5ec8cfc735
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.).
134 lines
4.1 KiB
C++
134 lines
4.1 KiB
C++
#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 "scenes/cube.hpp"
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namespace cbt::scenes {
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cube::cube() {
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m_start = std::chrono::steady_clock::now();
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}
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auto cube::init() -> bool {
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if (!build_pipeline()) {
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return false;
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}
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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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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto aspect = float(width) / float(height);
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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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_pipeline.draw(model, view, proj);
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}
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auto cube::build_pipeline() -> bool {
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char const* vert_src = R"glsl(
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#version 410 core
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_color;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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out vec3 v_color;
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void main() {
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gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
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v_color = a_color;
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}
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)glsl";
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char const* frag_src = R"glsl(
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#version 410 core
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in vec3 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = vec4(v_color, 1.0);
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}
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)glsl";
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std::array<float, 36 * 6> vertices = {
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// front face (cyan)
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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// back face (magenta)
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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// top face (yellow)
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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// bottom face (white)
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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// right face (lime)
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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// left face (orange)
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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};
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gfx::pipeline_desc desc{
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.vertex_data = std::as_bytes(std::span{vertices}),
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.attributes = {
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{.location = 0, .num_components = 3, .offset = 0},
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{.location = 1, .num_components = 3, .offset = 12},
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},
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.vertex_stride = 24,
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.vertex_shader_src = vert_src,
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.fragment_shader_src = frag_src,
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.depth_test = true,
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.primitive = gfx::primitive_type::triangles
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// no index data
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};
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m_pipeline = gfx::pipeline{desc};
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return m_pipeline.valid();
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}
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}
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