Files
cuber/scenes/cube.cpp
T
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

134 lines
4.1 KiB
C++

#include <array>
#include <span>
#include "glad/glad.h"
#include "glm/gtc/matrix_transform.hpp"
#include "scenes/cube.hpp"
namespace cbt::scenes {
cube::cube() {
m_start = std::chrono::steady_clock::now();
}
auto cube::init() -> bool {
if (!build_pipeline()) {
return false;
}
return true;
}
auto cube::update(float) -> void {}
auto cube::render(int width, int height) -> void {
glViewport(0, 0, width, height);
auto now = std::chrono::steady_clock::now();
auto elapsed = std::chrono::duration<float>(now - m_start).count();
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, -3.0f});
auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
m_pipeline.draw(model, view, proj);
}
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,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
// back face (magenta)
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
// top face (yellow)
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
// bottom face (white)
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
// right face (lime)
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
// left face (orange)
-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
};
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_pipeline = gfx::pipeline{desc};
return m_pipeline.valid();
}
}