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portersky 5ec8cfc735 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.).
2026-05-06 00:43:00 +02:00

255 lines
8.5 KiB
C++

#include <cstddef>
#include <cmath>
#include <vector>
#include <span>
#include <array>
#include "glad/glad.h"
#include "glm/gtc/matrix_transform.hpp"
#include "scenes/sphere.hpp"
namespace cbt::scenes {
sphere::sphere() {
m_start = std::chrono::steady_clock::now();
}
auto sphere::init() -> bool {
if (!build_pipeline() || !build_post_pipeline()) {
return false;
}
return true;
}
auto sphere::update(float) -> void {}
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);
auto aspect = float(width) / float(height);
auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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});
m_scene_pipeline.draw(model, view, proj);
m_rt.unbind();
// 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_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;
glm::vec2 uv;
glm::vec3 color;
};
std::uint32_t const div = 32;
std::vector<vertex> vertices;
std::vector<std::uint32_t> indices;
// Distinct colors for each cube face so seams are visible
glm::vec3 const face_colors[6] = {
{1.0f, 0.2f, 0.2f}, // +X red
{0.2f, 1.0f, 0.2f}, // -X green
{0.2f, 0.2f, 1.0f}, // +Y blue
{1.0f, 1.0f, 0.2f}, // -Y yellow
{1.0f, 0.2f, 1.0f}, // +Z magenta
{0.2f, 1.0f, 1.0f}, // -Z cyan
};
// Generate 6 cube faces, each with div x div vertices
auto add_face = [&](glm::vec3 const& center, glm::vec3 const& u_axis,
glm::vec3 const& v_axis, std::uint32_t face_idx) -> void {
for (std::uint32_t i = 0; i < div; ++i) {
for (std::uint32_t j = 0; j < div; ++j) {
float const s = float(i) / float(div - 1) * 2.0f - 1.0f;
float const t = float(j) / float(div - 1) * 2.0f - 1.0f;
// Position on cube face
glm::vec3 pos = center + u_axis * s + v_axis * t;
// FIX: normalize to project onto unit sphere
// (the original nrz.cpp used a broken formula with p=50.0)
float const len = glm::length(pos);
glm::vec3 normal = pos / len;
vertices.push_back({normal, normal, {float(i) / float(div - 1), float(j) / float(div - 1)}, face_colors[face_idx]});
}
}
};
// +X face (right)
add_face(glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}, 0);
// -X face (left)
add_face(glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}, 1);
// +Y face (top)
add_face(glm::vec3{0.0f, 1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, -1.0f}, 2);
// -Y face (bottom)
add_face(glm::vec3{0.0f, -1.0f, 0.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f}, 3);
// +Z face (front)
add_face(glm::vec3{0.0f, 0.0f, 1.0f}, glm::vec3{1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, 4);
// -Z face (back)
add_face(glm::vec3{0.0f, 0.0f, -1.0f}, glm::vec3{-1.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}, 5);
// Generate indices for each face
std::uint32_t offset = 0;
for (std::uint32_t face = 0; face < 6; ++face) {
for (std::uint32_t i = 0; i < div - 1; ++i) {
for (std::uint32_t j = 0; j < div - 1; ++j) {
std::uint32_t const a = offset + i * div + j;
std::uint32_t const b = offset + (i + 1) * div + j;
std::uint32_t const c = offset + (i + 1) * div + j + 1;
std::uint32_t const d = offset + i * div + j + 1;
// Two triangles per quad (consistent winding)
indices.push_back(a);
indices.push_back(b);
indices.push_back(d);
indices.push_back(b);
indices.push_back(c);
indices.push_back(d);
}
}
offset += div * div;
}
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_scene_pipeline = gfx::pipeline{desc};
return m_scene_pipeline.valid();
}
auto sphere::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;
// 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";
struct fs_vertex {
glm::vec2 pos;
glm::vec2 uv;
};
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};
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();
}
}