feat: add gfx pipeline abstraction with render targets
Add cbt/gfx layer (pipeline + render_target) inspired by Sokol but C++-friendly with RAII and pipeline_desc. Supports building full graphics pipelines (VS/IA/raster/PS/OM), render-to-texture (FBO), and post-processing steps (scene -> RT -> fullscreen quad with sampler + vignette). - Depth/state/viewport/texture cleanup for reliable scene switching. - Updated cube/sphere to demonstrate (sphere uses RT+post). - Vulkan backend easy via PIMPL in impl (same public API). - Fixed depth test, viewport restore, and state leakage on switch. Followed coding conventions (snake_case, trailing returns, east const, include order, no ; after ns/class, etc.).
This commit is contained in:
+2
-1
@@ -28,12 +28,13 @@ add_library(cbt_opengl STATIC
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"cbt/opengl/descriptor.cpp"
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"cbt/opengl/shader.cpp"
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"cbt/opengl/vao.cpp"
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"cbt/gfx.cpp"
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)
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target_include_directories(cbt_opengl PRIVATE ".")
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target_compile_features(cbt_opengl PRIVATE cxx_std_23)
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target_compile_options(cbt_opengl PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cbt_opengl PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cbt_opengl PUBLIC fmt::fmt glfw::glfw glad::glad stb::stb)
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target_link_libraries(cbt_opengl PUBLIC fmt::fmt glfw::glfw glad::glad stb::stb glm::glm)
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# Scene base library
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add_library(cbt_scene STATIC
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+313
@@ -0,0 +1,313 @@
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#include <cstddef>
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#include <utility>
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#include "cbt/gfx.hpp"
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#include "glad/glad.h"
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#include "glm/gtc/type_ptr.hpp"
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#include "cbt/opengl/shader.hpp"
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#include "cbt/opengl/buffer.hpp"
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#include "cbt/opengl/vao.hpp"
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#include "cbt/opengl/texture.hpp"
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namespace cbt::gfx {
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struct pipeline::impl {
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opengl::shader m_prog;
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opengl::buffer m_vbo;
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opengl::buffer m_ebo{opengl::buffer_type::index};
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opengl::vao m_vao;
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GLint m_loc_proj = -1;
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GLint m_loc_view = -1;
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GLint m_loc_model = -1;
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GLsizei m_index_count = 0;
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GLsizei m_vertex_count = 0;
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bool m_valid = false;
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bool m_uses_index = false;
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bool m_depth_test = true;
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GLenum m_draw_mode = GL_TRIANGLES;
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GLenum m_index_gl_type = GL_UNSIGNED_INT;
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auto build(pipeline_desc const& desc) -> bool;
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auto bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void;
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};
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auto pipeline::impl::build(pipeline_desc const& desc) -> bool {
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if (!desc.vertex_shader_src || !desc.fragment_shader_src ||
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desc.vertex_data.empty() || desc.attributes.empty() || desc.vertex_stride == 0) {
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return false;
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}
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if (!m_prog.compile_vertex(desc.vertex_shader_src) ||
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!m_prog.compile_fragment(desc.fragment_shader_src) ||
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!m_prog.link()) {
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return false;
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}
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m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
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m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
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m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
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m_vbo.upload(desc.vertex_data.data(), desc.vertex_data.size());
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m_vertex_count = static_cast<GLsizei>(desc.vertex_data.size() / desc.vertex_stride);
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m_uses_index = !desc.index_data.empty();
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if (m_uses_index) {
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m_ebo.upload(desc.index_data.data(), desc.index_data.size());
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std::size_t const idx_size = (desc.index_type_ == index_type::uint16)
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? sizeof(std::uint16_t)
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: sizeof(std::uint32_t);
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m_index_count = static_cast<GLsizei>(desc.index_data.size() / idx_size);
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m_index_gl_type = (desc.index_type_ == index_type::uint16)
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? GL_UNSIGNED_SHORT
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: GL_UNSIGNED_INT;
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}
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m_draw_mode = GL_TRIANGLES;
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m_depth_test = desc.depth_test;
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m_vao.bind();
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m_vbo.bind();
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if (m_uses_index) {
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m_ebo.bind();
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}
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for (auto const& attr : desc.attributes) {
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glEnableVertexAttribArray(attr.location);
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glVertexAttribPointer(
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attr.location,
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static_cast<GLint>(attr.num_components),
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GL_FLOAT,
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GL_FALSE,
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static_cast<GLsizei>(desc.vertex_stride),
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reinterpret_cast<void*>(static_cast<std::uintptr_t>(attr.offset))
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);
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}
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m_vao.unbind();
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m_vbo.unbind();
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if (m_uses_index) {
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m_ebo.unbind();
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}
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if (desc.depth_test) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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m_valid = true;
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return true;
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}
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auto pipeline::impl::bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void {
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if (!m_prog.valid()) {
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return;
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}
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GLint loc = glGetUniformLocation(m_prog.id(), sampler_name);
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if (loc != -1) {
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glUniform1i(loc, static_cast<GLint>(unit));
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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}
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}
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pipeline::pipeline() : m_impl(std::make_unique<impl>()) {}
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pipeline::pipeline(pipeline_desc const& desc) : m_impl(std::make_unique<impl>()) {
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m_impl->build(desc);
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}
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pipeline::pipeline(pipeline&& other) noexcept
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: m_impl(std::move(other.m_impl)) {}
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auto pipeline::operator=(pipeline&& other) noexcept -> pipeline& {
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if (this != &other) {
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m_impl = std::move(other.m_impl);
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}
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return *this;
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}
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pipeline::~pipeline() = default;
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auto pipeline::valid() const -> bool {
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return m_impl && m_impl->m_valid;
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}
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auto pipeline::draw(
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glm::mat4 const& model,
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glm::mat4 const& view,
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glm::mat4 const& proj
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) const -> void {
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if (!valid()) {
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return;
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}
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auto& impl = *m_impl;
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impl.m_prog.use();
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if (impl.m_loc_proj != -1) {
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glUniformMatrix4fv(impl.m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
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}
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if (impl.m_loc_view != -1) {
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glUniformMatrix4fv(impl.m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
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}
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if (impl.m_loc_model != -1) {
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glUniformMatrix4fv(impl.m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
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}
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if (impl.m_depth_test) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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impl.m_vao.bind();
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if (impl.m_uses_index) {
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glDrawElements(impl.m_draw_mode, impl.m_index_count, impl.m_index_gl_type, nullptr);
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} else {
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glDrawArrays(impl.m_draw_mode, 0, impl.m_vertex_count);
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}
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impl.m_vao.unbind();
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impl.m_prog.unuse();
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// Reset texture state to prevent leakage on scene switches or between passes
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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auto pipeline::bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void {
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if (m_impl) {
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m_impl->bind_texture(sampler_name, texture_id, unit);
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}
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}
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struct render_target::impl {
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GLuint m_fbo = 0;
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opengl::texture m_color{opengl::texture_target::_2d};
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GLuint m_depth_rbo = 0;
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int m_width = 0;
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int m_height = 0;
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bool m_valid = false;
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auto build(int width, int height) -> bool;
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auto cleanup() -> void;
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};
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auto render_target::impl::build(int width, int height) -> bool {
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m_width = width;
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m_height = height;
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glGenFramebuffers(1, &m_fbo);
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if (m_fbo == 0) {
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return false;
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}
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// Color texture
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m_color = opengl::texture(opengl::texture_target::_2d);
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m_color.bind(0);
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m_color.upload(nullptr, width, height, opengl::texture_format::rgba, opengl::texture_type::ubyte);
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m_color.set_filter(GL_LINEAR, GL_LINEAR);
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m_color.set_wrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
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m_color.unbind();
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// Depth renderbuffer
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glGenRenderbuffers(1, &m_depth_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, m_depth_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Attach to FBO
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_color.id(), 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depth_rbo);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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cleanup();
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return false;
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}
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m_valid = true;
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return true;
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}
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auto render_target::impl::cleanup() -> void {
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if (m_fbo != 0) {
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glDeleteFramebuffers(1, &m_fbo);
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m_fbo = 0;
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}
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if (m_depth_rbo != 0) {
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glDeleteRenderbuffers(1, &m_depth_rbo);
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m_depth_rbo = 0;
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}
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m_valid = false;
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}
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render_target::render_target(int width, int height) : m_impl(std::make_unique<impl>()) {
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m_impl->build(width, height);
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}
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render_target::render_target(render_target&& other) noexcept
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: m_impl(std::move(other.m_impl)) {}
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auto render_target::operator=(render_target&& other) noexcept -> render_target& {
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if (this != &other) {
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m_impl = std::move(other.m_impl);
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}
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return *this;
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}
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render_target::~render_target() {
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if (m_impl) {
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m_impl->cleanup();
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}
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}
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auto render_target::bind() const -> void {
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if (!valid()) return;
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glBindFramebuffer(GL_FRAMEBUFFER, m_impl->m_fbo);
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glViewport(0, 0, m_impl->m_width, m_impl->m_height);
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}
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auto render_target::unbind() const -> void {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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auto render_target::color_id() const -> std::uint32_t {
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return m_impl ? m_impl->m_color.id() : 0;
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}
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auto render_target::width() const -> int {
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return m_impl ? m_impl->m_width : 0;
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}
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auto render_target::height() const -> int {
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return m_impl ? m_impl->m_height : 0;
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}
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auto render_target::valid() const -> bool {
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return m_impl && m_impl->m_valid;
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}
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auto render_target::resize(int width, int height) -> void {
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if (m_impl && m_impl->m_width == width && m_impl->m_height == height) {
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return;
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}
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if (m_impl) {
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m_impl->cleanup();
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}
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if (!m_impl) {
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m_impl = std::make_unique<impl>();
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}
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m_impl->build(width, height);
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}
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} // namespace cbt::gfx
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+81
@@ -0,0 +1,81 @@
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#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <span>
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#include <vector>
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#include "glm/glm.hpp"
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namespace cbt::gfx {
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enum class primitive_type {
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triangles
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};
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enum class index_type {
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uint16,
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uint32
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};
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struct attribute_desc {
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std::uint32_t location = 0;
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std::uint32_t num_components = 3;
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std::uint32_t offset = 0;
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};
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struct pipeline_desc {
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std::span<std::byte const> vertex_data{};
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std::span<std::byte const> index_data{};
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std::vector<attribute_desc> attributes{};
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std::uint32_t vertex_stride = 0;
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char const* vertex_shader_src = nullptr;
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char const* fragment_shader_src = nullptr;
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bool depth_test = true;
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primitive_type primitive = primitive_type::triangles;
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index_type index_type_ = index_type::uint32;
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};
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class pipeline {
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public:
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pipeline();
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explicit pipeline(pipeline_desc const& desc);
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pipeline(pipeline const&) = delete;
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pipeline(pipeline&& other) noexcept;
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auto operator=(pipeline const&) -> pipeline& = delete;
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auto operator=(pipeline&& other) noexcept -> pipeline&;
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~pipeline();
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auto valid() const -> bool;
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auto draw(glm::mat4 const& model, glm::mat4 const& view, glm::mat4 const& proj) const -> void;
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auto bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit = 0) const -> void;
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private:
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struct impl;
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std::unique_ptr<impl> m_impl;
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};
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class render_target {
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public:
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explicit render_target(int width, int height);
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render_target(render_target const&) = delete;
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render_target(render_target&& other) noexcept;
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auto operator=(render_target const&) -> render_target& = delete;
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auto operator=(render_target&& other) noexcept -> render_target&;
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~render_target();
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auto bind() const -> void;
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auto unbind() const -> void;
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auto color_id() const -> std::uint32_t;
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auto width() const -> int;
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auto height() const -> int;
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auto valid() const -> bool;
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auto resize(int width, int height) -> void;
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private:
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struct impl;
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std::unique_ptr<impl> m_impl;
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};
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} // namespace cbt::gfx
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+44
-59
@@ -1,8 +1,8 @@
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#include <array>
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#include <span>
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#include "glad/glad.h"
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#include "glm/gtc/matrix_transform.hpp"
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#include "glm/gtc/type_ptr.hpp"
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#include "scenes/cube.hpp"
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@@ -13,17 +13,17 @@ cube::cube() {
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}
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auto cube::init() -> bool {
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if (!build_shader()) {
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if (!build_pipeline()) {
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return false;
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}
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build_mesh();
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glEnable(GL_DEPTH_TEST);
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return true;
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}
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auto cube::update(float) -> void {}
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auto cube::render(int width, int height) -> void {
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glViewport(0, 0, width, height);
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - m_start).count();
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@@ -35,18 +35,33 @@ auto cube::render(int width, int height) -> void {
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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m_prog.use();
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glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
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m_vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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m_vao.unbind();
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m_prog.unuse();
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m_pipeline.draw(model, view, proj);
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}
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auto cube::build_mesh() -> void {
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auto cube::build_pipeline() -> bool {
|
||||
char const* vert_src = R"glsl(
|
||||
#version 410 core
|
||||
layout(location = 0) in vec3 a_pos;
|
||||
layout(location = 1) in vec3 a_color;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_proj;
|
||||
out vec3 v_color;
|
||||
void main() {
|
||||
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||
v_color = a_color;
|
||||
}
|
||||
)glsl";
|
||||
|
||||
char const* frag_src = R"glsl(
|
||||
#version 410 core
|
||||
in vec3 v_color;
|
||||
out vec4 frag_color;
|
||||
void main() {
|
||||
frag_color = vec4(v_color, 1.0);
|
||||
}
|
||||
)glsl";
|
||||
|
||||
std::array<float, 36 * 6> vertices = {
|
||||
// front face (cyan)
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
||||
@@ -97,52 +112,22 @@ auto cube::build_mesh() -> void {
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
|
||||
};
|
||||
|
||||
m_vbo.upload(vertices.data(), vertices.size() * sizeof(float));
|
||||
gfx::pipeline_desc desc{
|
||||
.vertex_data = std::as_bytes(std::span{vertices}),
|
||||
.attributes = {
|
||||
{.location = 0, .num_components = 3, .offset = 0},
|
||||
{.location = 1, .num_components = 3, .offset = 12},
|
||||
},
|
||||
.vertex_stride = 24,
|
||||
.vertex_shader_src = vert_src,
|
||||
.fragment_shader_src = frag_src,
|
||||
.depth_test = true,
|
||||
.primitive = gfx::primitive_type::triangles
|
||||
// no index data
|
||||
};
|
||||
|
||||
m_vao.bind();
|
||||
m_vbo.bind();
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
|
||||
reinterpret_cast<void*>(3 * sizeof(float)));
|
||||
m_vbo.unbind();
|
||||
m_vao.unbind();
|
||||
}
|
||||
|
||||
auto cube::build_shader() -> bool {
|
||||
char const* vert_src = R"glsl(
|
||||
#version 410 core
|
||||
layout(location = 0) in vec3 a_pos;
|
||||
layout(location = 1) in vec3 a_color;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_proj;
|
||||
out vec3 v_color;
|
||||
void main() {
|
||||
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||
v_color = a_color;
|
||||
}
|
||||
)glsl";
|
||||
|
||||
char const* frag_src = R"glsl(
|
||||
#version 410 core
|
||||
in vec3 v_color;
|
||||
out vec4 frag_color;
|
||||
void main() {
|
||||
frag_color = vec4(v_color, 1.0);
|
||||
}
|
||||
)glsl";
|
||||
|
||||
if (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
|
||||
m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
|
||||
m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
|
||||
|
||||
return true;
|
||||
m_pipeline = gfx::pipeline{desc};
|
||||
return m_pipeline.valid();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+3
-12
@@ -5,9 +5,7 @@
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
#include "cbt/scene.hpp"
|
||||
#include "cbt/opengl/buffer.hpp"
|
||||
#include "cbt/opengl/shader.hpp"
|
||||
#include "cbt/opengl/vao.hpp"
|
||||
#include "cbt/gfx.hpp"
|
||||
|
||||
namespace cbt::scenes {
|
||||
|
||||
@@ -19,18 +17,11 @@ public:
|
||||
auto render(int width, int height) -> void override;
|
||||
|
||||
private:
|
||||
opengl::shader m_prog;
|
||||
opengl::buffer m_vbo;
|
||||
opengl::vao m_vao;
|
||||
|
||||
GLint m_loc_proj = -1;
|
||||
GLint m_loc_view = -1;
|
||||
GLint m_loc_model = -1;
|
||||
gfx::pipeline m_pipeline;
|
||||
|
||||
std::chrono::steady_clock::time_point m_start;
|
||||
|
||||
auto build_mesh() -> void;
|
||||
auto build_shader() -> bool;
|
||||
auto build_pipeline() -> bool;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+116
-76
@@ -1,10 +1,11 @@
|
||||
#include <cstddef>
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
#include <span>
|
||||
#include <array>
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include "glm/gtc/matrix_transform.hpp"
|
||||
#include "glm/gtc/type_ptr.hpp"
|
||||
|
||||
#include "scenes/sphere.hpp"
|
||||
|
||||
@@ -15,11 +16,9 @@ sphere::sphere() {
|
||||
}
|
||||
|
||||
auto sphere::init() -> bool {
|
||||
if (!build_shader()) {
|
||||
if (!build_pipeline() || !build_post_pipeline()) {
|
||||
return false;
|
||||
}
|
||||
build_mesh();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -29,6 +28,12 @@ auto sphere::render(int width, int height) -> void {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto elapsed = std::chrono::duration<float>(now - m_start).count();
|
||||
|
||||
m_rt.resize(width, height);
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Step 1: Render scene to texture (offscreen pass)
|
||||
m_rt.bind();
|
||||
glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
@@ -37,18 +42,59 @@ auto sphere::render(int width, int height) -> void {
|
||||
auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -4.0f});
|
||||
auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.3f, 0.2f});
|
||||
|
||||
m_prog.use();
|
||||
glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
|
||||
m_scene_pipeline.draw(model, view, proj);
|
||||
m_rt.unbind();
|
||||
|
||||
m_vao.bind();
|
||||
glDrawElements(GL_TRIANGLES, m_index_count, GL_UNSIGNED_INT, nullptr);
|
||||
m_vao.unbind();
|
||||
m_prog.unuse();
|
||||
// Reset viewport for screen pass (RT bind changed it)
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Step 2: Post-processing step (sample RT texture, apply effect, render to screen)
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_post_pipeline.bind_texture("u_texture", m_rt.color_id(), 0);
|
||||
m_post_pipeline.draw(glm::mat4{1.0f}, glm::mat4{1.0f}, glm::mat4{1.0f});
|
||||
}
|
||||
|
||||
auto sphere::build_mesh() -> void {
|
||||
auto sphere::build_pipeline() -> bool {
|
||||
char const* vert_src = R"glsl(
|
||||
#version 410 core
|
||||
layout(location = 0) in vec3 a_pos;
|
||||
layout(location = 1) in vec3 a_normal;
|
||||
layout(location = 2) in vec2 a_uv;
|
||||
layout(location = 3) in vec3 a_color;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_proj;
|
||||
out vec3 v_normal;
|
||||
out vec3 v_world_pos;
|
||||
out vec2 v_uv;
|
||||
out vec3 v_color;
|
||||
void main() {
|
||||
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||
v_normal = mat3(u_model) * a_normal;
|
||||
v_world_pos = (u_model * vec4(a_pos, 1.0)).xyz;
|
||||
v_uv = a_uv;
|
||||
v_color = a_color;
|
||||
}
|
||||
)glsl";
|
||||
|
||||
char const* frag_src = R"glsl(
|
||||
#version 410 core
|
||||
in vec3 v_normal;
|
||||
in vec3 v_world_pos;
|
||||
in vec2 v_uv;
|
||||
in vec3 v_color;
|
||||
out vec4 frag_color;
|
||||
void main() {
|
||||
vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0));
|
||||
vec3 normal = normalize(v_normal);
|
||||
float diff = max(dot(normal, light_dir), 0.0);
|
||||
vec3 ambient = vec3(0.2);
|
||||
vec3 result = (ambient + diff * 0.8) * v_color;
|
||||
frag_color = vec4(result, 1.0);
|
||||
}
|
||||
)glsl";
|
||||
|
||||
struct vertex {
|
||||
glm::vec3 position;
|
||||
glm::vec3 normal;
|
||||
@@ -127,88 +173,82 @@ auto sphere::build_mesh() -> void {
|
||||
offset += div * div;
|
||||
}
|
||||
|
||||
m_index_count = static_cast<GLsizei>(indices.size());
|
||||
gfx::pipeline_desc desc{
|
||||
.vertex_data = std::as_bytes(std::span{vertices}),
|
||||
.index_data = std::as_bytes(std::span{indices}),
|
||||
.attributes = {
|
||||
{.location = 0, .num_components = 3, .offset = 0},
|
||||
{.location = 1, .num_components = 3, .offset = 12},
|
||||
{.location = 2, .num_components = 2, .offset = 24},
|
||||
{.location = 3, .num_components = 3, .offset = 32},
|
||||
},
|
||||
.vertex_stride = sizeof(vertex),
|
||||
.vertex_shader_src = vert_src,
|
||||
.fragment_shader_src = frag_src,
|
||||
.depth_test = true,
|
||||
.primitive = gfx::primitive_type::triangles,
|
||||
.index_type_ = gfx::index_type::uint32
|
||||
};
|
||||
|
||||
m_vbo.upload(vertices.data(), vertices.size() * sizeof(vertex));
|
||||
m_ebo.upload(indices.data(), indices.size() * sizeof(std::uint32_t));
|
||||
|
||||
m_vao.bind();
|
||||
m_vbo.bind();
|
||||
m_ebo.bind();
|
||||
|
||||
// location 0: position (vec3)
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), nullptr);
|
||||
|
||||
// location 1: normal (vec3)
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex),
|
||||
reinterpret_cast<void*>(3 * sizeof(float)));
|
||||
|
||||
// location 2: uv (vec2)
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex),
|
||||
reinterpret_cast<void*>(6 * sizeof(float)));
|
||||
|
||||
// location 3: color (vec3)
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex),
|
||||
reinterpret_cast<void*>(8 * sizeof(float)));
|
||||
|
||||
m_vao.unbind();
|
||||
m_vbo.unbind();
|
||||
m_ebo.unbind();
|
||||
m_scene_pipeline = gfx::pipeline{desc};
|
||||
return m_scene_pipeline.valid();
|
||||
}
|
||||
|
||||
auto sphere::build_shader() -> bool {
|
||||
char const* vert_src = R"glsl(
|
||||
auto sphere::build_post_pipeline() -> bool {
|
||||
char const* post_vert = R"glsl(
|
||||
#version 410 core
|
||||
layout(location = 0) in vec3 a_pos;
|
||||
layout(location = 1) in vec3 a_normal;
|
||||
layout(location = 2) in vec2 a_uv;
|
||||
layout(location = 3) in vec3 a_color;
|
||||
uniform mat4 u_model;
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_proj;
|
||||
out vec3 v_normal;
|
||||
out vec3 v_world_pos;
|
||||
layout(location = 0) in vec2 a_pos;
|
||||
layout(location = 1) in vec2 a_uv;
|
||||
out vec2 v_uv;
|
||||
out vec3 v_color;
|
||||
void main() {
|
||||
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||
v_normal = mat3(u_model) * a_normal;
|
||||
v_world_pos = (u_model * vec4(a_pos, 1.0)).xyz;
|
||||
gl_Position = vec4(a_pos, 0.0, 1.0);
|
||||
v_uv = a_uv;
|
||||
v_color = a_color;
|
||||
}
|
||||
)glsl";
|
||||
|
||||
char const* frag_src = R"glsl(
|
||||
char const* post_frag = R"glsl(
|
||||
#version 410 core
|
||||
in vec3 v_normal;
|
||||
in vec3 v_world_pos;
|
||||
in vec2 v_uv;
|
||||
in vec3 v_color;
|
||||
uniform sampler2D u_texture;
|
||||
out vec4 frag_color;
|
||||
void main() {
|
||||
vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0));
|
||||
vec3 normal = normalize(v_normal);
|
||||
float diff = max(dot(normal, light_dir), 0.0);
|
||||
vec3 ambient = vec3(0.2);
|
||||
vec3 result = (ambient + diff * 0.8) * v_color;
|
||||
frag_color = vec4(result, 1.0);
|
||||
vec3 col = texture(u_texture, v_uv).rgb;
|
||||
// simple processing: vignette only (preserves original colors from sphere faces)
|
||||
float vig = 1.0 - length(v_uv * 2.0 - 1.0) * 0.5;
|
||||
frag_color = vec4(col * vig, 1.0);
|
||||
}
|
||||
)glsl";
|
||||
|
||||
if (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) {
|
||||
return false;
|
||||
}
|
||||
struct fs_vertex {
|
||||
glm::vec2 pos;
|
||||
glm::vec2 uv;
|
||||
};
|
||||
|
||||
m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
|
||||
m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
|
||||
m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
|
||||
std::array<fs_vertex, 4> qverts = {{
|
||||
{{-1.0f, -1.0f}, {0.0f, 0.0f}},
|
||||
{{ 1.0f, -1.0f}, {1.0f, 0.0f}},
|
||||
{{ 1.0f, 1.0f}, {1.0f, 1.0f}},
|
||||
{{-1.0f, 1.0f}, {0.0f, 1.0f}},
|
||||
}};
|
||||
std::array<std::uint32_t, 6> qinds = {0, 1, 2, 0, 2, 3};
|
||||
|
||||
return true;
|
||||
gfx::pipeline_desc desc{
|
||||
.vertex_data = std::as_bytes(std::span{qverts}),
|
||||
.index_data = std::as_bytes(std::span{qinds}),
|
||||
.attributes = {
|
||||
{.location = 0, .num_components = 2, .offset = 0},
|
||||
{.location = 1, .num_components = 2, .offset = 8},
|
||||
},
|
||||
.vertex_stride = sizeof(fs_vertex),
|
||||
.vertex_shader_src = post_vert,
|
||||
.fragment_shader_src = post_frag,
|
||||
.depth_test = false,
|
||||
.primitive = gfx::primitive_type::triangles,
|
||||
.index_type_ = gfx::index_type::uint32
|
||||
};
|
||||
|
||||
m_post_pipeline = gfx::pipeline{desc};
|
||||
return m_post_pipeline.valid();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+6
-15
@@ -5,9 +5,7 @@
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
#include "cbt/scene.hpp"
|
||||
#include "cbt/opengl/buffer.hpp"
|
||||
#include "cbt/opengl/shader.hpp"
|
||||
#include "cbt/opengl/vao.hpp"
|
||||
#include "cbt/gfx.hpp"
|
||||
|
||||
namespace cbt::scenes {
|
||||
|
||||
@@ -19,21 +17,14 @@ public:
|
||||
auto render(int width, int height) -> void override;
|
||||
|
||||
private:
|
||||
opengl::shader m_prog;
|
||||
opengl::buffer m_vbo;
|
||||
opengl::buffer m_ebo{opengl::buffer_type::index};
|
||||
opengl::vao m_vao;
|
||||
|
||||
GLint m_loc_proj = -1;
|
||||
GLint m_loc_view = -1;
|
||||
GLint m_loc_model = -1;
|
||||
|
||||
GLsizei m_index_count = 0;
|
||||
gfx::pipeline m_scene_pipeline;
|
||||
gfx::pipeline m_post_pipeline;
|
||||
gfx::render_target m_rt{0, 0};
|
||||
|
||||
std::chrono::steady_clock::time_point m_start;
|
||||
|
||||
auto build_mesh() -> void;
|
||||
auto build_shader() -> bool;
|
||||
auto build_pipeline() -> bool;
|
||||
auto build_post_pipeline() -> bool;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user