dealing with webgl is getting annoying

main
Brett 2024-05-05 21:51:53 -04:00
parent 7c61323a05
commit 6fb5d48ba9
4 changed files with 59 additions and 94 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.25)
set(BLT_GRAPHICS_VERSION 0.13.6)
set(BLT_GRAPHICS_VERSION 0.13.7)
set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})

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@ -94,12 +94,19 @@ namespace blt::gfx
pp_in_place_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to): from(from), to(to)
{}
void draw(frame_buffer_t& previous) override;
void post_draw(frame_buffer_t& previous) override;
void create() override;
bool requests(blt::gfx::pp_request_t request) override
{
return static_cast<u64>(request) & ~(static_cast<u64>(pp_request_t::BIND_BUFFER) | static_cast<u64>(pp_request_t::CLEAR_BUFFER));
}
protected:
std::unique_ptr<shader_t> shader_pass;
frame_buffer_t::attachment_t from;
frame_buffer_t::attachment_t to;
};
@ -142,76 +149,37 @@ namespace blt::gfx
matrix_state_manager& manager;
};
class pp_blur_step_base_t : public pp_step_t
{
public:
pp_blur_step_base_t(frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2):
from(from), to(from), x_blur(x_blur), y_blur(y_blur)
{}
pp_blur_step_base_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2, i32 y_blur = 2):
from(from), to(to), x_blur(x_blur), y_blur(y_blur)
{}
protected:
frame_buffer_t::attachment_t from;
frame_buffer_t::attachment_t to;
i32 x_blur;
i32 y_blur;
};
class pp_blur_step_t : public pp_blur_step_base_t
{
public:
pp_blur_step_t(frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2): pp_blur_step_base_t(from, x_blur, y_blur)
{}
pp_blur_step_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2, i32 y_blur = 2):
pp_blur_step_base_t(from, to, x_blur, y_blur)
{}
void create() override;
void draw(frame_buffer_t& previous);
};
class pp_blur_step_inplace_t : public pp_blur_step_base_t
class pp_blur_step_inplace_t : public pp_in_place_t
{
public:
pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2):
pp_blur_step_base_t(from, x_blur, y_blur), manager(manager)
pp_in_place_t(from), manager(manager), x_blur(x_blur), y_blur(y_blur)
{}
pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2,
i32 y_blur = 2):
pp_blur_step_base_t(from, to, x_blur, y_blur), manager(manager)
pp_in_place_t(from, to), manager(manager), x_blur(x_blur), y_blur(y_blur)
{}
void create() override;
void draw(frame_buffer_t& previous);
void post_draw(frame_buffer_t& previous) override;
bool requests(blt::gfx::pp_request_t request) override
{
return static_cast<u64>(request) & ~(static_cast<u64>(pp_request_t::BIND_BUFFER) | static_cast<u64>(pp_request_t::CLEAR_BUFFER));
}
private:
std::unique_ptr<shader_t> shader_pass;
matrix_state_manager& manager;
i32 x_blur;
i32 y_blur;
};
class pp_expansion_step_inplace_t : public pp_in_place_t
{
public:
pp_expansion_step_inplace_t(frame_buffer_t::attachment_t from, const vec4& multiplier = vec4{2,2,2,2}):
pp_expansion_step_inplace_t(frame_buffer_t::attachment_t from, const vec4& multiplier = vec4{2, 2, 2, 2}):
pp_in_place_t(from), multiplier(multiplier)
{}
pp_expansion_step_inplace_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to,
const vec4& multiplier = vec4{2,2,2,2}):
const vec4& multiplier = vec4{2, 2, 2, 2}):
pp_in_place_t(from, to), multiplier(multiplier)
{}

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@ -154,6 +154,8 @@ namespace blt::gfx
{
if (width == width_ && height == height_)
return;
if (fboID == 0)
return;
width_ = width;
height_ = height;
@ -208,7 +210,7 @@ namespace blt::gfx
//glReadBuffer(GL_COLOR_ATTACHMENT0);
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(static_cast<GLenum>(attachment_t::COLOR0));
GLenum buffers[] {static_cast<GLenum>(attachment_t::COLOR0)};
GLenum buffers[] {GL_BACK};
glDrawBuffers(1, buffers);
glBlitFramebuffer(0, 0, width_, height_, 0, 0, width, height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}

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@ -137,6 +137,41 @@ namespace blt::gfx
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
void pp_in_place_t::create()
{
shader_pass = pp_engine_t::createShader(shader_pp_screen_frag);
draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
}
void pp_in_place_t::post_draw(frame_buffer_t& previous)
{
//draw_buffer.blitTexture(previous, 0, 0, 0, 0, GL_NEAREST, from, to);
previous.bind();
GLenum buf[32];
auto buff_val = static_cast<GLenum>(to);
auto size = buff_val - GL_COLOR_ATTACHMENT0;
for (GLenum i = 0; i < size; i++)
buf[i] = GL_NONE;
buf[size] = buff_val;
glDrawBuffers(static_cast<int>(size) + 1, buf);
glClear(GL_COLOR_BUFFER_BIT);
shader_pass->bind();
glActiveTexture(GL_TEXTURE0);
draw_buffer.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
pp_engine_t::render_quad();
}
void pp_in_place_t::draw(frame_buffer_t& previous)
{
draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
glActiveTexture(GL_TEXTURE0);
previous.getTexture(from).bind();
draw_buffer.bind();
GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
glDrawBuffers(1, buf);
glClear(GL_COLOR_BUFFER_BIT);
}
void pp_to_screen_step_t::create()
{
shader = pp_engine_t::createShader(shader_pp_screen_frag);
@ -146,7 +181,7 @@ namespace blt::gfx
{
glActiveTexture(GL_TEXTURE0);
previous.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
GLenum buf[]{GL_BACK};
glDrawBuffers(1, buf);
}
@ -204,78 +239,38 @@ namespace blt::gfx
glActiveTexture(GL_TEXTURE1);
previous.getTexture(frame_buffer_t::attachment_t::COLOR1).bind();
shader->bind();
auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
//auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
//BLT_TRACE_STREAM << v << '\n';
//shader->setVec2("viewportSize", static_cast<f32>(v.x()), static_cast<f32>(v.y()));
GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
glDrawBuffers(1, buf);
}
void pp_blur_step_t::create()
{
draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
shader = pp_engine_t::createShader(shader_gaussian_blur_frag);
}
void pp_blur_step_t::draw(frame_buffer_t& previous)
{
draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
shader->bind();
shader->setVec4i("size", {getWindowWidth(), getWindowHeight(), x_blur, y_blur});
glActiveTexture(GL_TEXTURE0);
previous.getTexture(from).bind();
GLenum buf[]{static_cast<GLenum>(to)};
glDrawBuffers(1, buf);
}
void pp_blur_step_inplace_t::create()
{
draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
pp_in_place_t::create();
shader = pp_engine_t::createShader(shader_gaussian_blur_frag);
shader_pass = pp_engine_t::createShader(shader_pp_screen_frag);
}
void pp_blur_step_inplace_t::draw(frame_buffer_t& previous)
{
draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
pp_in_place_t::draw(previous);
shader->bind();
//auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
auto v = vec2(getWindowWidth(), getWindowHeight());
shader->setVec4i("size", {static_cast<i32>(v.x()), static_cast<i32>(v.y()), x_blur, y_blur});
glActiveTexture(GL_TEXTURE0);
previous.getTexture(from).bind();
//GLenum buf[]{static_cast<GLenum>(to)};
GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
glDrawBuffers(1, buf);
draw_buffer.bind();
glClear(GL_COLOR_BUFFER_BIT);
}
void pp_blur_step_inplace_t::post_draw(frame_buffer_t& previous)
{
//draw_buffer.blitTexture(previous, 0, 0, 0, 0, GL_NEAREST, from, to);
previous.bind();
GLenum buf[]{static_cast<GLenum>(to)};
glDrawBuffers(1, buf);
glClear(GL_COLOR_BUFFER_BIT);
shader_pass->bind();
glActiveTexture(GL_TEXTURE0);
draw_buffer.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
pp_engine_t::render_quad();
}
void pp_expansion_step_inplace_t::create()
{
pp_in_place_t::create();
shader = pp_engine_t::createShader(shader_multiplier_frag);
}
void pp_expansion_step_inplace_t::draw(frame_buffer_t& previous)
{
pp_in_place_t::draw(previous);
shader->bind();
shader->setVec4("multiplier", multiplier);
glActiveTexture(GL_TEXTURE0);
previous.getTexture(from).bind();
GLenum buf[]{static_cast<u32>(to)};
glDrawBuffers(1, buf);
}
}