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| Author | SHA1 | Date | |
|---|---|---|---|
| 6bfde6c6fb | |||
| 5b4743ff8f | |||
| 6c1096fbb8 | |||
| c83561c0fa | |||
| 5ec8cfc735 |
@@ -43,6 +43,3 @@ imgui.ini
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# Compiled shaders
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# Compiled shaders
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*.spv
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*.spv
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# Screenshots
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*.png
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@@ -12,11 +12,11 @@
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||||||
### Commands
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### Commands
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||||||
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```sh
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```sh
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cmake -S . -B build -GNinja
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cmake -S . -B build -GNinja
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ninja -C build
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ninja -C build
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./build/cuber
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./build/cuber
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```
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```
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### Dependencies
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### Dependencies
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|
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@@ -34,10 +34,13 @@ To add a new dependency:
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|||||||
|
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||||||
The project is split into static libraries:
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The project is split into static libraries:
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|
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- **`cbt_opengl`** — OpenGL abstraction and window management (window, context, buffer, texture, vao, shader, descriptor)
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- **`cbt_opengl`** — OpenGL abstraction and window management (window,
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context, buffer, texture, vao, shader, descriptor)
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- **`cbt_scene`** — Base scene class
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- **`cbt_scene`** — Base scene class
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- **`scenes_cube`** — Spinning cube scene implementation
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- **`scenes_cube`** — Spinning cube scene implementation
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- **`scenes_sphere`** — Cube-to-sphere mapped mesh with diffuse lighting
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- **`scenes_sphere`** — Cube-to-sphere mapped mesh with diffuse lighting
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- **`scenes_cornell_box`** — Classic Cornell Box with Lambert shading and
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a ceiling area light
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|
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### CMake Module Path
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### CMake Module Path
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||||||
|
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@@ -52,10 +55,13 @@ to the custom scripts instead of system-installed packages.
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|||||||
- **No semicolons after closing braces** for namespaces/classes
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- **No semicolons after closing braces** for namespaces/classes
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||||||
- `auto` for obvious types (e.g. `auto main(...) -> int`)
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- `auto` for obvious types (e.g. `auto main(...) -> int`)
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||||||
- **East const** (e.g. `char const*` not `const char*`)
|
- **East const** (e.g. `char const*` not `const char*`)
|
||||||
- **Trailing return type** for all function definitions, including operators (e.g. `auto operator=(T&&) noexcept -> T&`)
|
- **Trailing return type** for all function definitions, including
|
||||||
- **Public members first** in class declarations, private members at the bottom
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operators (e.g. `auto operator=(T&&) noexcept -> T&`)
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||||||
|
- **Public members first** in class declarations, private members at the
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|
bottom
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- `<>` includes only for system headers (std, OS, etc.)
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- `<>` includes only for system headers (std, OS, etc.)
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||||||
- `""` includes for third-party dependencies (e.g. `fmt`, `nlohmann/json`)
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- `""` includes for third-party dependencies (e.g. `fmt`,
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`nlohmann/json`)
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- **Naming:** `snake_case` for variables, functions, and classes
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- **Naming:** `snake_case` for variables, functions, and classes
|
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- **Naming:** `SCREAMING_SNAKE_CASE` only for macros and constants
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- **Naming:** `SCREAMING_SNAKE_CASE` only for macros and constants
|
||||||
- Include order:
|
- Include order:
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||||||
@@ -82,21 +88,35 @@ to the custom scripts instead of system-installed packages.
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|||||||
- Follow the 50/72 rule:
|
- Follow the 50/72 rule:
|
||||||
- Subject line: max 50 characters
|
- Subject line: max 50 characters
|
||||||
- Body lines: wrapped at 72 characters
|
- Body lines: wrapped at 72 characters
|
||||||
- Use conventional commit prefixes (`feat:`, `fix:`, `docs:`, `chore:`, etc.)
|
- Use conventional commit prefixes (`feat:`, `fix:`, `docs:`, `chore:`,
|
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|
etc.)
|
||||||
- Separate subject from body with a blank line
|
- Separate subject from body with a blank line
|
||||||
|
- Do **not** add a `Co-Authored-By` trailer or any agent/AI attribution
|
||||||
|
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Example:
|
Example:
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||||||
|
|
||||||
```
|
```
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feat: add stopwatch timer
|
feat: add stopwatch timer
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|
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Replace Hello World with a live stopwatch that prints elapsed time
|
Replace Hello World with a live stopwatch that prints elapsed time
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in HH:MM:SS.mmm format, updating every 10ms with color output.
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in HH:MM:SS.mmm format, updating every 10ms with color output.
|
||||||
```
|
```
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||||||
|
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||||||
|
## Documentation (Markdown)
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||||||
|
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||||||
|
- Wrap normal text and lists at **max 80 columns** (for readability in
|
||||||
|
terminals and editors).
|
||||||
|
- **Exceptions**: Tables and code blocks (```` ``` ````) can exceed 80
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||||||
|
columns when formatting requires it (e.g. trees, alignment).
|
||||||
|
- Use standard Markdown: `**bold**`, `` `inline code` ``, `##` headings,
|
||||||
|
`-` or numbered lists, fenced code blocks with language hints
|
||||||
|
(```` ```cpp ````, ```` ```sh ````).
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||||||
|
- Keep examples concise, up-to-date, and self-documenting.
|
||||||
|
- This file (`AGENTS.md`) follows its own rules.
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|
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||||||
## Source Layout
|
## Source Layout
|
||||||
|
|
||||||
```
|
```text
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||||||
cuber/
|
cuber/
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CMakeLists.txt # Build configuration
|
CMakeLists.txt # Build configuration
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cuber.cpp # Entry point
|
cuber.cpp # Entry point
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@@ -123,6 +143,8 @@ cuber/
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cube.cpp # Cube scene implementation
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cube.cpp # Cube scene implementation
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sphere.hpp # Cube-to-sphere mapped mesh
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sphere.hpp # Cube-to-sphere mapped mesh
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sphere.cpp # Sphere scene implementation
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sphere.cpp # Sphere scene implementation
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cornell_box.hpp # Cornell Box scene
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|
cornell_box.cpp # Cornell Box scene implementation
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||||||
deps/ # Custom Find*.cmake scripts
|
deps/ # Custom Find*.cmake scripts
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Findfmt.cmake # fmt library
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Findfmt.cmake # fmt library
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||||||
```
|
```
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+4
-21
@@ -28,12 +28,13 @@ add_library(cbt_opengl STATIC
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"cbt/opengl/descriptor.cpp"
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"cbt/opengl/descriptor.cpp"
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"cbt/opengl/shader.cpp"
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"cbt/opengl/shader.cpp"
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"cbt/opengl/vao.cpp"
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"cbt/opengl/vao.cpp"
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"cbt/gfx.cpp"
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)
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)
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target_include_directories(cbt_opengl PRIVATE ".")
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target_include_directories(cbt_opengl PRIVATE ".")
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target_compile_features(cbt_opengl PRIVATE cxx_std_23)
|
target_compile_features(cbt_opengl PRIVATE cxx_std_23)
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target_compile_options(cbt_opengl PRIVATE ${BASE_OPTIONS})
|
target_compile_options(cbt_opengl PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cbt_opengl PRIVATE ${BASE_DEFINITIONS})
|
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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||||||
|
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# Scene base library
|
# Scene base library
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add_library(cbt_scene STATIC
|
add_library(cbt_scene STATIC
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@@ -45,25 +46,7 @@ target_compile_options(cbt_scene PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cbt_scene PRIVATE ${BASE_DEFINITIONS})
|
target_compile_definitions(cbt_scene PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cbt_scene PUBLIC cbt_opengl)
|
target_link_libraries(cbt_scene PUBLIC cbt_opengl)
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|
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# Application scenes
|
add_subdirectory(scenes)
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add_library(scenes_cube STATIC
|
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"scenes/cube.cpp"
|
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)
|
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target_include_directories(scenes_cube PRIVATE ".")
|
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target_compile_features(scenes_cube PRIVATE cxx_std_23)
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target_compile_options(scenes_cube PRIVATE ${BASE_OPTIONS})
|
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target_compile_definitions(scenes_cube PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(scenes_cube PUBLIC cbt_scene glm::glm)
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|
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# Sphere scene
|
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add_library(scenes_sphere STATIC
|
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"scenes/sphere.cpp"
|
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)
|
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target_include_directories(scenes_sphere PRIVATE ".")
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target_compile_features(scenes_sphere PRIVATE cxx_std_23)
|
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target_compile_options(scenes_sphere PRIVATE ${BASE_OPTIONS})
|
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target_compile_definitions(scenes_sphere PRIVATE ${BASE_DEFINITIONS})
|
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target_link_libraries(scenes_sphere PUBLIC cbt_scene glm::glm)
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|
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# Main executable
|
# Main executable
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add_executable(cuber "cuber.cpp")
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add_executable(cuber "cuber.cpp")
|
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@@ -71,4 +54,4 @@ target_include_directories(cuber PRIVATE ".")
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target_compile_features(cuber PRIVATE cxx_std_23)
|
target_compile_features(cuber PRIVATE cxx_std_23)
|
||||||
target_compile_options(cuber PRIVATE ${BASE_OPTIONS})
|
target_compile_options(cuber PRIVATE ${BASE_OPTIONS})
|
||||||
target_compile_definitions(cuber PRIVATE ${BASE_DEFINITIONS})
|
target_compile_definitions(cuber PRIVATE ${BASE_DEFINITIONS})
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||||||
target_link_libraries(cuber PRIVATE cbt_scene scenes_cube scenes_sphere asio::asio ${BASE_LIBRARIES})
|
target_link_libraries(cuber PRIVATE cbt_scene scenes asio::asio ${BASE_LIBRARIES})
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
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|||||||
|
|
||||||
`cuber` is an OpenGL 3D renderer with multiple scenes.
|
`cuber` is an OpenGL 3D renderer with multiple scenes.
|
||||||
|
|
||||||
|

|
||||||
|
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||||||
## Requirements
|
## Requirements
|
||||||
|
|
||||||
- CMake 3.21+
|
- CMake 3.21+
|
||||||
@@ -46,4 +48,112 @@ Q key Quit
|
|||||||
|
|
||||||
- **cube** — spinning colored cube with per-face colors
|
- **cube** — spinning colored cube with per-face colors
|
||||||
- **sphere** — cube-to-sphere mapped mesh with per-face colors and
|
- **sphere** — cube-to-sphere mapped mesh with per-face colors and
|
||||||
diffuse lighting
|
diffuse lighting (uses the new pipeline with render-to-texture + post-processing)
|
||||||
|
|
||||||
|
## Pipeline Abstraction (`cbt::gfx`)
|
||||||
|
|
||||||
|
The project now has a clean, easy-to-use **graphics pipeline** layer in
|
||||||
|
`cbt/gfx.hpp`. Think of it like a simple "drawing recipe" that hides
|
||||||
|
all the messy OpenGL details (shaders, buffers, VAOs, uniforms,
|
||||||
|
framebuffers). It's inspired by libraries like Sokol but made for C++
|
||||||
|
with RAII classes, `pipeline_desc` structs, and beginner-friendly
|
||||||
|
methods.
|
||||||
|
|
||||||
|
### Why it exists (for dummies)
|
||||||
|
- **No more copy-paste GL calls** in your scenes.
|
||||||
|
- **Easy to add effects**: Render to a texture (offscreen), then do
|
||||||
|
post-processing (blur, vignette, color grading, bloom, SSAO, etc.).
|
||||||
|
- **Future-proof**: The same code works if we add a Vulkan backend later
|
||||||
|
(just swap the internal `impl`—no changes to your scene code).
|
||||||
|
- **Switching scenes works smoothly** (no more glitches from leftover
|
||||||
|
GL state like depth test or bound textures).
|
||||||
|
|
||||||
|
It abstracts the typical graphics pipeline stages you might see in
|
||||||
|
diagrams (vertex shader, rasterizer, pixel shader, output merger) into
|
||||||
|
one simple object. Post-processing is a second "step" after the main
|
||||||
|
draw.
|
||||||
|
|
||||||
|
### How to use it (step-by-step for dummies)
|
||||||
|
1. **Prepare your data** (in `init()` or a `build_*()` method):
|
||||||
|
- Vertex data (positions, normals, colors, UVs).
|
||||||
|
- Index data (optional, for triangles).
|
||||||
|
- Attribute description (where each piece of data lives in the
|
||||||
|
vertex, e.g. location 0 = position at offset 0).
|
||||||
|
- Shader source code (vertex + fragment as raw strings).
|
||||||
|
|
||||||
|
2. **Create a `pipeline_desc`** (the recipe):
|
||||||
|
```cpp
|
||||||
|
gfx::pipeline_desc desc {
|
||||||
|
.vertex_data = std::as_bytes(std::span{my_vertices}),
|
||||||
|
.index_data = std::as_bytes(std::span{my_indices}),
|
||||||
|
.attributes = {
|
||||||
|
{.location = 0, .num_components = 3, .offset = 0}, // pos
|
||||||
|
{.location = 1, .num_components = 3, .offset = 12}, // normal
|
||||||
|
// ... more
|
||||||
|
},
|
||||||
|
.vertex_stride = sizeof(MyVertex),
|
||||||
|
.vertex_shader_src = my_vert_src,
|
||||||
|
.fragment_shader_src = my_frag_src,
|
||||||
|
.depth_test = true, // on for 3D, off for 2D post-process
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
3. **Build the pipeline**:
|
||||||
|
```cpp
|
||||||
|
m_pipeline = gfx::pipeline{desc};
|
||||||
|
if (!m_pipeline.valid()) { /* error */ }
|
||||||
|
```
|
||||||
|
|
||||||
|
4. **Draw it** (in `render()`):
|
||||||
|
```cpp
|
||||||
|
m_pipeline.draw(model_matrix, view_matrix, proj_matrix);
|
||||||
|
```
|
||||||
|
|
||||||
|
### Render-to-Texture + Post-Processing (the cool part)
|
||||||
|
Use `gfx::render_target` for offscreen rendering (like a temporary
|
||||||
|
canvas):
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// In class
|
||||||
|
gfx::render_target m_rt{0, 0};
|
||||||
|
gfx::pipeline m_post_pipeline; // second pipeline for effects
|
||||||
|
|
||||||
|
// In init()
|
||||||
|
m_rt.resize(width, height); // or call in render()
|
||||||
|
// build your main pipeline + a post pipeline (fullscreen quad +
|
||||||
|
// sampler2D shader)
|
||||||
|
```
|
||||||
|
|
||||||
|
In `render()`:
|
||||||
|
```cpp
|
||||||
|
m_rt.resize(width, height);
|
||||||
|
m_rt.bind(); // draw to texture instead of screen
|
||||||
|
// ... clear, draw main scene pipeline ...
|
||||||
|
m_rt.unbind();
|
||||||
|
|
||||||
|
// Post-processing step
|
||||||
|
m_post_pipeline.bind_texture("u_texture", m_rt.color_id(), 0);
|
||||||
|
m_post_pipeline.draw(...); // fullscreen quad that samples the
|
||||||
|
// texture + applies effect
|
||||||
|
```
|
||||||
|
|
||||||
|
The `sphere` scene demonstrates this: main 3D pass → render target →
|
||||||
|
post-process (vignette on the colored faces).
|
||||||
|
|
||||||
|
### For advanced users / extending
|
||||||
|
- Add more uniforms/samplers with `set_mat4(name, mat)` or
|
||||||
|
`bind_texture(name, id)` (cached locations).
|
||||||
|
- To add Vulkan: implement a new `impl` in `gfx.cpp` that uses
|
||||||
|
`VkPipeline`, `VkFramebuffer`, etc. (the public API stays identical).
|
||||||
|
- See `scenes/sphere.cpp` for a full example (including fullscreen
|
||||||
|
quad for post-processing).
|
||||||
|
|
||||||
|
This keeps your scene code tiny and clean while giving you powerful
|
||||||
|
graphics features.
|
||||||
|
|
||||||
|
## Scenes
|
||||||
|
|
||||||
|
- **cube** — spinning colored cube with per-face colors
|
||||||
|
- **sphere** — cube-to-sphere mapped mesh with per-face colors and
|
||||||
|
diffuse lighting (uses the new pipeline with render-to-texture +
|
||||||
|
post-processing)
|
||||||
|
|||||||
+347
@@ -0,0 +1,347 @@
|
|||||||
|
#include <cstddef>
|
||||||
|
#include <utility>
|
||||||
|
|
||||||
|
#include "cbt/gfx.hpp"
|
||||||
|
|
||||||
|
#include "glad/glad.h"
|
||||||
|
#include "glm/gtc/type_ptr.hpp"
|
||||||
|
|
||||||
|
#include "cbt/opengl/shader.hpp"
|
||||||
|
#include "cbt/opengl/buffer.hpp"
|
||||||
|
#include "cbt/opengl/vao.hpp"
|
||||||
|
#include "cbt/opengl/texture.hpp"
|
||||||
|
|
||||||
|
namespace cbt::gfx {
|
||||||
|
|
||||||
|
struct pipeline::impl {
|
||||||
|
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;
|
||||||
|
GLsizei m_vertex_count = 0;
|
||||||
|
|
||||||
|
bool m_valid = false;
|
||||||
|
bool m_uses_index = false;
|
||||||
|
bool m_depth_test = true;
|
||||||
|
GLenum m_draw_mode = GL_TRIANGLES;
|
||||||
|
GLenum m_index_gl_type = GL_UNSIGNED_INT;
|
||||||
|
|
||||||
|
auto build(pipeline_desc const& desc) -> bool;
|
||||||
|
auto bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void;
|
||||||
|
auto bind_vec3(char const* name, glm::vec3 const& v) const -> void;
|
||||||
|
auto bind_float(char const* name, float v) const -> void;
|
||||||
|
};
|
||||||
|
|
||||||
|
auto pipeline::impl::build(pipeline_desc const& desc) -> bool {
|
||||||
|
if (!desc.vertex_shader_src || !desc.fragment_shader_src ||
|
||||||
|
desc.vertex_data.empty() || desc.attributes.empty() || desc.vertex_stride == 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!m_prog.compile_vertex(desc.vertex_shader_src) ||
|
||||||
|
!m_prog.compile_fragment(desc.fragment_shader_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");
|
||||||
|
|
||||||
|
m_vbo.upload(desc.vertex_data.data(), desc.vertex_data.size());
|
||||||
|
m_vertex_count = static_cast<GLsizei>(desc.vertex_data.size() / desc.vertex_stride);
|
||||||
|
|
||||||
|
m_uses_index = !desc.index_data.empty();
|
||||||
|
if (m_uses_index) {
|
||||||
|
m_ebo.upload(desc.index_data.data(), desc.index_data.size());
|
||||||
|
std::size_t const idx_size = (desc.index_type_ == index_type::uint16)
|
||||||
|
? sizeof(std::uint16_t)
|
||||||
|
: sizeof(std::uint32_t);
|
||||||
|
m_index_count = static_cast<GLsizei>(desc.index_data.size() / idx_size);
|
||||||
|
m_index_gl_type = (desc.index_type_ == index_type::uint16)
|
||||||
|
? GL_UNSIGNED_SHORT
|
||||||
|
: GL_UNSIGNED_INT;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_draw_mode = GL_TRIANGLES;
|
||||||
|
m_depth_test = desc.depth_test;
|
||||||
|
|
||||||
|
m_vao.bind();
|
||||||
|
m_vbo.bind();
|
||||||
|
if (m_uses_index) {
|
||||||
|
m_ebo.bind();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto const& attr : desc.attributes) {
|
||||||
|
glEnableVertexAttribArray(attr.location);
|
||||||
|
glVertexAttribPointer(
|
||||||
|
attr.location,
|
||||||
|
static_cast<GLint>(attr.num_components),
|
||||||
|
GL_FLOAT,
|
||||||
|
GL_FALSE,
|
||||||
|
static_cast<GLsizei>(desc.vertex_stride),
|
||||||
|
reinterpret_cast<void*>(static_cast<std::uintptr_t>(attr.offset))
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_vao.unbind();
|
||||||
|
m_vbo.unbind();
|
||||||
|
if (m_uses_index) {
|
||||||
|
m_ebo.unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (desc.depth_test) {
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
} else {
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_valid = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
auto pipeline::impl::bind_vec3(char const* name, glm::vec3 const& v) const -> void {
|
||||||
|
if (!m_prog.valid()) return;
|
||||||
|
m_prog.use();
|
||||||
|
GLint const loc = glGetUniformLocation(m_prog.id(), name);
|
||||||
|
if (loc != -1) {
|
||||||
|
glUniform3fv(loc, 1, glm::value_ptr(v));
|
||||||
|
}
|
||||||
|
m_prog.unuse();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::impl::bind_float(char const* name, float v) const -> void {
|
||||||
|
if (!m_prog.valid()) return;
|
||||||
|
m_prog.use();
|
||||||
|
GLint const loc = glGetUniformLocation(m_prog.id(), name);
|
||||||
|
if (loc != -1) {
|
||||||
|
glUniform1f(loc, v);
|
||||||
|
}
|
||||||
|
m_prog.unuse();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::impl::bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void {
|
||||||
|
if (!m_prog.valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
GLint loc = glGetUniformLocation(m_prog.id(), sampler_name);
|
||||||
|
if (loc != -1) {
|
||||||
|
glUniform1i(loc, static_cast<GLint>(unit));
|
||||||
|
glActiveTexture(GL_TEXTURE0 + unit);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pipeline::pipeline() : m_impl(std::make_unique<impl>()) {}
|
||||||
|
|
||||||
|
pipeline::pipeline(pipeline_desc const& desc) : m_impl(std::make_unique<impl>()) {
|
||||||
|
m_impl->build(desc);
|
||||||
|
}
|
||||||
|
|
||||||
|
pipeline::pipeline(pipeline&& other) noexcept
|
||||||
|
: m_impl(std::move(other.m_impl)) {}
|
||||||
|
|
||||||
|
auto pipeline::operator=(pipeline&& other) noexcept -> pipeline& {
|
||||||
|
if (this != &other) {
|
||||||
|
m_impl = std::move(other.m_impl);
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
pipeline::~pipeline() = default;
|
||||||
|
|
||||||
|
auto pipeline::valid() const -> bool {
|
||||||
|
return m_impl && m_impl->m_valid;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::draw(
|
||||||
|
glm::mat4 const& model,
|
||||||
|
glm::mat4 const& view,
|
||||||
|
glm::mat4 const& proj
|
||||||
|
) const -> void {
|
||||||
|
if (!valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto& impl = *m_impl;
|
||||||
|
impl.m_prog.use();
|
||||||
|
|
||||||
|
if (impl.m_loc_proj != -1) {
|
||||||
|
glUniformMatrix4fv(impl.m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||||
|
}
|
||||||
|
if (impl.m_loc_view != -1) {
|
||||||
|
glUniformMatrix4fv(impl.m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
|
||||||
|
}
|
||||||
|
if (impl.m_loc_model != -1) {
|
||||||
|
glUniformMatrix4fv(impl.m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (impl.m_depth_test) {
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
} else {
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
}
|
||||||
|
|
||||||
|
impl.m_vao.bind();
|
||||||
|
if (impl.m_uses_index) {
|
||||||
|
glDrawElements(impl.m_draw_mode, impl.m_index_count, impl.m_index_gl_type, nullptr);
|
||||||
|
} else {
|
||||||
|
glDrawArrays(impl.m_draw_mode, 0, impl.m_vertex_count);
|
||||||
|
}
|
||||||
|
impl.m_vao.unbind();
|
||||||
|
impl.m_prog.unuse();
|
||||||
|
|
||||||
|
// Reset texture state to prevent leakage on scene switches or between passes
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit) const -> void {
|
||||||
|
if (m_impl) {
|
||||||
|
m_impl->bind_texture(sampler_name, texture_id, unit);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::bind_vec3(char const* name, glm::vec3 const& v) const -> void {
|
||||||
|
if (m_impl) {
|
||||||
|
m_impl->bind_vec3(name, v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto pipeline::bind_float(char const* name, float v) const -> void {
|
||||||
|
if (m_impl) {
|
||||||
|
m_impl->bind_float(name, v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
struct render_target::impl {
|
||||||
|
GLuint m_fbo = 0;
|
||||||
|
opengl::texture m_color{opengl::texture_target::_2d};
|
||||||
|
GLuint m_depth_rbo = 0;
|
||||||
|
int m_width = 0;
|
||||||
|
int m_height = 0;
|
||||||
|
bool m_valid = false;
|
||||||
|
|
||||||
|
auto build(int width, int height) -> bool;
|
||||||
|
auto cleanup() -> void;
|
||||||
|
};
|
||||||
|
|
||||||
|
auto render_target::impl::build(int width, int height) -> bool {
|
||||||
|
m_width = width;
|
||||||
|
m_height = height;
|
||||||
|
|
||||||
|
glGenFramebuffers(1, &m_fbo);
|
||||||
|
if (m_fbo == 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Color texture
|
||||||
|
m_color = opengl::texture(opengl::texture_target::_2d);
|
||||||
|
m_color.bind(0);
|
||||||
|
m_color.upload(nullptr, width, height, opengl::texture_format::rgba, opengl::texture_type::ubyte);
|
||||||
|
m_color.set_filter(GL_LINEAR, GL_LINEAR);
|
||||||
|
m_color.set_wrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
|
||||||
|
m_color.unbind();
|
||||||
|
|
||||||
|
// Depth renderbuffer
|
||||||
|
glGenRenderbuffers(1, &m_depth_rbo);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, m_depth_rbo);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||||
|
|
||||||
|
// Attach to FBO
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_color.id(), 0);
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depth_rbo);
|
||||||
|
|
||||||
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
|
cleanup();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_valid = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::impl::cleanup() -> void {
|
||||||
|
if (m_fbo != 0) {
|
||||||
|
glDeleteFramebuffers(1, &m_fbo);
|
||||||
|
m_fbo = 0;
|
||||||
|
}
|
||||||
|
if (m_depth_rbo != 0) {
|
||||||
|
glDeleteRenderbuffers(1, &m_depth_rbo);
|
||||||
|
m_depth_rbo = 0;
|
||||||
|
}
|
||||||
|
m_valid = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
render_target::render_target(int width, int height) : m_impl(std::make_unique<impl>()) {
|
||||||
|
m_impl->build(width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
render_target::render_target(render_target&& other) noexcept
|
||||||
|
: m_impl(std::move(other.m_impl)) {}
|
||||||
|
|
||||||
|
auto render_target::operator=(render_target&& other) noexcept -> render_target& {
|
||||||
|
if (this != &other) {
|
||||||
|
m_impl = std::move(other.m_impl);
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
render_target::~render_target() {
|
||||||
|
if (m_impl) {
|
||||||
|
m_impl->cleanup();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::bind() const -> void {
|
||||||
|
if (!valid()) return;
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_impl->m_fbo);
|
||||||
|
glViewport(0, 0, m_impl->m_width, m_impl->m_height);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::unbind() const -> void {
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::color_id() const -> std::uint32_t {
|
||||||
|
return m_impl ? m_impl->m_color.id() : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::width() const -> int {
|
||||||
|
return m_impl ? m_impl->m_width : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::height() const -> int {
|
||||||
|
return m_impl ? m_impl->m_height : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::valid() const -> bool {
|
||||||
|
return m_impl && m_impl->m_valid;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto render_target::resize(int width, int height) -> void {
|
||||||
|
if (m_impl && m_impl->m_width == width && m_impl->m_height == height) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (m_impl) {
|
||||||
|
m_impl->cleanup();
|
||||||
|
}
|
||||||
|
if (!m_impl) {
|
||||||
|
m_impl = std::make_unique<impl>();
|
||||||
|
}
|
||||||
|
m_impl->build(width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace cbt::gfx
|
||||||
+83
@@ -0,0 +1,83 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstddef>
|
||||||
|
#include <cstdint>
|
||||||
|
#include <memory>
|
||||||
|
#include <span>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
#include "glm/glm.hpp"
|
||||||
|
|
||||||
|
namespace cbt::gfx {
|
||||||
|
|
||||||
|
enum class primitive_type {
|
||||||
|
triangles
|
||||||
|
};
|
||||||
|
|
||||||
|
enum class index_type {
|
||||||
|
uint16,
|
||||||
|
uint32
|
||||||
|
};
|
||||||
|
|
||||||
|
struct attribute_desc {
|
||||||
|
std::uint32_t location = 0;
|
||||||
|
std::uint32_t num_components = 3;
|
||||||
|
std::uint32_t offset = 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pipeline_desc {
|
||||||
|
std::span<std::byte const> vertex_data{};
|
||||||
|
std::span<std::byte const> index_data{};
|
||||||
|
std::vector<attribute_desc> attributes{};
|
||||||
|
std::uint32_t vertex_stride = 0;
|
||||||
|
char const* vertex_shader_src = nullptr;
|
||||||
|
char const* fragment_shader_src = nullptr;
|
||||||
|
bool depth_test = true;
|
||||||
|
primitive_type primitive = primitive_type::triangles;
|
||||||
|
index_type index_type_ = index_type::uint32;
|
||||||
|
};
|
||||||
|
|
||||||
|
class pipeline {
|
||||||
|
public:
|
||||||
|
pipeline();
|
||||||
|
explicit pipeline(pipeline_desc const& desc);
|
||||||
|
pipeline(pipeline const&) = delete;
|
||||||
|
pipeline(pipeline&& other) noexcept;
|
||||||
|
auto operator=(pipeline const&) -> pipeline& = delete;
|
||||||
|
auto operator=(pipeline&& other) noexcept -> pipeline&;
|
||||||
|
~pipeline();
|
||||||
|
|
||||||
|
auto valid() const -> bool;
|
||||||
|
auto draw(glm::mat4 const& model, glm::mat4 const& view, glm::mat4 const& proj) const -> void;
|
||||||
|
auto bind_texture(char const* sampler_name, std::uint32_t texture_id, std::uint32_t unit = 0) const -> void;
|
||||||
|
auto bind_vec3(char const* name, glm::vec3 const& v) const -> void;
|
||||||
|
auto bind_float(char const* name, float v) const -> void;
|
||||||
|
|
||||||
|
private:
|
||||||
|
struct impl;
|
||||||
|
std::unique_ptr<impl> m_impl;
|
||||||
|
};
|
||||||
|
|
||||||
|
class render_target {
|
||||||
|
public:
|
||||||
|
explicit render_target(int width, int height);
|
||||||
|
render_target(render_target const&) = delete;
|
||||||
|
render_target(render_target&& other) noexcept;
|
||||||
|
auto operator=(render_target const&) -> render_target& = delete;
|
||||||
|
auto operator=(render_target&& other) noexcept -> render_target&;
|
||||||
|
~render_target();
|
||||||
|
|
||||||
|
auto bind() const -> void;
|
||||||
|
auto unbind() const -> void;
|
||||||
|
auto color_id() const -> std::uint32_t;
|
||||||
|
auto width() const -> int;
|
||||||
|
auto height() const -> int;
|
||||||
|
auto valid() const -> bool;
|
||||||
|
auto resize(int width, int height) -> void;
|
||||||
|
|
||||||
|
private:
|
||||||
|
struct impl;
|
||||||
|
std::unique_ptr<impl> m_impl;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace cbt::gfx
|
||||||
@@ -10,4 +10,6 @@ auto scene::update(float) -> void {}
|
|||||||
|
|
||||||
auto scene::render(int, int) -> void {}
|
auto scene::render(int, int) -> void {}
|
||||||
|
|
||||||
|
auto scene::on_mouse_drag(double, double) -> void {}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ public:
|
|||||||
virtual auto init() -> bool;
|
virtual auto init() -> bool;
|
||||||
virtual auto update(float delta_time) -> void;
|
virtual auto update(float delta_time) -> void;
|
||||||
virtual auto render(int width, int height) -> void;
|
virtual auto render(int width, int height) -> void;
|
||||||
|
virtual auto on_mouse_drag(double dx, double dy) -> void;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,21 +14,25 @@
|
|||||||
#include "cbt/opengl/context.hpp"
|
#include "cbt/opengl/context.hpp"
|
||||||
#include "scenes/cube.hpp"
|
#include "scenes/cube.hpp"
|
||||||
#include "scenes/sphere.hpp"
|
#include "scenes/sphere.hpp"
|
||||||
|
#include "scenes/cornell_box.hpp"
|
||||||
|
|
||||||
auto main(int argc, char const* argv[]) -> int {
|
auto main(int argc, char const* argv[]) -> int {
|
||||||
float max_duration_seconds = 0.0f;
|
float max_duration_seconds = 0.0f;
|
||||||
std::string_view scene_name = "cube";
|
std::string scene_name = "cube"; // "cube", "sphere", "cornell_box", or "1"/"2"/"3"
|
||||||
bool take_screenshot = false;
|
bool take_screenshot = false;
|
||||||
|
|
||||||
for (int i = 1; i < argc; ++i) {
|
for (int i = 1; i < argc; ++i) {
|
||||||
std::string_view arg = argv[i];
|
std::string_view arg = argv[i];
|
||||||
if (arg == "--help" || arg == "-h") {
|
if (arg == "--help" || arg == "-h") {
|
||||||
fmt::print("Usage: {} [options]\n", argv[0]);
|
fmt::print("Usage: {} [options]\n", argv[0]);
|
||||||
|
fmt::print("Flags:\n");
|
||||||
fmt::print(" --duration <seconds> Auto-terminate after N seconds (for testing/CI)\n");
|
fmt::print(" --duration <seconds> Auto-terminate after N seconds (for testing/CI)\n");
|
||||||
fmt::print(" --scene <cube|sphere> Select initial scene (default: cube)\n");
|
fmt::print(" --scene <cube|sphere|cornell_box> Select initial scene (default: cube)\n");
|
||||||
fmt::print(" --screenshot Render one frame, save screenshot, and exit\n");
|
fmt::print(" --screenshot Render one frame, save screenshot, and exit\n");
|
||||||
fmt::print(" S key Take screenshot (saved as screenshot.png)\n");
|
fmt::print("\nKeys (during runtime):\n");
|
||||||
fmt::print(" 1/2 key Switch between cube/sphere scene\n");
|
fmt::print(" S Take screenshot (saved as screenshot.png)\n");
|
||||||
|
fmt::print(" 1/2/3 Switch between cube/sphere/cornell_box scene\n");
|
||||||
|
fmt::print(" Q Quit\n");
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
if (arg == "--duration" && i + 1 < argc) {
|
if (arg == "--duration" && i + 1 < argc) {
|
||||||
@@ -36,7 +40,7 @@ auto main(int argc, char const* argv[]) -> int {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (arg == "--scene" && i + 1 < argc) {
|
if (arg == "--scene" && i + 1 < argc) {
|
||||||
scene_name = argv[++i];
|
scene_name = argv[++i]; // std::string to avoid string_view lifetime gotchas with argv
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
if (arg == "--screenshot") {
|
if (arg == "--screenshot") {
|
||||||
@@ -62,15 +66,18 @@ auto main(int argc, char const* argv[]) -> int {
|
|||||||
ctx.set_size(width, height);
|
ctx.set_size(width, height);
|
||||||
});
|
});
|
||||||
|
|
||||||
auto cube_scn = cbt::scenes::cube();
|
auto cube_scn = cbt::scenes::cube();
|
||||||
auto sphere_scn = cbt::scenes::sphere();
|
auto sphere_scn = cbt::scenes::sphere();
|
||||||
|
auto cornell_box_scn = cbt::scenes::cornell_box();
|
||||||
|
|
||||||
cbt::scene* active_scene = nullptr;
|
cbt::scene* active_scene = nullptr;
|
||||||
if (!cube_scn.init() || !sphere_scn.init()) {
|
if (!cube_scn.init() || !sphere_scn.init() || !cornell_box_scn.init()) {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
if (scene_name == "sphere" || scene_name == "2") {
|
if (scene_name == "sphere" || scene_name == "2") {
|
||||||
active_scene = &sphere_scn;
|
active_scene = &sphere_scn;
|
||||||
|
} else if (scene_name == "cornell_box" || scene_name == "3") {
|
||||||
|
active_scene = &cornell_box_scn;
|
||||||
} else {
|
} else {
|
||||||
active_scene = &cube_scn;
|
active_scene = &cube_scn;
|
||||||
}
|
}
|
||||||
@@ -100,6 +107,10 @@ auto main(int argc, char const* argv[]) -> int {
|
|||||||
};
|
};
|
||||||
|
|
||||||
// render loop
|
// render loop
|
||||||
|
double mouse_x = 0.0, mouse_y = 0.0;
|
||||||
|
glfwGetCursorPos(win.raw(), &mouse_x, &mouse_y);
|
||||||
|
bool mouse_was_down = false;
|
||||||
|
|
||||||
auto prev = std::chrono::steady_clock::now();
|
auto prev = std::chrono::steady_clock::now();
|
||||||
|
|
||||||
while (!win.should_close()) {
|
while (!win.should_close()) {
|
||||||
@@ -117,6 +128,19 @@ auto main(int argc, char const* argv[]) -> int {
|
|||||||
if (glfwGetKey(win.raw(), GLFW_KEY_2) == GLFW_PRESS) {
|
if (glfwGetKey(win.raw(), GLFW_KEY_2) == GLFW_PRESS) {
|
||||||
active_scene = &sphere_scn;
|
active_scene = &sphere_scn;
|
||||||
}
|
}
|
||||||
|
if (glfwGetKey(win.raw(), GLFW_KEY_3) == GLFW_PRESS) {
|
||||||
|
active_scene = &cornell_box_scn;
|
||||||
|
}
|
||||||
|
|
||||||
|
double cur_x = 0.0, cur_y = 0.0;
|
||||||
|
glfwGetCursorPos(win.raw(), &cur_x, &cur_y);
|
||||||
|
bool const mouse_down = glfwGetMouseButton(win.raw(), GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
|
||||||
|
if (mouse_down && mouse_was_down) {
|
||||||
|
active_scene->on_mouse_drag(cur_x - mouse_x, cur_y - mouse_y);
|
||||||
|
}
|
||||||
|
mouse_x = cur_x;
|
||||||
|
mouse_y = cur_y;
|
||||||
|
mouse_was_down = mouse_down;
|
||||||
|
|
||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
auto dt = std::chrono::duration<float>(now - prev).count();
|
auto dt = std::chrono::duration<float>(now - prev).count();
|
||||||
|
|||||||
Binary file not shown.
|
After Width: | Height: | Size: 148 KiB |
@@ -0,0 +1,24 @@
|
|||||||
|
add_library(scenes_cube STATIC "cube.cpp")
|
||||||
|
target_include_directories(scenes_cube PRIVATE "." "..")
|
||||||
|
target_compile_features(scenes_cube PRIVATE cxx_std_23)
|
||||||
|
target_compile_options(scenes_cube PRIVATE ${BASE_OPTIONS})
|
||||||
|
target_compile_definitions(scenes_cube PRIVATE ${BASE_DEFINITIONS})
|
||||||
|
target_link_libraries(scenes_cube PUBLIC cbt_scene glm::glm)
|
||||||
|
|
||||||
|
add_library(scenes_sphere STATIC "sphere.cpp")
|
||||||
|
target_include_directories(scenes_sphere PRIVATE "." "..")
|
||||||
|
target_compile_features(scenes_sphere PRIVATE cxx_std_23)
|
||||||
|
target_compile_options(scenes_sphere PRIVATE ${BASE_OPTIONS})
|
||||||
|
target_compile_definitions(scenes_sphere PRIVATE ${BASE_DEFINITIONS})
|
||||||
|
target_link_libraries(scenes_sphere PUBLIC cbt_scene glm::glm)
|
||||||
|
|
||||||
|
add_library(scenes_cornell_box STATIC "cornell_box.cpp")
|
||||||
|
target_include_directories(scenes_cornell_box PRIVATE "." "..")
|
||||||
|
target_compile_features(scenes_cornell_box PRIVATE cxx_std_23)
|
||||||
|
target_compile_options(scenes_cornell_box PRIVATE ${BASE_OPTIONS})
|
||||||
|
target_compile_definitions(scenes_cornell_box PRIVATE ${BASE_DEFINITIONS})
|
||||||
|
target_link_libraries(scenes_cornell_box PUBLIC cbt_scene glm::glm)
|
||||||
|
|
||||||
|
# Convenience interface for all scenes
|
||||||
|
add_library(scenes INTERFACE)
|
||||||
|
target_link_libraries(scenes INTERFACE scenes_cube scenes_sphere scenes_cornell_box)
|
||||||
@@ -0,0 +1,300 @@
|
|||||||
|
#include <cstddef>
|
||||||
|
#include <cmath>
|
||||||
|
#include <vector>
|
||||||
|
#include <span>
|
||||||
|
#include <array>
|
||||||
|
|
||||||
|
#include "glad/glad.h"
|
||||||
|
#include "glm/gtc/matrix_transform.hpp"
|
||||||
|
|
||||||
|
#include "scenes/cornell_box.hpp"
|
||||||
|
|
||||||
|
namespace cbt::scenes {
|
||||||
|
|
||||||
|
auto cornell_box::init() -> bool {
|
||||||
|
return build_scene_pipeline() && build_light_pipeline() && build_post_pipeline();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cornell_box::update(float) -> void {}
|
||||||
|
|
||||||
|
auto cornell_box::on_mouse_drag(double dx, double dy) -> void {
|
||||||
|
float const sensitivity = 0.3f;
|
||||||
|
m_yaw += float(dx) * sensitivity;
|
||||||
|
m_pitch += float(dy) * sensitivity;
|
||||||
|
m_pitch = glm::clamp(m_pitch, -80.0f, 80.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cornell_box::render(int width, int height) -> void {
|
||||||
|
m_rt.resize(width, height);
|
||||||
|
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
|
||||||
|
// Offscreen pass
|
||||||
|
m_rt.bind();
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
float const aspect = float(width) / float(height);
|
||||||
|
float const yaw_rad = glm::radians(m_yaw);
|
||||||
|
float const pitch_rad = glm::radians(m_pitch);
|
||||||
|
glm::vec3 const eye{
|
||||||
|
m_radius * sinf(yaw_rad) * cosf(pitch_rad),
|
||||||
|
m_radius * sinf(pitch_rad),
|
||||||
|
m_radius * cosf(yaw_rad) * cosf(pitch_rad),
|
||||||
|
};
|
||||||
|
auto proj = glm::perspective(glm::radians(40.0f), aspect, 0.1f, 20.0f);
|
||||||
|
auto view = glm::lookAt(eye, glm::vec3{0.0f}, glm::vec3{0.0f, 1.0f, 0.0f});
|
||||||
|
|
||||||
|
m_scene_pipeline.bind_vec3("u_light_pos", {0.0f, 0.9f, 0.0f});
|
||||||
|
m_scene_pipeline.bind_vec3("u_light_color", {1.0f, 1.0f, 1.0f});
|
||||||
|
m_scene_pipeline.draw(glm::mat4{1.0f}, view, proj);
|
||||||
|
|
||||||
|
m_light_pipeline.draw(glm::mat4{1.0f}, view, proj);
|
||||||
|
m_rt.unbind();
|
||||||
|
|
||||||
|
// Screen pass
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
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 cornell_box::build_scene_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 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 vec3 v_color;
|
||||||
|
void main() {
|
||||||
|
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||||
|
v_normal = a_normal;
|
||||||
|
v_world_pos = a_pos;
|
||||||
|
v_color = a_color;
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
char const* frag_src = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
in vec3 v_normal;
|
||||||
|
in vec3 v_world_pos;
|
||||||
|
in vec3 v_color;
|
||||||
|
uniform vec3 u_light_pos;
|
||||||
|
uniform vec3 u_light_color;
|
||||||
|
out vec4 frag_color;
|
||||||
|
void main() {
|
||||||
|
vec3 n = normalize(v_normal);
|
||||||
|
vec3 l = normalize(u_light_pos - v_world_pos);
|
||||||
|
float diff = max(dot(n, l), 0.0);
|
||||||
|
vec3 ambient = 0.12 * v_color;
|
||||||
|
vec3 diffuse = diff * 0.88 * v_color * u_light_color;
|
||||||
|
frag_color = vec4(ambient + diffuse, 1.0);
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
struct vertex {
|
||||||
|
glm::vec3 position;
|
||||||
|
glm::vec3 normal;
|
||||||
|
glm::vec3 color;
|
||||||
|
};
|
||||||
|
|
||||||
|
glm::vec3 const white{0.73f, 0.71f, 0.68f};
|
||||||
|
glm::vec3 const red{0.65f, 0.05f, 0.05f};
|
||||||
|
glm::vec3 const green{0.12f, 0.45f, 0.09f};
|
||||||
|
|
||||||
|
std::vector<vertex> verts;
|
||||||
|
std::vector<std::uint32_t> inds;
|
||||||
|
|
||||||
|
auto add_quad = [&](glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec3 p3,
|
||||||
|
glm::vec3 normal, glm::vec3 color) {
|
||||||
|
auto base = static_cast<std::uint32_t>(verts.size());
|
||||||
|
verts.push_back({p0, normal, color});
|
||||||
|
verts.push_back({p1, normal, color});
|
||||||
|
verts.push_back({p2, normal, color});
|
||||||
|
verts.push_back({p3, normal, color});
|
||||||
|
inds.insert(inds.end(), {base, base + 1, base + 2, base, base + 2, base + 3});
|
||||||
|
};
|
||||||
|
|
||||||
|
// Room walls
|
||||||
|
add_quad({-1,-1, 1}, { 1,-1, 1}, { 1,-1,-1}, {-1,-1,-1}, { 0, 1, 0}, white); // floor
|
||||||
|
add_quad({-1, 1,-1}, { 1, 1,-1}, { 1, 1, 1}, {-1, 1, 1}, { 0,-1, 0}, white); // ceiling
|
||||||
|
add_quad({-1,-1,-1}, { 1,-1,-1}, { 1, 1,-1}, {-1, 1,-1}, { 0, 0, 1}, white); // back
|
||||||
|
add_quad({-1,-1, 1}, {-1, 1, 1}, {-1, 1,-1}, {-1,-1,-1}, { 1, 0, 0}, red); // left
|
||||||
|
add_quad({ 1,-1,-1}, { 1, 1,-1}, { 1, 1, 1}, { 1,-1, 1}, {-1, 0, 0}, green); // right
|
||||||
|
|
||||||
|
// Boxes: vertices are pre-transformed into world space so the model matrix
|
||||||
|
// stays identity and normals need no runtime adjustment.
|
||||||
|
auto add_box = [&](glm::vec3 center, glm::vec3 half, float y_deg, glm::vec3 color) {
|
||||||
|
float const rad = glm::radians(y_deg);
|
||||||
|
float const cy = cosf(rad);
|
||||||
|
float const sy = sinf(rad);
|
||||||
|
auto ry = [&](glm::vec3 v) -> glm::vec3 {
|
||||||
|
return {v.x * cy + v.z * sy, v.y, -v.x * sy + v.z * cy};
|
||||||
|
};
|
||||||
|
|
||||||
|
glm::vec3 c[8] = {
|
||||||
|
center + ry({-half.x, -half.y, -half.z}),
|
||||||
|
center + ry({ half.x, -half.y, -half.z}),
|
||||||
|
center + ry({ half.x, half.y, -half.z}),
|
||||||
|
center + ry({-half.x, half.y, -half.z}),
|
||||||
|
center + ry({-half.x, -half.y, half.z}),
|
||||||
|
center + ry({ half.x, -half.y, half.z}),
|
||||||
|
center + ry({ half.x, half.y, half.z}),
|
||||||
|
center + ry({-half.x, half.y, half.z}),
|
||||||
|
};
|
||||||
|
|
||||||
|
struct face_def { int vi[4]; glm::vec3 n; };
|
||||||
|
face_def const faces[6] = {
|
||||||
|
{{4, 5, 6, 7}, { 0, 0, 1}}, // +Z
|
||||||
|
{{1, 0, 3, 2}, { 0, 0, -1}}, // -Z
|
||||||
|
{{0, 4, 7, 3}, {-1, 0, 0}}, // -X
|
||||||
|
{{5, 1, 2, 6}, { 1, 0, 0}}, // +X
|
||||||
|
{{7, 6, 2, 3}, { 0, 1, 0}}, // +Y
|
||||||
|
{{0, 1, 5, 4}, { 0, -1, 0}}, // -Y
|
||||||
|
};
|
||||||
|
|
||||||
|
for (auto const& f : faces) {
|
||||||
|
glm::vec3 const normal = ry(f.n);
|
||||||
|
auto const base = static_cast<std::uint32_t>(verts.size());
|
||||||
|
for (int i = 0; i < 4; ++i) {
|
||||||
|
verts.push_back({c[f.vi[i]], normal, color});
|
||||||
|
}
|
||||||
|
inds.insert(inds.end(), {base, base + 1, base + 2, base, base + 2, base + 3});
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Proportions from the original Cornell Box paper (room = 555 units → [-1, 1]).
|
||||||
|
// Tall box: 165×330×165 mm, center at (185, 165, 169), rotated +18°.
|
||||||
|
add_box({-0.33f, -0.40f, -0.39f}, {0.30f, 0.60f, 0.30f}, 18.0f, white);
|
||||||
|
// Short box: 165×165×165 mm, center at (370, 82.5, 351), rotated -15°.
|
||||||
|
add_box({ 0.33f, -0.70f, 0.27f}, {0.30f, 0.30f, 0.30f}, -15.0f, white);
|
||||||
|
|
||||||
|
gfx::pipeline_desc desc{
|
||||||
|
.vertex_data = std::as_bytes(std::span{verts}),
|
||||||
|
.index_data = std::as_bytes(std::span{inds}),
|
||||||
|
.attributes = {
|
||||||
|
{.location = 0, .num_components = 3, .offset = 0},
|
||||||
|
{.location = 1, .num_components = 3, .offset = 12},
|
||||||
|
{.location = 2, .num_components = 3, .offset = 24},
|
||||||
|
},
|
||||||
|
.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_scene_pipeline = gfx::pipeline{desc};
|
||||||
|
return m_scene_pipeline.valid();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cornell_box::build_light_pipeline() -> bool {
|
||||||
|
char const* vert_src = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
layout(location = 0) in vec3 a_pos;
|
||||||
|
uniform mat4 u_model;
|
||||||
|
uniform mat4 u_view;
|
||||||
|
uniform mat4 u_proj;
|
||||||
|
void main() {
|
||||||
|
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
char const* frag_src = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
out vec4 frag_color;
|
||||||
|
void main() {
|
||||||
|
frag_color = vec4(1.5, 1.4, 1.2, 1.0);
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
struct pos_vertex { glm::vec3 position; };
|
||||||
|
|
||||||
|
// Ceiling light panel inset slightly from y=1 to avoid z-fighting with ceiling.
|
||||||
|
std::array<pos_vertex, 4> const light_verts = {{
|
||||||
|
{{-0.35f, 0.995f, -0.35f}},
|
||||||
|
{{ 0.35f, 0.995f, -0.35f}},
|
||||||
|
{{ 0.35f, 0.995f, 0.35f}},
|
||||||
|
{{-0.35f, 0.995f, 0.35f}},
|
||||||
|
}};
|
||||||
|
std::array<std::uint32_t, 6> const light_inds = {0, 1, 2, 0, 2, 3};
|
||||||
|
|
||||||
|
gfx::pipeline_desc desc{
|
||||||
|
.vertex_data = std::as_bytes(std::span{light_verts}),
|
||||||
|
.index_data = std::as_bytes(std::span{light_inds}),
|
||||||
|
.attributes = {
|
||||||
|
{.location = 0, .num_components = 3, .offset = 0},
|
||||||
|
},
|
||||||
|
.vertex_stride = sizeof(pos_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_light_pipeline = gfx::pipeline{desc};
|
||||||
|
return m_light_pipeline.valid();
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cornell_box::build_post_pipeline() -> bool {
|
||||||
|
char const* post_vert = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
layout(location = 0) in vec2 a_pos;
|
||||||
|
layout(location = 1) in vec2 a_uv;
|
||||||
|
out vec2 v_uv;
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(a_pos, 0.0, 1.0);
|
||||||
|
v_uv = a_uv;
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
char const* post_frag = R"glsl(
|
||||||
|
#version 410 core
|
||||||
|
in vec2 v_uv;
|
||||||
|
uniform sampler2D u_texture;
|
||||||
|
out vec4 frag_color;
|
||||||
|
void main() {
|
||||||
|
vec3 col = texture(u_texture, v_uv).rgb;
|
||||||
|
float vig = 1.0 - length(v_uv * 2.0 - 1.0) * 0.35;
|
||||||
|
frag_color = vec4(col * vig, 1.0);
|
||||||
|
}
|
||||||
|
)glsl";
|
||||||
|
|
||||||
|
struct fs_vertex { glm::vec2 pos; glm::vec2 uv; };
|
||||||
|
|
||||||
|
std::array<fs_vertex, 4> const 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> const qinds = {0, 1, 2, 0, 2, 3};
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "glm/glm.hpp"
|
||||||
|
|
||||||
|
#include "cbt/scene.hpp"
|
||||||
|
#include "cbt/gfx.hpp"
|
||||||
|
|
||||||
|
namespace cbt::scenes {
|
||||||
|
|
||||||
|
class cornell_box final : public scene {
|
||||||
|
public:
|
||||||
|
auto init() -> bool override;
|
||||||
|
auto update(float delta_time) -> void override;
|
||||||
|
auto render(int width, int height) -> void override;
|
||||||
|
auto on_mouse_drag(double dx, double dy) -> void override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
gfx::pipeline m_scene_pipeline;
|
||||||
|
gfx::pipeline m_light_pipeline;
|
||||||
|
gfx::pipeline m_post_pipeline;
|
||||||
|
gfx::render_target m_rt{0, 0};
|
||||||
|
|
||||||
|
float m_yaw = 0.0f; // degrees, horizontal orbit
|
||||||
|
float m_pitch = 0.0f; // degrees, vertical orbit
|
||||||
|
float m_radius = 4.0f;
|
||||||
|
|
||||||
|
auto build_scene_pipeline() -> bool;
|
||||||
|
auto build_light_pipeline() -> bool;
|
||||||
|
auto build_post_pipeline() -> bool;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
+44
-59
@@ -1,8 +1,8 @@
|
|||||||
#include <array>
|
#include <array>
|
||||||
|
#include <span>
|
||||||
|
|
||||||
#include "glad/glad.h"
|
#include "glad/glad.h"
|
||||||
#include "glm/gtc/matrix_transform.hpp"
|
#include "glm/gtc/matrix_transform.hpp"
|
||||||
#include "glm/gtc/type_ptr.hpp"
|
|
||||||
|
|
||||||
#include "scenes/cube.hpp"
|
#include "scenes/cube.hpp"
|
||||||
|
|
||||||
@@ -13,17 +13,17 @@ cube::cube() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto cube::init() -> bool {
|
auto cube::init() -> bool {
|
||||||
if (!build_shader()) {
|
if (!build_pipeline()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
build_mesh();
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto cube::update(float) -> void {}
|
auto cube::update(float) -> void {}
|
||||||
|
|
||||||
auto cube::render(int width, int height) -> void {
|
auto cube::render(int width, int height) -> void {
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
|
||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
auto elapsed = std::chrono::duration<float>(now - m_start).count();
|
auto elapsed = std::chrono::duration<float>(now - m_start).count();
|
||||||
|
|
||||||
@@ -35,18 +35,33 @@ auto cube::render(int width, int height) -> void {
|
|||||||
auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
|
auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
|
||||||
auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
|
auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
|
||||||
|
|
||||||
m_prog.use();
|
m_pipeline.draw(model, view, proj);
|
||||||
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_vao.bind();
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
m_vao.unbind();
|
|
||||||
m_prog.unuse();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
auto cube::build_mesh() -> void {
|
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 = {
|
std::array<float, 36 * 6> vertices = {
|
||||||
// front face (cyan)
|
// front face (cyan)
|
||||||
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
|
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,
|
-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_pipeline = gfx::pipeline{desc};
|
||||||
m_vbo.bind();
|
return m_pipeline.valid();
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+3
-12
@@ -5,9 +5,7 @@
|
|||||||
#include "glm/glm.hpp"
|
#include "glm/glm.hpp"
|
||||||
|
|
||||||
#include "cbt/scene.hpp"
|
#include "cbt/scene.hpp"
|
||||||
#include "cbt/opengl/buffer.hpp"
|
#include "cbt/gfx.hpp"
|
||||||
#include "cbt/opengl/shader.hpp"
|
|
||||||
#include "cbt/opengl/vao.hpp"
|
|
||||||
|
|
||||||
namespace cbt::scenes {
|
namespace cbt::scenes {
|
||||||
|
|
||||||
@@ -19,18 +17,11 @@ public:
|
|||||||
auto render(int width, int height) -> void override;
|
auto render(int width, int height) -> void override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
opengl::shader m_prog;
|
gfx::pipeline m_pipeline;
|
||||||
opengl::buffer m_vbo;
|
|
||||||
opengl::vao m_vao;
|
|
||||||
|
|
||||||
GLint m_loc_proj = -1;
|
|
||||||
GLint m_loc_view = -1;
|
|
||||||
GLint m_loc_model = -1;
|
|
||||||
|
|
||||||
std::chrono::steady_clock::time_point m_start;
|
std::chrono::steady_clock::time_point m_start;
|
||||||
|
|
||||||
auto build_mesh() -> void;
|
auto build_pipeline() -> bool;
|
||||||
auto build_shader() -> bool;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+116
-76
@@ -1,10 +1,11 @@
|
|||||||
#include <cstddef>
|
#include <cstddef>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <span>
|
||||||
|
#include <array>
|
||||||
|
|
||||||
#include "glad/glad.h"
|
#include "glad/glad.h"
|
||||||
#include "glm/gtc/matrix_transform.hpp"
|
#include "glm/gtc/matrix_transform.hpp"
|
||||||
#include "glm/gtc/type_ptr.hpp"
|
|
||||||
|
|
||||||
#include "scenes/sphere.hpp"
|
#include "scenes/sphere.hpp"
|
||||||
|
|
||||||
@@ -15,11 +16,9 @@ sphere::sphere() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto sphere::init() -> bool {
|
auto sphere::init() -> bool {
|
||||||
if (!build_shader()) {
|
if (!build_pipeline() || !build_post_pipeline()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
build_mesh();
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -29,6 +28,12 @@ auto sphere::render(int width, int height) -> void {
|
|||||||
auto now = std::chrono::steady_clock::now();
|
auto now = std::chrono::steady_clock::now();
|
||||||
auto elapsed = std::chrono::duration<float>(now - m_start).count();
|
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);
|
glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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 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});
|
auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.3f, 0.2f});
|
||||||
|
|
||||||
m_prog.use();
|
m_scene_pipeline.draw(model, view, proj);
|
||||||
glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
|
m_rt.unbind();
|
||||||
glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
|
|
||||||
glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
|
|
||||||
m_vao.bind();
|
// Reset viewport for screen pass (RT bind changed it)
|
||||||
glDrawElements(GL_TRIANGLES, m_index_count, GL_UNSIGNED_INT, nullptr);
|
glViewport(0, 0, width, height);
|
||||||
m_vao.unbind();
|
|
||||||
m_prog.unuse();
|
// 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 {
|
struct vertex {
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 normal;
|
glm::vec3 normal;
|
||||||
@@ -127,88 +173,82 @@ auto sphere::build_mesh() -> void {
|
|||||||
offset += div * div;
|
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_scene_pipeline = gfx::pipeline{desc};
|
||||||
m_ebo.upload(indices.data(), indices.size() * sizeof(std::uint32_t));
|
return m_scene_pipeline.valid();
|
||||||
|
|
||||||
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();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
auto sphere::build_shader() -> bool {
|
auto sphere::build_post_pipeline() -> bool {
|
||||||
char const* vert_src = R"glsl(
|
char const* post_vert = R"glsl(
|
||||||
#version 410 core
|
#version 410 core
|
||||||
layout(location = 0) in vec3 a_pos;
|
layout(location = 0) in vec2 a_pos;
|
||||||
layout(location = 1) in vec3 a_normal;
|
layout(location = 1) in vec2 a_uv;
|
||||||
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 vec2 v_uv;
|
||||||
out vec3 v_color;
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
|
gl_Position = vec4(a_pos, 0.0, 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_uv = a_uv;
|
||||||
v_color = a_color;
|
|
||||||
}
|
}
|
||||||
)glsl";
|
)glsl";
|
||||||
|
|
||||||
char const* frag_src = R"glsl(
|
char const* post_frag = R"glsl(
|
||||||
#version 410 core
|
#version 410 core
|
||||||
in vec3 v_normal;
|
|
||||||
in vec3 v_world_pos;
|
|
||||||
in vec2 v_uv;
|
in vec2 v_uv;
|
||||||
in vec3 v_color;
|
uniform sampler2D u_texture;
|
||||||
out vec4 frag_color;
|
out vec4 frag_color;
|
||||||
void main() {
|
void main() {
|
||||||
vec3 light_dir = normalize(vec3(1.0, 1.0, 2.0));
|
vec3 col = texture(u_texture, v_uv).rgb;
|
||||||
vec3 normal = normalize(v_normal);
|
// simple processing: vignette only (preserves original colors from sphere faces)
|
||||||
float diff = max(dot(normal, light_dir), 0.0);
|
float vig = 1.0 - length(v_uv * 2.0 - 1.0) * 0.5;
|
||||||
vec3 ambient = vec3(0.2);
|
frag_color = vec4(col * vig, 1.0);
|
||||||
vec3 result = (ambient + diff * 0.8) * v_color;
|
|
||||||
frag_color = vec4(result, 1.0);
|
|
||||||
}
|
}
|
||||||
)glsl";
|
)glsl";
|
||||||
|
|
||||||
if (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) {
|
struct fs_vertex {
|
||||||
return false;
|
glm::vec2 pos;
|
||||||
}
|
glm::vec2 uv;
|
||||||
|
};
|
||||||
|
|
||||||
m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
|
std::array<fs_vertex, 4> qverts = {{
|
||||||
m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
|
{{-1.0f, -1.0f}, {0.0f, 0.0f}},
|
||||||
m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
|
{{ 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 "glm/glm.hpp"
|
||||||
|
|
||||||
#include "cbt/scene.hpp"
|
#include "cbt/scene.hpp"
|
||||||
#include "cbt/opengl/buffer.hpp"
|
#include "cbt/gfx.hpp"
|
||||||
#include "cbt/opengl/shader.hpp"
|
|
||||||
#include "cbt/opengl/vao.hpp"
|
|
||||||
|
|
||||||
namespace cbt::scenes {
|
namespace cbt::scenes {
|
||||||
|
|
||||||
@@ -19,21 +17,14 @@ public:
|
|||||||
auto render(int width, int height) -> void override;
|
auto render(int width, int height) -> void override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
opengl::shader m_prog;
|
gfx::pipeline m_scene_pipeline;
|
||||||
opengl::buffer m_vbo;
|
gfx::pipeline m_post_pipeline;
|
||||||
opengl::buffer m_ebo{opengl::buffer_type::index};
|
gfx::render_target m_rt{0, 0};
|
||||||
opengl::vao m_vao;
|
|
||||||
|
|
||||||
GLint m_loc_proj = -1;
|
|
||||||
GLint m_loc_view = -1;
|
|
||||||
GLint m_loc_model = -1;
|
|
||||||
|
|
||||||
GLsizei m_index_count = 0;
|
|
||||||
|
|
||||||
std::chrono::steady_clock::time_point m_start;
|
std::chrono::steady_clock::time_point m_start;
|
||||||
|
|
||||||
auto build_mesh() -> void;
|
auto build_pipeline() -> bool;
|
||||||
auto build_shader() -> bool;
|
auto build_post_pipeline() -> bool;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user