc/Log.h"
#include "stb_image.h"
#include <GL/glew.h>
#include <stdexcept>
namespace blitz {
namespace TextureLoader {
unsigned int LoadGLTexture(const char* fileName) {
int width, height, comp;
const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
if (image == nullptr) {
utils::LOGE("Erreur lors du chargement de la texture !");
throw(std::runtime_error("Failed to load texture"));
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (comp == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
else if (comp == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free((void*)image);
return textureID;
}
} // namespace TextureLoader
} // namespace blitz

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#include "render/shader/EntityShader.h"
namespace blitz {
namespace shader {
#ifdef __ANDROID__
static const char vertexSource[] =
R"(#version 300 es
precision mediump float;
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 modelPosition;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
}
)";
static const char fragmentSource[] =
R"(#version 300 es
precision mediump float;
flat in int pass_color;
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
out_color = vec4(intermediate_color, a);
}
)";
#else
static const char vertexSource[] = R"(
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 modelPosition;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
}
)";
static const char fragmentSource[] = R"(
#version 330
flat in int pass_color;
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
out_color = vec4(intermediate_color, a);
}
)";
#endif
EntityShader::EntityShader() : ShaderProgram() {}
void EntityShader::LoadShader() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
void EntityShader::GetAllUniformLocation() {
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
m_LocationViewMatrix = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
m_LocationProjectionMatrix = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
}
void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color);
}
void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjectionMatrix, proj);
}
void EntityShader::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationViewMatrix, view);
}
void EntityShader::SetModelPos(const Vec3f& pos) const {
LoadVector(m_LocationPosition, pos);
}
} // namespace shader
} // namespace blitz

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#include "render/shader/ShaderProgram.h"
#include "misc/Format.h"
#include "misc/Log.h"
#include <GL/glew.h>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
namespace blitz {
namespace shader {
ShaderProgram::ShaderProgram() : m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {}
ShaderProgram::~ShaderProgram() {
CleanUp();
}
void ShaderProgram::Start() const {
glUseProgram(m_ProgramID);
}
void ShaderProgram::Stop() const {
glUseProgram(0);
}
int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
if (location == -1) {
utils::LOGD(utils::Format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
}
return location;
}
void ShaderProgram::LoadFloat(unsigned int location, float value) const {
glUniform1f(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadInt(unsigned int location, int value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadVector(unsigned int location, const Vec2f& vector) const {
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
}
void ShaderProgram::LoadVector(unsigned int location, const Vec3f& vector) const {
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
}
void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
}
void ShaderProgram::CleanUp() const {
Stop();
glDetachShader(m_ProgramID, m_VertexShaderID);
glDetachShader(m_ProgramID, m_FragmentShaderID);
glDeleteShader(m_VertexShaderID);
glDeleteShader(m_FragmentShaderID);
glDeleteProgram(m_ProgramID);
}
void ShaderProgram::LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile) {
m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
GetAllUniformLocation();
}
void ShaderProgram::LoadProgram(const std::string& vertexSource, const std::string& fragmentSource) {
m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
m_ProgramID = glCreateProgram();
glAttachShader(m_ProgramID, m_VertexShaderID);
glAttachShader(m_ProgramID, m_FragmentShaderID);
glLinkProgram(m_ProgramID);
glValidateProgram(m_ProgramID);
GetAllUniformLocation();
}
unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
unsigned int shaderID = glCreateShader(type);
const char* c_str = source.c_str();
int* null = 0;
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
glCompileShader(shaderID);
GLint compilesuccessful;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
if (compilesuccessful == false) {
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
std::vector<char> shaderError(static_cast<std::size_t>(size));
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
utils::LOGE("Could not compile shader !");
utils::LOGE(shaderError.data());
utils::LOGD(utils::Format("\nShader source : \n"
"---------------------------------------------------------------------------------------------------"
"---------------------------------\n"
"%s\n"
"---------------------------------------------------------------------------------------------------"
"---------------------------------\n",
source.c_str()));
}
return shaderID;
}
unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
std::stringstream stream;
std::ifstream fileStream(file);
if (fileStream) {
stream << fileStream.rdbuf();
} else {
return 0;
}
return LoadShader(stream.str(), type);
}
} // namespace shader
} // namespace blitz

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#include "render/shader/WorldShader.h"
namespace blitz {
namespace shader {
#ifdef __ANDROID__
static const char vertexSource[] =
R"(#version 300 es
precision mediump float;
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}
)";
static const char fragmentSource[] =
R"(#version 300 es
precision mediump float;
flat in int pass_color;
out vec4 out_color;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
}
)";
#else
static const char vertexSource[] = R"(
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in int color;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
flat out int pass_color;
void main(void){
pass_color = color;
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}
)";
static const char fragmentSource[] = R"(
#version 330
flat in int pass_color;
out vec4 out_color;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
}
)";
#endif
WorldShader::WorldShader() : ShaderProgram() {}
void WorldShader::LoadShader() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
void WorldShader::GetAllUniformLocation() {
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
}
void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjection, proj);
}
void WorldShader::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationView, view);
}
} // namespace shader
} // namespace blitz

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@@ -12,7 +12,7 @@ target("Blitz")
-- Libraries
add_packages("libsdl", "zlib", "glew")
add_includedirs("libs/imgui")
add_includedirs("libs", "libs/imgui")
add_files("libs/imgui/**.cpp")
-- Assets