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authordec05eba <dec05eba@protonmail.com>2020-02-14 10:43:26 +0100
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:22:09 +0100
commit83c78e2b5cc9b0cb737ec3785722ae280bd29b65 (patch)
tree8c1f522bc19d4adc7df849fe09f8afc9513f9d65 /src
parent23a37b2cdd8ffde8bb85a4159888bf3a7ec35966 (diff)
Use shader from file..
Diffstat (limited to 'src')
-rw-r--r--src/RenderBackend/OpenGL/DeviceMemory.cpp9
-rw-r--r--src/RenderBackend/OpenGL/ShaderProgram.cpp19
-rw-r--r--src/RenderBackend/OpenGL/Uniform.cpp24
-rw-r--r--src/main.cpp101
4 files changed, 117 insertions, 36 deletions
diff --git a/src/RenderBackend/OpenGL/DeviceMemory.cpp b/src/RenderBackend/OpenGL/DeviceMemory.cpp
index 2d40569..f071cd8 100644
--- a/src/RenderBackend/OpenGL/DeviceMemory.cpp
+++ b/src/RenderBackend/OpenGL/DeviceMemory.cpp
@@ -65,6 +65,15 @@ namespace amalgine
numVertices = triangles.size * 3;
type = DeviceMemoryType::VEC2;
}
+
+ void DeviceMemory::copy(const DataView<Triangle3D> &triangles, StorageType storageType)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
+ glBufferData(GL_ARRAY_BUFFER, triangles.getByteSize(), triangles.data, getOpenglStorageType(storageType));
+ primitiveType = GL_TRIANGLES;
+ numVertices = triangles.size * 3;
+ type = DeviceMemoryType::VEC3;
+ }
void DeviceMemory::draw()
{
diff --git a/src/RenderBackend/OpenGL/ShaderProgram.cpp b/src/RenderBackend/OpenGL/ShaderProgram.cpp
index e613668..389a929 100644
--- a/src/RenderBackend/OpenGL/ShaderProgram.cpp
+++ b/src/RenderBackend/OpenGL/ShaderProgram.cpp
@@ -64,13 +64,13 @@ namespace amalgine {
return Result<std::unique_ptr<ShaderProgram>>::Ok(std::move(shader_program));
}
- int ShaderProgram::set_uniform(const char *name, const vec3f &value) {
- GLint uniformId = glGetUniformLocation(program_id, name);
- if(uniformId == -1)
- return -1;
- use();
- glUniform3f(uniformId, value.x, value.y, value.z);
- return 0;
+ Result<Uniform> ShaderProgram::get_uniform_by_name(const char *name) {
+ GLint uniform_id = glGetUniformLocation(program_id, name);
+ if(uniform_id == -1)
+ return Result<Uniform>::Err(std::string("Uniform with name ") + name + " was not found");
+
+ Uniform uniform(uniform_id, program_id);
+ return Result<Uniform>::Ok(std::move(uniform));
}
int ShaderProgram::set_vertex_input(const char *name, const DeviceMemory &data) {
@@ -88,7 +88,10 @@ namespace amalgine {
glVertexAttribPointer(attrib_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
break;
}
- case DeviceMemoryType::VEC3: assert(false); return -1;
+ case DeviceMemoryType::VEC3: {
+ glVertexAttribPointer(attrib_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ break;
+ }
}
glEnableVertexAttribArray(attrib_location);
return 0;
diff --git a/src/RenderBackend/OpenGL/Uniform.cpp b/src/RenderBackend/OpenGL/Uniform.cpp
new file mode 100644
index 0000000..67cf3c6
--- /dev/null
+++ b/src/RenderBackend/OpenGL/Uniform.cpp
@@ -0,0 +1,24 @@
+#include "../../../include/RenderBackend/OpenGL/Uniform.hpp"
+#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
+
+namespace amalgine {
+ Uniform::~Uniform() {}
+
+ void Uniform::set(const vec3f &value) {
+ use();
+ glUniform3f(uniform_id, value.x, value.y, value.z);
+ }
+
+ void Uniform::set(const glm::mat4 &value) {
+ use();
+ glUniformMatrix4fv(uniform_id, 1, GL_FALSE, glm::value_ptr(value));
+ }
+
+ Uniform::Uniform(i32 uniform_id, u32 shader_program_id) : uniform_id(uniform_id), program_id(shader_program_id) {
+
+ }
+
+ void Uniform::use() {
+ glUseProgram(program_id);
+ }
+} \ No newline at end of file
diff --git a/src/main.cpp b/src/main.cpp
index f6f827f..c073a43 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,13 +1,12 @@
-#include <cstdio>
#include "../include/RenderBackend/OpenGL/opengl.hpp"
#include "../include/RenderBackend/OpenGL/Shader.hpp"
#include "../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../include/RenderBackend/OpenGL/DeviceMemory.hpp"
#include "../include/RenderBackend/OpenGL/DeviceFrame.hpp"
-#include "../include/Triangle2D.hpp"
+#include "../include/Triangle.hpp"
-// TODO: Disallow shader variables that begin with "gl_" as reserved variables
-// start with that. What about hlsl?
+#include <cstdio>
+#include <chrono>
// TODO: Creating buffers etc should be somehow created/drawn using the window object, since they are associated with the window
// opengl context
@@ -20,43 +19,83 @@ static void initGlfw();
static void initGlew();
static GLFWwindow *createWindow();
static std::unique_ptr<Shader> load_shader_from_file(const char *filepath, Shader::Type shader_type);
+static std::unique_ptr<ShaderProgram> build_shader_program_from_shaders(const std::vector<Shader*> &shaders);
int main()
{
initGlfw();
glfwSetErrorCallback(glfwErrorHandler);
GLFWwindow *window = createWindow();
+ int window_width = 1;
+ int window_height = 1;
+ glfwGetWindowSize(window, &window_width, &window_height);
DeviceFrame frame;
- Triangle2D cpuTriangle(
- Vertex2D(0.0f, 0.5f),
- Vertex2D(0.5f, -0.5f),
- Vertex2D(-0.5f, -0.5f)
- );
- DataView<Triangle2D> cpuTriangles(&cpuTriangle, 1);
+ std::array<Triangle3D, 2> cpuTriangle = {
+ Triangle3D(
+ Vertex3D(0.0f, 0.0f, 0.0f),
+ Vertex3D(1.0f, 0.0f, 0.0f),
+ Vertex3D(0.0f, 1.0f, 0.0f)
+ ),
+ Triangle3D(
+ Vertex3D(1.0f, 0.0f, 0.0f),
+ Vertex3D(1.0f, 1.0f, 0.0f),
+ Vertex3D(0.0f, 1.0f, 0.0f)
+ ),
+ };
+ DataView<Triangle3D> cpuTriangles(cpuTriangle.data(), cpuTriangle.size());
DeviceMemory *gpuTriangle = frame.alloc();
gpuTriangle->copy(cpuTriangles, DeviceMemory::StorageType::STATIC);
std::unique_ptr<Shader> vertex_shader = load_shader_from_file("shaders/vertex.vert", Shader::Type::VERTEX);
std::unique_ptr<Shader> pixel_shader = load_shader_from_file("shaders/fragment.frag", Shader::Type::PIXEL);
-
- Result<std::unique_ptr<ShaderProgram>> shader_program_result = ShaderProgram::build({ vertex_shader.get(), pixel_shader.get() });
- if(!shader_program_result) {
- fprintf(stderr, "Failed to link shaders, error: %s\n", shader_program_result.getErrorMsg().c_str());
- exit(13);
- }
- std::unique_ptr<ShaderProgram> shader_program = std::move(shader_program_result.unwrap());
-
+ std::unique_ptr<ShaderProgram> shader_program = build_shader_program_from_shaders({ vertex_shader.get(), pixel_shader.get() });
+
shader_program->set_vertex_input("position", *gpuTriangle);
- shader_program->set_uniform("triangle_color", vec3f{ 1.0f, 0.0f, 0.0f });
+
+ Result<Uniform> proj_uniform = shader_program->get_uniform_by_name("proj");
+ glm::mat4 proj = glm::perspective(glm::radians(75.0f), (float)window_width / (float)window_height, 0.2f, 1000.0f);
+ proj_uniform->set(proj);
+
+ Result<Uniform> triangle_color_uniform = shader_program->get_uniform_by_name("triangle_color");
+ triangle_color_uniform->set(vec3f{ 1.0f, 0.0f, 0.0f });
+
+ Result<Uniform> view_uniform = shader_program->get_uniform_by_name("view");
+ Result<Uniform> model_uniform = shader_program->get_uniform_by_name("model");
+
+ glm::vec3 character_pos(0.0f, 3.0f, 3.0f);
+ auto t_start = std::chrono::high_resolution_clock::now();
- while(!glfwWindowShouldClose(window))
- {
+ while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
+ auto t_now = std::chrono::high_resolution_clock::now();
+ float time_delta = std::chrono::duration_cast<std::chrono::duration<float>>(t_now - t_start).count();
+ t_start = t_now;
+
+ if(glfwGetKey(window, GLFW_KEY_W))
+ character_pos.y -= time_delta;
+ if(glfwGetKey(window, GLFW_KEY_S))
+ character_pos.y += time_delta;
+
+ glm::mat4 view = glm::lookAt(
+ character_pos,
+ character_pos - glm::vec3(0.0f, 3.0f, 3.0f),
+ glm::vec3(0.0f, 0.0f, 1.0f)
+ );
+ view_uniform->set(view);
+
+ glm::mat4 model = glm::mat4(1.0f);
+ model = glm::rotate(
+ model,
+ 0.0f,
+ glm::vec3(0.0f, 0.0f, 1.0f)
+ );
+ model_uniform->set(model);
+
// Set color for clearing
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Do the actual screen clearing, using the color set using glClearColor
@@ -90,19 +129,16 @@ void initGlfw()
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
}
-void initGlew()
-{
+void initGlew() {
glewExperimental = true;
- if(glewInit() != GLEW_OK)
- {
+ if(glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
exit(-1);
}
}
-GLFWwindow* createWindow()
-{
+GLFWwindow* createWindow() {
GLFWwindow *window = glfwCreateWindow(1280, 720, "Amalgine", nullptr, nullptr);
if(!window)
{
@@ -111,7 +147,7 @@ GLFWwindow* createWindow()
exit(10);
}
- glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
+ glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_FALSE);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
initGlew();
@@ -145,4 +181,13 @@ std::unique_ptr<Shader> load_shader_from_file(const char *filepath, Shader::Type
exit(12);
}
return std::move(vertex_shader_result.unwrap());
+}
+
+std::unique_ptr<ShaderProgram> build_shader_program_from_shaders(const std::vector<Shader*> &shaders) {
+ Result<std::unique_ptr<ShaderProgram>> shader_program_result = ShaderProgram::build(shaders);
+ if(!shader_program_result) {
+ fprintf(stderr, "Failed to link shaders, error: %s\n", shader_program_result.getErrorMsg().c_str());
+ exit(13);
+ }
+ return std::move(shader_program_result.unwrap());
} \ No newline at end of file