293 lines
8.4 KiB
C++
293 lines
8.4 KiB
C++
#include <hex/helpers/opengl.hpp>
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#include <hex/helpers/utils.hpp>
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#include <hex/helpers/logger.hpp>
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#include <wolv/utils/guards.hpp>
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namespace hex::gl {
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Shader::Shader(std::string_view vertexSource, std::string_view fragmentSource) {
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auto vertexShader = glCreateShader(GL_VERTEX_SHADER);
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this->compile(vertexShader, vertexSource);
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auto fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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this->compile(fragmentShader, fragmentSource);
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ON_SCOPE_EXIT { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); };
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this->m_program = glCreateProgram();
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glAttachShader(this->m_program, vertexShader);
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glAttachShader(this->m_program, fragmentShader);
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glLinkProgram(this->m_program);
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int result = false;
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glGetProgramiv(this->m_program, GL_LINK_STATUS, &result);
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if (!result) {
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std::vector<char> log(512);
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glGetShaderInfoLog(this->m_program, log.size(), nullptr, log.data());
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log::error("Failed to link shader: {}", log.data());
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}
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}
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Shader::~Shader() {
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if (this->m_program != 0)
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glDeleteProgram(this->m_program);
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}
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Shader::Shader(Shader &&other) noexcept {
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this->m_program = other.m_program;
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other.m_program = 0;
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}
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Shader& Shader::operator=(Shader &&other) noexcept {
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this->m_program = other.m_program;
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other.m_program = 0;
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return *this;
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}
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void Shader::bind() const {
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glUseProgram(this->m_program);
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}
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void Shader::unbind() const {
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glUseProgram(0);
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}
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void Shader::setUniform(std::string_view name, const float &value) {
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glUniform1f(getUniformLocation(name), value);
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}
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void Shader::setUniform(std::string_view name, const Vector<float, 3> &value) {
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glUniform3f(getUniformLocation(name), value[0], value[1], value[2]);
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}
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GLint Shader::getUniformLocation(std::string_view name) {
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auto uniform = this->m_uniforms.find(name.data());
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if (uniform == this->m_uniforms.end()) {
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auto location = glGetUniformLocation(this->m_program, name.data());
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if (location == -1) {
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log::warn("Uniform '{}' not found in shader", name);
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return -1;
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}
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this->m_uniforms[name.data()] = location;
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uniform = this->m_uniforms.find(name.data());
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}
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return uniform->second;
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}
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void Shader::compile(GLuint shader, std::string_view source) {
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auto sourcePtr = source.data();
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glShaderSource(shader, 1, &sourcePtr, nullptr);
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glCompileShader(shader);
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int result = false;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (!result) {
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std::vector<char> log(512);
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glGetShaderInfoLog(shader, log.size(), nullptr, log.data());
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log::error("Failed to compile shader: {}", log.data());
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}
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}
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template<typename T>
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Buffer<T>::Buffer(BufferType type, std::span<T> data) : m_size(data.size()), m_type(GLuint(type)) {
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glGenBuffers(1, &this->m_buffer);
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glBindBuffer(this->m_type, this->m_buffer);
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glBufferData(this->m_type, data.size_bytes(), data.data(), GL_STATIC_DRAW);
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glBindBuffer(this->m_type, 0);
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}
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template<typename T>
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Buffer<T>::~Buffer() {
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glDeleteBuffers(1, &this->m_buffer);
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}
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template<typename T>
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Buffer<T>::Buffer(Buffer<T> &&other) noexcept {
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this->m_buffer = other.m_buffer;
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this->m_size = other.m_size;
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this->m_type = other.m_type;
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other.m_buffer = -1;
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}
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template<typename T>
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Buffer<T>& Buffer<T>::operator=(Buffer<T> &&other) noexcept {
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this->m_buffer = other.m_buffer;
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this->m_size = other.m_size;
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this->m_type = other.m_type;
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other.m_buffer = -1;
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return *this;
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}
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template<typename T>
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void Buffer<T>::bind() const {
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glBindBuffer(this->m_type, this->m_buffer);
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}
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template<typename T>
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void Buffer<T>::unbind() const {
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glBindBuffer(this->m_type, 0);
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}
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template<typename T>
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size_t Buffer<T>::getSize() const {
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return this->m_size;
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}
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template<typename T>
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void Buffer<T>::draw() const {
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switch (this->m_type) {
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case GL_ARRAY_BUFFER:
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glDrawArrays(GL_TRIANGLES, 0, this->m_size);
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break;
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case GL_ELEMENT_ARRAY_BUFFER:
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glDrawElements(GL_TRIANGLES, this->m_size, getType<T>(), nullptr);
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break;
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}
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}
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template class Buffer<float>;
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template class Buffer<u32>;
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VertexArray::VertexArray() {
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glGenVertexArrays(1, &this->m_array);
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}
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VertexArray::~VertexArray() {
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glDeleteVertexArrays(1, &this->m_array);
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}
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VertexArray::VertexArray(VertexArray &&other) noexcept {
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this->m_array = other.m_array;
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other.m_array = -1;
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}
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VertexArray& VertexArray::operator=(VertexArray &&other) noexcept {
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this->m_array = other.m_array;
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other.m_array = -1;
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return *this;
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}
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void VertexArray::bind() const {
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glBindVertexArray(this->m_array);
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}
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void VertexArray::unbind() const {
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glBindVertexArray(0);
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}
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Texture::Texture(u32 width, u32 height) : m_texture(0), m_width(width), m_height(height) {
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glGenTextures(1, &this->m_texture);
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glBindTexture(GL_TEXTURE_2D, this->m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Texture::~Texture() {
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if (this->m_texture != 0)
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glDeleteTextures(1, &this->m_texture);
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}
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Texture::Texture(Texture &&other) noexcept {
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this->m_texture = other.m_texture;
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other.m_texture = -1;
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}
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Texture& Texture::operator=(Texture &&other) noexcept {
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this->m_texture = other.m_texture;
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other.m_texture = -1;
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return *this;
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}
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void Texture::bind() const {
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glBindTexture(GL_TEXTURE_2D, this->m_texture);
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}
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void Texture::unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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GLuint Texture::getTexture() const {
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return this->m_texture;
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}
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u32 Texture::getWidth() const {
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return this->m_width;
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}
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u32 Texture::getHeight() const {
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return this->m_height;
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}
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GLuint Texture::release() {
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auto copy = this->m_texture;
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this->m_texture = -1;
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return copy;
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}
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FrameBuffer::FrameBuffer() {
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glGenFramebuffers(1, &this->m_frameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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glGenRenderbuffers(1, &this->m_renderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, this->m_renderBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 1280, 720);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, this->m_renderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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FrameBuffer::~FrameBuffer() {
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glDeleteFramebuffers(1, &this->m_frameBuffer);
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glDeleteRenderbuffers(1, &this->m_renderBuffer);
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}
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FrameBuffer::FrameBuffer(FrameBuffer &&other) noexcept {
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this->m_frameBuffer = other.m_frameBuffer;
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other.m_frameBuffer = -1;
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this->m_renderBuffer = other.m_renderBuffer;
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other.m_renderBuffer = -1;
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}
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FrameBuffer& FrameBuffer::operator=(FrameBuffer &&other) noexcept {
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this->m_frameBuffer = other.m_frameBuffer;
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other.m_frameBuffer = -1;
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this->m_renderBuffer = other.m_renderBuffer;
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other.m_renderBuffer = -1;
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return *this;
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}
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void FrameBuffer::bind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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}
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void FrameBuffer::unbind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::attachTexture(const Texture &texture) const {
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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texture.bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.getTexture(), 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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} |