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/usr/share/emscripten/cache/sysroot/include/c++/v1/istream \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/ostream \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/bitset \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/locale \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/cstdarg \ + /usr/share/emscripten/cache/sysroot/include/compat/stdarg.h \ + /usr/lib/llvm-14/lib/clang/14.0.6/include/stdarg.h \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/streambuf \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/__bsd_locale_fallbacks.h \ + /usr/share/emscripten/cache/sysroot/include/c++/v1/sstream \ + /home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/logging.h \ + /home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/time.h diff --git a/cmake-build-emrelease/CMakeFiles/Makefile2 b/cmake-build-emrelease/CMakeFiles/Makefile2 index 2264791..d6237f2 100644 --- a/cmake-build-emrelease/CMakeFiles/Makefile2 +++ b/cmake-build-emrelease/CMakeFiles/Makefile2 @@ -101,12 +101,12 @@ libraries/BLT/clean: libraries/BLT/CMakeFiles/BLT.dir/clean CMakeFiles/FinalProject.dir/all: libraries/BLT/CMakeFiles/BLT.dir/all $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/depend $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/build - @$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=9,10,11,12 "Built target FinalProject" + @$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=10,11,12,13,14 "Built target FinalProject" .PHONY : CMakeFiles/FinalProject.dir/all # Build rule for subdir invocation for target. CMakeFiles/FinalProject.dir/rule: cmake_check_build_system - $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 12 + $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 14 $(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 CMakeFiles/FinalProject.dir/all $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 0 .PHONY : CMakeFiles/FinalProject.dir/rule @@ -127,12 +127,12 @@ CMakeFiles/FinalProject.dir/clean: libraries/BLT/CMakeFiles/BLT.dir/all: $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/depend $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/build - @$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=1,2,3,4,5,6,7,8 "Built target BLT" + @$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --progress-dir="/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" --progress-num=1,2,3,4,5,6,7,8,9 "Built target BLT" .PHONY : libraries/BLT/CMakeFiles/BLT.dir/all # Build rule for subdir invocation for target. libraries/BLT/CMakeFiles/BLT.dir/rule: cmake_check_build_system - $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 8 + $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 9 $(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 libraries/BLT/CMakeFiles/BLT.dir/all $(CMAKE_COMMAND) -E cmake_progress_start "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease/CMakeFiles" 0 .PHONY : libraries/BLT/CMakeFiles/BLT.dir/rule diff --git a/cmake-build-emrelease/CMakeFiles/progress.marks b/cmake-build-emrelease/CMakeFiles/progress.marks index 48082f7..8351c19 100644 --- a/cmake-build-emrelease/CMakeFiles/progress.marks +++ b/cmake-build-emrelease/CMakeFiles/progress.marks @@ -1 +1 @@ -12 +14 diff --git a/cmake-build-emrelease/FinalProject.js b/cmake-build-emrelease/FinalProject.js index 5bcdaec..97bc068 100644 --- a/cmake-build-emrelease/FinalProject.js +++ b/cmake-build-emrelease/FinalProject.js @@ -196,7 +196,7 @@ Module['FS_createPath']("/", "assets", true, true); } } - loadPackage({"files": [{"filename": "/assets/test.txt", "start": 0, "end": 124}], "remote_package_size": 124, "package_uuid": "aab34abf-9015-4b8c-a044-ee68f0029d9d"}); + loadPackage({"files": [{"filename": "/assets/test.txt", "start": 0, "end": 124}], "remote_package_size": 124, "package_uuid": "979b92ba-fe18-4fbb-9481-94f4f165f270"}); })(); @@ -4651,6 +4651,31 @@ var ASM_CONSTS = { abort('native code called abort()'); } + var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) { + _emscripten_get_now = () => { + var t = process['hrtime'](); + return t[0] * 1e3 + t[1] / 1e6; + }; + } else _emscripten_get_now = () => performance.now(); + ; + + var _emscripten_get_now_is_monotonic = true;; + function _clock_gettime(clk_id, tp) { + // int clock_gettime(clockid_t clk_id, struct timespec *tp); + var now; + if (clk_id === 0) { + now = Date.now(); + } else if ((clk_id === 1 || clk_id === 4) && _emscripten_get_now_is_monotonic) { + now = _emscripten_get_now(); + } else { + setErrNo(28); + return -1; + } + HEAP32[((tp)>>2)] = (now/1000)|0; // seconds + HEAP32[(((tp)+(4))>>2)] = ((now % 1000)*1000*1000)|0; // nanoseconds + return 0; + } + function _emscripten_memcpy_big(dest, src, num) { HEAPU8.copyWithin(dest, src, src + num); } @@ -5348,14 +5373,6 @@ var ASM_CONSTS = { return 0; } - var _emscripten_get_now;if (ENVIRONMENT_IS_NODE) { - _emscripten_get_now = () => { - var t = process['hrtime'](); - return t[0] * 1e3 + t[1] / 1e6; - }; - } else _emscripten_get_now = () => performance.now(); - ; - function _exit(status) { // void _exit(int status); // http://pubs.opengroup.org/onlinepubs/000095399/functions/exit.html @@ -5769,6 +5786,304 @@ var ASM_CONSTS = { } }); }}; + function _glAttachShader(program, shader) { + GLctx.attachShader(GL.programs[program], GL.shaders[shader]); + } + + function _glBindBuffer(target, buffer) { + + if (target == 0x88EB /*GL_PIXEL_PACK_BUFFER*/) { + // In WebGL 2 glReadPixels entry point, we need to use a different WebGL 2 API function call when a buffer is bound to + // GL_PIXEL_PACK_BUFFER_BINDING point, so must keep track whether that binding point is non-null to know what is + // the proper API function to call. + GLctx.currentPixelPackBufferBinding = buffer; + } else if (target == 0x88EC /*GL_PIXEL_UNPACK_BUFFER*/) { + // In WebGL 2 gl(Compressed)Tex(Sub)Image[23]D entry points, we need to + // use a different WebGL 2 API function call when a buffer is bound to + // GL_PIXEL_UNPACK_BUFFER_BINDING point, so must keep track whether that + // binding point is non-null to know what is the proper API function to + // call. + GLctx.currentPixelUnpackBufferBinding = buffer; + } + GLctx.bindBuffer(target, GL.buffers[buffer]); + } + + function _glBindBufferBase(target, index, buffer) { + GLctx['bindBufferBase'](target, index, GL.buffers[buffer]); + } + + function _glBindVertexArray(vao) { + GLctx['bindVertexArray'](GL.vaos[vao]); + } + + function _glBufferData(target, size, data, usage) { + + if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. + if (data) { + GLctx.bufferData(target, HEAPU8, usage, data, size); + } else { + GLctx.bufferData(target, size, usage); + } + } else { + // N.b. here first form specifies a heap subarray, second form an integer size, so the ?: code here is polymorphic. It is advised to avoid + // randomly mixing both uses in calling code, to avoid any potential JS engine JIT issues. + GLctx.bufferData(target, data ? HEAPU8.subarray(data, data+size) : size, usage); + } + } + + function _glBufferSubData(target, offset, size, data) { + if (GL.currentContext.version >= 2) { // WebGL 2 provides new garbage-free entry points to call to WebGL. Use those always when possible. + GLctx.bufferSubData(target, offset, HEAPU8, data, size); + return; + } + GLctx.bufferSubData(target, offset, HEAPU8.subarray(data, data+size)); + } + + function _glClear(x0) { GLctx['clear'](x0) } + + function _glClearColor(x0, x1, x2, x3) { GLctx['clearColor'](x0, x1, x2, x3) } + + function _glCompileShader(shader) { + GLctx.compileShader(GL.shaders[shader]); + } + + function _glCreateProgram() { + var id = GL.getNewId(GL.programs); + var program = GLctx.createProgram(); + // Store additional information needed for each shader program: + program.name = id; + // Lazy cache results of glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH/GL_ACTIVE_ATTRIBUTE_MAX_LENGTH/GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH) + program.maxUniformLength = program.maxAttributeLength = program.maxUniformBlockNameLength = 0; + program.uniformIdCounter = 1; + GL.programs[id] = program; + return id; + } + + function _glCreateShader(shaderType) { + var id = GL.getNewId(GL.shaders); + GL.shaders[id] = GLctx.createShader(shaderType); + + return id; + } + + function _glDeleteBuffers(n, buffers) { + for (var i = 0; i < n; i++) { + var id = HEAP32[(((buffers)+(i*4))>>2)]; + var buffer = GL.buffers[id]; + + // From spec: "glDeleteBuffers silently ignores 0's and names that do not + // correspond to existing buffer objects." + if (!buffer) continue; + + GLctx.deleteBuffer(buffer); + buffer.name = 0; + GL.buffers[id] = null; + + if (id == GLctx.currentPixelPackBufferBinding) GLctx.currentPixelPackBufferBinding = 0; + if (id == GLctx.currentPixelUnpackBufferBinding) GLctx.currentPixelUnpackBufferBinding = 0; + } + } + + function _glDeleteProgram(id) { + if (!id) return; + var program = GL.programs[id]; + if (!program) { // glDeleteProgram actually signals an error when deleting a nonexisting object, unlike some other GL delete functions. + GL.recordError(0x501 /* GL_INVALID_VALUE */); + return; + } + GLctx.deleteProgram(program); + program.name = 0; + GL.programs[id] = null; + } + + function _glDeleteShader(id) { + if (!id) return; + var shader = GL.shaders[id]; + if (!shader) { // glDeleteShader actually signals an error when deleting a nonexisting object, unlike some other GL delete functions. + GL.recordError(0x501 /* GL_INVALID_VALUE */); + return; + } + GLctx.deleteShader(shader); + GL.shaders[id] = null; + } + + function _glDeleteVertexArrays(n, vaos) { + for (var i = 0; i < n; i++) { + var id = HEAP32[(((vaos)+(i*4))>>2)]; + GLctx['deleteVertexArray'](GL.vaos[id]); + GL.vaos[id] = null; + } + } + + function _glDetachShader(program, shader) { + GLctx.detachShader(GL.programs[program], GL.shaders[shader]); + } + + function _glDisableVertexAttribArray(index) { + GLctx.disableVertexAttribArray(index); + } + + function _glDrawElements(mode, count, type, indices) { + + GLctx.drawElements(mode, count, type, indices); + + } + + function _glEnableVertexAttribArray(index) { + GLctx.enableVertexAttribArray(index); + } + + function __glGenObject(n, buffers, createFunction, objectTable + ) { + for (var i = 0; i < n; i++) { + var buffer = GLctx[createFunction](); + var id = buffer && GL.getNewId(objectTable); + if (buffer) { + buffer.name = id; + objectTable[id] = buffer; + } else { + GL.recordError(0x502 /* GL_INVALID_OPERATION */); + } + HEAP32[(((buffers)+(i*4))>>2)] = id; + } + } + function _glGenBuffers(n, buffers) { + __glGenObject(n, buffers, 'createBuffer', GL.buffers + ); + } + + function _glGenVertexArrays(n, arrays) { + __glGenObject(n, arrays, 'createVertexArray', GL.vaos + ); + } + + function _glGetProgramInfoLog(program, maxLength, length, infoLog) { + var log = GLctx.getProgramInfoLog(GL.programs[program]); + if (log === null) log = '(unknown error)'; + var numBytesWrittenExclNull = (maxLength > 0 && infoLog) ? stringToUTF8(log, infoLog, maxLength) : 0; + if (length) HEAP32[((length)>>2)] = numBytesWrittenExclNull; + } + + function _glGetProgramiv(program, pname, p) { + if (!p) { + // GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense + // if p == null, issue a GL error to notify user about it. + GL.recordError(0x501 /* GL_INVALID_VALUE */); + return; + } + + if (program >= GL.counter) { + GL.recordError(0x501 /* GL_INVALID_VALUE */); + return; + } + + program = GL.programs[program]; + + if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH + var log = GLctx.getProgramInfoLog(program); + if (log === null) log = '(unknown error)'; + HEAP32[((p)>>2)] = log.length + 1; + } else if (pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */) { + if (!program.maxUniformLength) { + for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B86/*GL_ACTIVE_UNIFORMS*/); ++i) { + program.maxUniformLength = Math.max(program.maxUniformLength, GLctx.getActiveUniform(program, i).name.length+1); + } + } + HEAP32[((p)>>2)] = program.maxUniformLength; + } else if (pname == 0x8B8A /* GL_ACTIVE_ATTRIBUTE_MAX_LENGTH */) { + if (!program.maxAttributeLength) { + for (var i = 0; i < GLctx.getProgramParameter(program, 0x8B89/*GL_ACTIVE_ATTRIBUTES*/); ++i) { + program.maxAttributeLength = Math.max(program.maxAttributeLength, GLctx.getActiveAttrib(program, i).name.length+1); + } + } + HEAP32[((p)>>2)] = program.maxAttributeLength; + } else if (pname == 0x8A35 /* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */) { + if (!program.maxUniformBlockNameLength) { + for (var i = 0; i < GLctx.getProgramParameter(program, 0x8A36/*GL_ACTIVE_UNIFORM_BLOCKS*/); ++i) { + program.maxUniformBlockNameLength = Math.max(program.maxUniformBlockNameLength, GLctx.getActiveUniformBlockName(program, i).length+1); + } + } + HEAP32[((p)>>2)] = program.maxUniformBlockNameLength; + } else { + HEAP32[((p)>>2)] = GLctx.getProgramParameter(program, pname); + } + } + + function _glGetShaderInfoLog(shader, maxLength, length, infoLog) { + var log = GLctx.getShaderInfoLog(GL.shaders[shader]); + if (log === null) log = '(unknown error)'; + var numBytesWrittenExclNull = (maxLength > 0 && infoLog) ? stringToUTF8(log, infoLog, maxLength) : 0; + if (length) HEAP32[((length)>>2)] = numBytesWrittenExclNull; + } + + function _glGetShaderiv(shader, pname, p) { + if (!p) { + // GLES2 specification does not specify how to behave if p is a null pointer. Since calling this function does not make sense + // if p == null, issue a GL error to notify user about it. + GL.recordError(0x501 /* GL_INVALID_VALUE */); + return; + } + if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH + var log = GLctx.getShaderInfoLog(GL.shaders[shader]); + if (log === null) log = '(unknown error)'; + // The GLES2 specification says that if the shader has an empty info log, + // a value of 0 is returned. Otherwise the log has a null char appended. + // (An empty string is falsey, so we can just check that instead of + // looking at log.length.) + var logLength = log ? log.length + 1 : 0; + HEAP32[((p)>>2)] = logLength; + } else if (pname == 0x8B88) { // GL_SHADER_SOURCE_LENGTH + var source = GLctx.getShaderSource(GL.shaders[shader]); + // source may be a null, or the empty string, both of which are falsey + // values that we report a 0 length for. + var sourceLength = source ? source.length + 1 : 0; + HEAP32[((p)>>2)] = sourceLength; + } else { + HEAP32[((p)>>2)] = GLctx.getShaderParameter(GL.shaders[shader], pname); + } + } + + function _glGetUniformBlockIndex(program, uniformBlockName) { + return GLctx['getUniformBlockIndex'](GL.programs[program], UTF8ToString(uniformBlockName)); + } + + function _glLinkProgram(program) { + program = GL.programs[program]; + GLctx.linkProgram(program); + // Invalidate earlier computed uniform->ID mappings, those have now become stale + program.uniformLocsById = 0; // Mark as null-like so that glGetUniformLocation() knows to populate this again. + program.uniformSizeAndIdsByName = {}; + + } + + function _glShaderSource(shader, count, string, length) { + var source = GL.getSource(shader, count, string, length); + + GLctx.shaderSource(GL.shaders[shader], source); + } + + function _glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding) { + program = GL.programs[program]; + + GLctx['uniformBlockBinding'](program, uniformBlockIndex, uniformBlockBinding); + } + + function _glUseProgram(program) { + program = GL.programs[program]; + GLctx.useProgram(program); + // Record the currently active program so that we can access the uniform + // mapping table of that program. + GLctx.currentProgram = program; + } + + function _glValidateProgram(program) { + GLctx.validateProgram(GL.programs[program]); + } + + function _glVertexAttribPointer(index, size, type, normalized, stride, ptr) { + GLctx.vertexAttribPointer(index, size, type, !!normalized, stride, ptr); + } + function _glViewport(x0, x1, x2, x3) { GLctx['viewport'](x0, x1, x2, x3) } /** @constructor */ @@ -6538,6 +6853,27 @@ var ASM_CONSTS = { return GLFW.destroyWindow(winid); } + function _glfwGetCursorPos(winid, x, y) { + GLFW.getCursorPos(winid, x, y); + } + + function _glfwGetInputMode(winid, mode) { + var win = GLFW.WindowFromId(winid); + if (!win) return; + + switch (mode) { + case 0x00033001: { // GLFW_CURSOR + if (Browser.pointerLock) { + win.inputModes[mode] = 0x00034003; // GLFW_CURSOR_DISABLED + } else { + win.inputModes[mode] = 0x00034001; // GLFW_CURSOR_NORMAL + } + } + } + + return win.inputModes[mode]; + } + function _glfwInit() { if (GLFW.windows) return 1; // GL_TRUE @@ -6590,6 +6926,10 @@ var ASM_CONSTS = { return prevcbfun; } + function _glfwSetInputMode(winid, mode, value) { + GLFW.setInputMode(winid, mode, value); + } + function _glfwSetKeyCallback(winid, cbfun) { return GLFW.setKeyCallback(winid, cbfun); } @@ -7315,6 +7655,7 @@ var asmLibraryArg = { "_localtime_js": __localtime_js, "_tzset_js": __tzset_js, "abort": _abort, + "clock_gettime": _clock_gettime, "emscripten_memcpy_big": _emscripten_memcpy_big, "emscripten_resize_heap": _emscripten_resize_heap, "emscripten_set_main_loop": _emscripten_set_main_loop, @@ -7324,14 +7665,49 @@ var asmLibraryArg = { "fd_read": _fd_read, "fd_seek": _fd_seek, "fd_write": _fd_write, + "glAttachShader": _glAttachShader, + "glBindBuffer": _glBindBuffer, + "glBindBufferBase": _glBindBufferBase, + "glBindVertexArray": _glBindVertexArray, + "glBufferData": _glBufferData, + "glBufferSubData": _glBufferSubData, + "glClear": _glClear, + "glClearColor": _glClearColor, + "glCompileShader": _glCompileShader, + "glCreateProgram": _glCreateProgram, + "glCreateShader": _glCreateShader, + "glDeleteBuffers": _glDeleteBuffers, + "glDeleteProgram": _glDeleteProgram, + "glDeleteShader": _glDeleteShader, + "glDeleteVertexArrays": _glDeleteVertexArrays, + "glDetachShader": _glDetachShader, + "glDisableVertexAttribArray": _glDisableVertexAttribArray, + "glDrawElements": _glDrawElements, + "glEnableVertexAttribArray": _glEnableVertexAttribArray, + "glGenBuffers": _glGenBuffers, + "glGenVertexArrays": _glGenVertexArrays, + "glGetProgramInfoLog": _glGetProgramInfoLog, + "glGetProgramiv": _glGetProgramiv, + "glGetShaderInfoLog": _glGetShaderInfoLog, + "glGetShaderiv": _glGetShaderiv, + "glGetUniformBlockIndex": _glGetUniformBlockIndex, + "glLinkProgram": _glLinkProgram, + "glShaderSource": _glShaderSource, + "glUniformBlockBinding": _glUniformBlockBinding, + "glUseProgram": _glUseProgram, + "glValidateProgram": _glValidateProgram, + "glVertexAttribPointer": _glVertexAttribPointer, "glViewport": _glViewport, "glfwCreateWindow": _glfwCreateWindow, "glfwDestroyWindow": _glfwDestroyWindow, + "glfwGetCursorPos": _glfwGetCursorPos, + "glfwGetInputMode": _glfwGetInputMode, "glfwInit": _glfwInit, "glfwMakeContextCurrent": _glfwMakeContextCurrent, "glfwPollEvents": _glfwPollEvents, "glfwSetErrorCallback": _glfwSetErrorCallback, "glfwSetFramebufferSizeCallback": _glfwSetFramebufferSizeCallback, + "glfwSetInputMode": _glfwSetInputMode, "glfwSetKeyCallback": _glfwSetKeyCallback, "glfwSetMouseButtonCallback": _glfwSetMouseButtonCallback, "glfwSwapBuffers": _glfwSwapBuffers, diff --git a/cmake-build-emrelease/FinalProject.wasm b/cmake-build-emrelease/FinalProject.wasm index d512fbb..4a0b610 100755 Binary files a/cmake-build-emrelease/FinalProject.wasm and b/cmake-build-emrelease/FinalProject.wasm differ diff --git a/cmake-build-emrelease/Makefile b/cmake-build-emrelease/Makefile index 5ca4603..4e8df4d 100644 --- a/cmake-build-emrelease/Makefile +++ b/cmake-build-emrelease/Makefile @@ -169,6 +169,30 @@ src/main.cpp.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/main.cpp.s .PHONY : src/main.cpp.s +src/render/camera.o: src/render/camera.cpp.o +.PHONY : src/render/camera.o + +# target to build an object file +src/render/camera.cpp.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/render/camera.cpp.o +.PHONY : src/render/camera.cpp.o + +src/render/camera.i: src/render/camera.cpp.i +.PHONY : src/render/camera.i + +# target to preprocess a source file +src/render/camera.cpp.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/render/camera.cpp.i +.PHONY : src/render/camera.cpp.i + +src/render/camera.s: src/render/camera.cpp.s +.PHONY : src/render/camera.s + +# target to generate assembly for a file +src/render/camera.cpp.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/FinalProject.dir/build.make CMakeFiles/FinalProject.dir/src/render/camera.cpp.s +.PHONY : src/render/camera.cpp.s + src/render/gl.o: src/render/gl.cpp.o .PHONY : src/render/gl.o @@ -230,6 +254,9 @@ help: @echo "... src/main.o" @echo "... src/main.i" @echo "... src/main.s" + @echo "... src/render/camera.o" + @echo "... src/render/camera.i" + @echo "... src/render/camera.s" @echo "... src/render/gl.o" @echo "... src/render/gl.i" @echo "... src/render/gl.s" diff --git a/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/DependInfo.cmake b/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/DependInfo.cmake index cafe7d8..342b97b 100644 --- a/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/DependInfo.cmake +++ b/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/DependInfo.cmake @@ -13,6 +13,7 @@ set(CMAKE_DEPENDS_DEPENDENCY_FILES "/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/profiling/profiler.cpp" "libraries/BLT/CMakeFiles/BLT.dir/src/blt/profiling/profiler.cpp.o" "gcc" "libraries/BLT/CMakeFiles/BLT.dir/src/blt/profiling/profiler.cpp.o.d" "/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/filesystem.cpp" "libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o" "gcc" 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/usr/share/emscripten/cache/sysroot/include/c++/v1/mutex \ /usr/share/emscripten/cache/sysroot/include/c++/v1/__mutex_base \ /usr/share/emscripten/cache/sysroot/include/c++/v1/system_error \ @@ -305,6 +306,5 @@ libraries/BLT/CMakeFiles/BLT.dir/src/blt/profiling/profiler.cpp.o: \ /usr/lib/llvm-14/lib/clang/14.0.6/include/stdarg.h \ /usr/share/emscripten/cache/sysroot/include/c++/v1/streambuf \ /usr/share/emscripten/cache/sysroot/include/c++/v1/__bsd_locale_fallbacks.h \ - /home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/logging.h \ /usr/share/emscripten/cache/sysroot/include/c++/v1/iostream \ /home/brett/Documents/Brock/CS\ 3P98/Final\ Project/libraries/BLT/include/blt/std/format.h diff --git a/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.o b/cmake-build-emrelease/libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.o index 3b226b1..56958f6 100644 Binary files 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/usr/share/emscripten/cache/sysroot/include/c++/v1/math.h \ + /usr/share/emscripten/cache/sysroot/include/math.h diff --git a/cmake-build-emrelease/libraries/BLT/CMakeFiles/progress.marks b/cmake-build-emrelease/libraries/BLT/CMakeFiles/progress.marks index 45a4fb7..ec63514 100644 --- a/cmake-build-emrelease/libraries/BLT/CMakeFiles/progress.marks +++ b/cmake-build-emrelease/libraries/BLT/CMakeFiles/progress.marks @@ -1 +1 @@ -8 +9 diff --git a/cmake-build-emrelease/libraries/BLT/Makefile b/cmake-build-emrelease/libraries/BLT/Makefile index 34a5255..531bd16 100644 --- a/cmake-build-emrelease/libraries/BLT/Makefile +++ b/cmake-build-emrelease/libraries/BLT/Makefile @@ -253,6 +253,30 @@ src/blt/std/format.cpp.s: cd "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease" && $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/format.cpp.s .PHONY : src/blt/std/format.cpp.s +src/blt/std/loader.o: src/blt/std/loader.cpp.o +.PHONY : src/blt/std/loader.o + +# target to build an object file +src/blt/std/loader.cpp.o: + cd "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease" && $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.o +.PHONY : src/blt/std/loader.cpp.o + +src/blt/std/loader.i: src/blt/std/loader.cpp.i +.PHONY : src/blt/std/loader.i + +# target to preprocess a source file +src/blt/std/loader.cpp.i: + cd "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease" && $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.i +.PHONY : src/blt/std/loader.cpp.i + +src/blt/std/loader.s: src/blt/std/loader.cpp.s +.PHONY : src/blt/std/loader.s + +# target to generate assembly for a file +src/blt/std/loader.cpp.s: + cd "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-emrelease" && $(MAKE) $(MAKESILENT) -f libraries/BLT/CMakeFiles/BLT.dir/build.make libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/loader.cpp.s +.PHONY : src/blt/std/loader.cpp.s + src/blt/std/logging.o: src/blt/std/logging.cpp.o .PHONY : src/blt/std/logging.o @@ -325,6 +349,9 @@ help: @echo "... src/blt/std/format.o" @echo "... src/blt/std/format.i" @echo "... src/blt/std/format.s" + @echo "... src/blt/std/loader.o" + @echo "... src/blt/std/loader.i" + @echo "... src/blt/std/loader.s" @echo "... src/blt/std/logging.o" @echo "... src/blt/std/logging.i" @echo "... src/blt/std/logging.s" diff --git a/cmake-build-emrelease/libraries/BLT/libBLT.a b/cmake-build-emrelease/libraries/BLT/libBLT.a index 3c51922..5cf6b95 100644 Binary files a/cmake-build-emrelease/libraries/BLT/libBLT.a and b/cmake-build-emrelease/libraries/BLT/libBLT.a differ diff --git a/cmake-build-release/.cmake/api/v1/reply/target-BLT-Release-e9b53922bec2898643f7.json b/cmake-build-release/.cmake/api/v1/reply/target-BLT-Release-e9b53922bec2898643f7.json deleted file mode 100644 index c9251d3..0000000 --- a/cmake-build-release/.cmake/api/v1/reply/target-BLT-Release-e9b53922bec2898643f7.json +++ /dev/null @@ -1,172 +0,0 @@ -{ - "archive" : {}, - "artifacts" : - [ - { - "path" : "libraries/BLT/libBLT.a" - } - ], - "backtrace" : 1, - "backtraceGraph" : - { - "commands" : - [ - "add_library", - "include_directories", - "target_include_directories" - ], - "files" : - [ - "libraries/BLT/CMakeLists.txt", - "CMakeLists.txt" - ], - "nodes" : - [ - { - "file" : 0 - }, - { - "command" : 0, - "file" : 0, - "line" : 47, - "parent" : 0 - }, - { - "file" : 1 - }, - { - "command" : 1, - "file" : 1, - "line" : 40, - "parent" : 2 - }, - { - "command" : 1, - "file" : 0, - "line" : 38, - "parent" : 0 - }, - { - "command" : 2, - "file" : 0, - "line" : 50, - "parent" : 0 - } - ] - }, - "compileGroups" : - [ - { - "compileCommandFragments" : - [ - { - "fragment" : "-O3 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CMakeFiles/FinalProject.dir/src +build CMakeFiles/FinalProject.dir/src/render/camera.cpp.o: CXX_COMPILER__FinalProject_Release /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/render/camera.cpp || cmake_object_order_depends_target_FinalProject + DEP_FILE = CMakeFiles/FinalProject.dir/src/render/camera.cpp.o.d + FLAGS = -O3 -DNDEBUG -fdiagnostics-color=always -std=gnu++17 + INCLUDES = -I"/home/brett/Documents/Brock/CS 3P98/Final Project/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-release/libraries/BLT/config" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/glfw-3.3.8/include" + OBJECT_DIR = CMakeFiles/FinalProject.dir + OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src/render + build CMakeFiles/FinalProject.dir/src/render/gl.cpp.o: CXX_COMPILER__FinalProject_Release /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/render/gl.cpp || cmake_object_order_depends_target_FinalProject DEP_FILE = CMakeFiles/FinalProject.dir/src/render/gl.cpp.o.d FLAGS = -O3 -DNDEBUG -fdiagnostics-color=always -std=gnu++17 @@ -78,7 +85,7 @@ build CMakeFiles/FinalProject.dir/src/render/window.cpp.o: CXX_COMPILER__FinalPr ############################################# # Link the executable FinalProject -build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_Release CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/gl.cpp.o CMakeFiles/FinalProject.dir/src/render/window.cpp.o | libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/librt.a /usr/lib/x86_64-linux-gnu/libm.so /usr/lib/x86_64-linux-gnu/libX11.so || libraries/BLT/libBLT.a libraries/glfw-3.3.8/src/libglfw3.a +build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_Release CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/camera.cpp.o 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b/include/render/camera.h @@ -0,0 +1,16 @@ +/* + * Created by Brett on 11/02/23. + * Licensed under GNU General Public License V3.0 + * See LICENSE file for license detail + */ + +#ifndef FINALPROJECT_CAMERA_H +#define FINALPROJECT_CAMERA_H + +#include + +namespace fp::camera { + void update(); +} + +#endif //FINALPROJECT_CAMERA_H diff --git a/include/render/gl.h b/include/render/gl.h index d9dfbc1..14578b2 100644 --- a/include/render/gl.h +++ b/include/render/gl.h @@ -9,6 +9,198 @@ // pulls in gl headers along with window tools #include +#include +#include +#include +#include +#include + +namespace fp { +/** + * Supported VBO types. + */ + enum vbo_type { + ARRAY_BUFFER = GL_ARRAY_BUFFER, + ELEMENT_BUFFER = GL_ELEMENT_ARRAY_BUFFER + }; + + enum vbo_mem_type { + STATIC = GL_STATIC_DRAW, + STREAM = GL_STREAM_DRAW, + DYNAMIC = GL_DYNAMIC_DRAW + }; + + struct VBO { + GLuint vboID = 0; + void* data = nullptr; + int size = 0; + vbo_type type = ARRAY_BUFFER; + vbo_mem_type mem_type = STATIC; + + VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), data(data), size(size), mem_type(mem_type) { + glGenBuffers(1, &vboID); + bind(); + glBufferData(type, size, data, mem_type); + } + + template + VBO(vbo_type type, std::vector data, vbo_mem_type mem_type = STATIC): type(type), mem_type(mem_type) { + glGenBuffers(1, &vboID); + bind(); + glBufferData(type, data.size(), data.data(), mem_type); + } + + inline void bind() const { + glBindBuffer(type, vboID); + } + + ~VBO() { + glDeleteBuffers(1, &vboID); + } + }; + + class VAO { + private: + GLuint vaoID = 0; + std::vector VBOs; + public: + VAO(); + + // we should not be copying VAOs! VAOs should be allocated on the heap! + VAO(const VAO& copy) = delete; + + VAO(VAO&& move) = delete; + + /** + * binds the VBO as an attribute buffer for use in a shader + * @param vbo vbo to bind + * @param attribute_number attribute position to bind + * @param coordinate_size size of this attribute (1 for float, 2 for vec2...) + * @param type type to store. Use GL_FLOAT mostly + * @param stride stride will automatically be calculated using coordinate size (4 bytes is assumed!) + * @param offset offset into the data that this attribute is stored. Allows for weaving of data + */ + void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = -1, long offset = 0); + + /** + * Binds the VBO as if it was the element buffer (indices). Note: calling this more than once is not supported. + * @param vbo vbo to use + */ + void bindElementVBO(VBO* vbo); + + inline void bind() const { + glBindVertexArray(vaoID); + } + + ~VAO(); + }; + + class shader { + private: + struct IntDefaultedToMinusOne { + GLint i = -1; + }; + // we can have shaders of many types in OpenGL + unsigned int programID = 0; + // but we will only make use of these two for now + unsigned int vertexShaderID = 0; + unsigned int fragmentShaderID = 0; + // while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!) + unsigned int geometryShaderID = 0; + // this would be very useful however it is highly unlikely webgl will support it + // im leaving some of this stuff in here because I might expand the native application to use some of it. + // im trying to keep the web and native versions the same though + unsigned int tessellationShaderID = 0; + std::unordered_map uniformVars; + + static unsigned int createShader(const std::string& source, int type); + + inline GLint getUniformLocation(const std::string &name) { + if (uniformVars[name].i != -1) + return uniformVars[name].i; + // caching the result is a lot faster since it won't change after the shader is created. + // TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html + int loc = glGetUniformLocation(programID, name.c_str()); + uniformVars[name].i = loc; + return loc; + } + + static inline std::string removeEmptyFirstLines(const std::string& string){ + auto lines = blt::string::split(string, "\n"); + std::string new_source_string; + for (const auto& line : lines) { + if (!line.empty() && !blt::string::contains(line, "\"")) { + new_source_string += line; + new_source_string += "\n"; + } + } + return new_source_string; + } + + public: + /** + * Creates a shader + * @param vertex vertex shader source or file + * @param fragment fragment shader source or file + * @param geometry geometry shader source or file (optional) + * @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false) + */ + shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true); + + // used to set the location of VAOs to the in variables in opengl shaders. + void bindAttribute(int attribute, const std::string &name) const; + + // used to set location of shared UBOs like the perspective and view matrix + void setUniformBlockLocation(const std::string &name, int location) const; + + // set various data-types. + inline void setBool(const std::string &name, bool value) { + glUniform1i(getUniformLocation(name), (int) value); + } + + inline void setInt(const std::string &name, int value) { + glUniform1i(getUniformLocation(name), value); + } + + inline void setFloat(const std::string &name, float value) { + glUniform1f(getUniformLocation(name), value); + } + + inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) { + glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr()); + } + + inline void setVec3(const std::string &name, const blt::vec4 &vec) { + glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z()); + } + + inline void setVec4(const std::string &name, const blt::vec4 &vec) { + // TODO: edit BLT to include a w component + glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]); + } + + inline void setVec2(const std::string &name, float x, float y) { + glUniform2f(getUniformLocation(name), x, y); + } + + inline void setVec3(const std::string &name, float x, float y, float z) { + glUniform3f(getUniformLocation(name), x, y, z); + } + + inline void setVec4(const std::string &name, float x, float y, float z, float w) { + glUniform4f(getUniformLocation(name), x, y, z, w); + } + + inline void use() const { + glUseProgram(programID); + } + + static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix); + static void updateViewMatrix(const blt::mat4x4& viewMatrix); + + ~shader(); + }; +} #endif //FINALPROJECT_GL_H diff --git a/include/render/window.h b/include/render/window.h index ea57ec2..1796e29 100644 --- a/include/render/window.h +++ b/include/render/window.h @@ -14,6 +14,9 @@ // emscripten provides its own gl bindings. #ifndef __EMSCRIPTEN__ #include +#else + #include + #define GL_GLEXT_PROTOTYPES #endif #include #include @@ -41,6 +44,17 @@ namespace fp::window { bool mouseState(); bool keyState(); + bool mouseGrabbed(); + void mouseGrabbed(bool state); + + float mouseDX(); + float mouseDY(); + + // seconds + double getFrameDelta(); + // nanoseconds + long getFrameDeltaRaw(); + const blt::mat4x4& getPerspectiveMatrix(); void setFOV(float new_fov); diff --git a/include/shaders/test.frag b/include/shaders/test.frag index b0f295c..808580d 100644 --- a/include/shaders/test.frag +++ b/include/shaders/test.frag @@ -1,13 +1,18 @@ #ifdef __cplusplus #include std::string shader_test_frag = R"(" -#endif -#version 100 +#version 300 es +precision mediump float; + +out vec4 FragColor; void main() { - +/** if (gl_fragcoord * gl_fragcoord < vec2(5, 5)) + FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); +else + discard;*/ +FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } -#ifdef __cplusplus - ")"; +")"; #endif \ No newline at end of file diff --git a/include/shaders/test.vert b/include/shaders/test.vert index e643a60..9788dfd 100644 --- a/include/shaders/test.vert +++ b/include/shaders/test.vert @@ -1,13 +1,22 @@ #ifdef __cplusplus #include std::string shader_test_vert = R"(" -#endif -#version 100 +#version 300 es +precision mediump float; -void main() { +layout (location = 0) in vec3 vertex; +layout (std140) uniform StandardMatrices +{ + mat4 projection; + mat4 view; + // projection view matrix + mat4 pvm; +}; + +void main() { + gl_Position = projection * view * vec4(vertex.x, vertex.y, vertex.z, 1.0); } -#ifdef __cplusplus ")"; #endif \ No newline at end of file diff --git a/include/util/math.h b/include/util/math.h new file mode 100644 index 0000000..b00445d --- /dev/null +++ b/include/util/math.h @@ -0,0 +1,16 @@ +/* + * Created by Brett on 11/02/23. + * Licensed under GNU General Public License V3.0 + * See LICENSE file for license detail + */ + +#ifndef FINALPROJECT_MATH_H +#define FINALPROJECT_MATH_H + +#include + +static inline float degreesToRadian(float deg) { + return deg * (float)M_PI / 180.0f; +} + +#endif //FINALPROJECT_MATH_H diff --git a/libraries/BLT b/libraries/BLT index 20ce0e2..e50cc74 160000 --- a/libraries/BLT +++ b/libraries/BLT @@ -1 +1 @@ -Subproject commit 20ce0e2e9ba10bf9803bfbcdc83403f68eef77d5 +Subproject commit e50cc74bf3ba56455e0db3208d95af3546561341 diff --git a/src/main.cpp b/src/main.cpp index 8bd17ee..6b442db 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,17 +1,50 @@ #include #include +#include +#include + +#include +#include +#include "render/camera.h" + + #ifdef __EMSCRIPTEN__ #include #define GL_GLEXT_PROTOTYPES #define EGL_EGLEXT_PROTOTYPES #endif +const float scale = 1; + +float vertices[] = { + 0.5f * scale, 0.5f * scale, -2.0f, // top right + 0.5f * scale, -0.5f * scale, -2.0f, // bottom right + -0.5f * scale, -0.5f * scale, -2.0f, // bottom left + -0.5f * scale, 0.5f * scale, -2.0f // top left +}; +unsigned int indices[] = { // note that we start from 0! + 0, 1, 3, // first triangle + 1, 2, 3 // second triangle +}; + +fp::shader* activeShader; +fp::VAO* activeVAO; + void loop(){ + glClearColor(1.0, 1.0, 1.0, 1.0); + glClear(GL_COLOR_BUFFER_BIT); + + activeShader->use(); + activeVAO->bind(); + glEnableVertexAttribArray(0); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); + glDisableVertexAttribArray(0); if (fp::window::isKeyPressed(GLFW_KEY_R)){ BLT_DEBUG("R Key is pressed!"); if (fp::window::keyState()) BLT_TRACE("R Key Single Press!"); } + fp::camera::update(); fp::window::update(); } @@ -21,6 +54,11 @@ int main() { #endif fp::window::init(); + + activeShader = new fp::shader(shader_test_vert, shader_test_frag); + activeVAO = new fp::VAO(); + activeVAO->bindVBO(new fp::VBO{fp::ARRAY_BUFFER, vertices, sizeof(vertices)}, 0, 3); + activeVAO->bindElementVBO(new fp::VBO{fp::ELEMENT_BUFFER, indices, sizeof(indices)}); #ifdef __EMSCRIPTEN__ /* @@ -29,11 +67,14 @@ int main() { * make sure you render at a proper smooth rate that lines up properly with the browser and monitor." * https://emscripten.org/docs/api_reference/emscripten.h.html */ - emscripten_set_main_loop(loop, 0, true); + emscripten_set_main_loop(loop, 60, true); #else while(!fp::window::isCloseRequested()) loop(); #endif + + delete(activeShader); + delete(activeVAO); fp::window::close(); diff --git a/src/render/camera.cpp b/src/render/camera.cpp new file mode 100644 index 0000000..1a72f94 --- /dev/null +++ b/src/render/camera.cpp @@ -0,0 +1,127 @@ +/* + * Created by Brett on 11/02/23. + * Licensed under GNU General Public License V3.0 + * See LICENSE file for license detail + */ +#include +#include +#include +#include +#include +#include "util/math.h" + +blt::vec3 position; +blt::vec3 rotation; + +const float MAX_SPEED = 100; +const float DEFAULT_SPEED = 50; +float speed = 0; + +float rotation_speed = 3; + +void updateCursorGrabbedState(){ + if (fp::window::isKeyPressed(GLFW_KEY_ESCAPE) && fp::window::keyState()) + fp::window::mouseGrabbed(!fp::window::mouseGrabbed()); +} + +void updateCameraRotation(){ + if (!fp::window::mouseGrabbed()) + return; + + rotation[1] += (float)(-fp::window::mouseDY() * fp::window::getFrameDelta() * rotation_speed); + rotation[2] += (float)(-fp::window::mouseDX() * fp::window::getFrameDelta() * rotation_speed); + + if (rotation[2] > 360) + rotation[2] = 0; + if (rotation[2] < 0) + rotation[2] = 360; + if (rotation[1] > 90) + rotation[1] = 90; + if (rotation[1] < -90) + rotation[1] = -90; +} + +void updateViewMatrix(){ + blt::mat4x4 viewMatrix; + + float pitch = degreesToRadian(rotation[1]); + float yaw = degreesToRadian(rotation[2]); + + float cosPitch = std::cos(pitch); + float cosYaw = std::cos(yaw); + float sinPitch = std::sin(pitch); + float sinYaw = std::sin(yaw); + + auto x = blt::vec4{cosYaw, 0, -sinYaw}; // forward + auto y = blt::vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right + auto z = blt::vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up + + viewMatrix.m00(float(x.x())); + viewMatrix.m01(float(x.y())); + viewMatrix.m02(float(x.z())); + viewMatrix.m03(float(x.w())); + + viewMatrix.m10(float(y.x())); + viewMatrix.m11(float(y.y())); + viewMatrix.m12(float(y.z())); + viewMatrix.m13(float(y.w())); + + viewMatrix.m20(float(z.x())); + viewMatrix.m21(float(z.y())); + viewMatrix.m22(float(z.z())); + viewMatrix.m23(float(z.w())); + + // view matrix are inverted, dot product to simulate translate matrix multiplication + viewMatrix.m03(-float(blt::vec<4>::dot(x, blt::vec<4>{position.x(), position.y(), position.z(), 0}))); + viewMatrix.m13(-float(blt::vec<4>::dot(y, blt::vec<4>{position.x(), position.y(), position.z(), 0}))); + viewMatrix.m23(-float(blt::vec<4>::dot(z, blt::vec<4>{position.x(), position.y(), position.z(), 0}))); + viewMatrix.m33(1); + + fp::shader::updateViewMatrix(viewMatrix); +} + +void fp::camera::update() { + updateCursorGrabbedState(); + updateCameraRotation(); + if (window::isKeyPressed(GLFW_KEY_LEFT_CONTROL)){ + speed = MAX_SPEED; + } else if (window::isKeyPressed(GLFW_KEY_LEFT_ALT)) + speed = DEFAULT_SPEED / 2; + else + speed = DEFAULT_SPEED; + + float currentSpeedX = 0; + float currentSpeedY = 0; + float currentSpeedZ = 0; + + if (window::isKeyPressed(GLFW_KEY_W)) + currentSpeedZ = speed; + else if (window::isKeyPressed(GLFW_KEY_S)) + currentSpeedZ = -speed; + + if (window::isKeyPressed(GLFW_KEY_A)) + currentSpeedX = -speed; + else if (window::isKeyPressed(GLFW_KEY_D)) + currentSpeedX = speed; + + if (window::isKeyPressed(GLFW_KEY_LEFT_SHIFT)) + currentSpeedY = -speed; + else if (window::isKeyPressed((GLFW_KEY_SPACE))) + currentSpeedY = speed; + else + currentSpeedY = 0; + + float yawRadians = degreesToRadian(rotation[2]); + + // https://www.desmos.com/calculator/gccgtjqpcy + // visual description of this equation, Y is Z here and R is the yaw + float dx = -currentSpeedZ * sinf(yawRadians) + currentSpeedX * cosf(yawRadians); + float dy = currentSpeedY; + float dz = -currentSpeedZ * cosf(yawRadians) + -currentSpeedX * sinf(yawRadians); + + position[0] += (float)(dx * window::getFrameDelta()); + position[1] += (float)(dy * window::getFrameDelta()); + position[2] += (float)(dz * window::getFrameDelta()); + + updateViewMatrix(); +} diff --git a/src/render/gl.cpp b/src/render/gl.cpp index 5cedc23..53a7fb9 100644 --- a/src/render/gl.cpp +++ b/src/render/gl.cpp @@ -7,4 +7,214 @@ #define GLAD_GLES2_IMPLEMENTATION #endif -#include \ No newline at end of file +#include +#include +#include +#include + +namespace fp::_static { + bool matricesUBOCreated = false; + unsigned int matricesUBO = 0; + blt::mat4x4 projectionMatrix {}; + blt::mat4x4 viewMatrix {}; + + inline void createMatricesUBO(){ + if (matricesUBOCreated) + return; + glGenBuffers(1, &matricesUBO); + glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO); + // 3 matrices stored [Perspective (64), View (64), pvm (64)] + glBufferData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 3, nullptr, GL_STATIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + // set the main matrices UBO to be in position 0. This will always be reserved for this purpose. + glBindBufferBase(GL_UNIFORM_BUFFER, 0, matricesUBO); + } + + inline void updatePerspectiveUBO(){ + createMatricesUBO(); + // upload only the perspective since it changes rarely + glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(blt::mat4x4), projectionMatrix.ptr()); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + inline void updateViewUBO(){ + // the UBO will have been created by now since the perspective matrix is updated on window creation. + glBindBuffer(GL_UNIFORM_BUFFER, matricesUBO); + auto pvm = projectionMatrix * viewMatrix; + // by writing as offsets into one single buffer we can avoid overwriting the perspective matrix, and save us two more buffers + // since writing both at the same time is faster than binding a whole separate buffer. (Remember this gets ran once per frame!) + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4), sizeof(blt::mat4x4), viewMatrix.ptr()); + glBufferSubData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 2, sizeof(blt::mat4x4), pvm.ptr()); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } +} + +namespace fp { + VAO::VAO() { + glGenVertexArrays(1, &vaoID); + } + + VAO::~VAO() { + for (VBO* vbo : VBOs) + delete (vbo); + glDeleteVertexArrays(1, &vaoID); + } + + void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset) { + bind(); + vbo->bind(); + + glVertexAttribPointer( + attribute_number, coordinate_size, type, GL_FALSE, stride < 0 ? int(coordinate_size * sizeof(float)) : stride, (void*) offset + ); + glEnableVertexAttribArray(attribute_number); + + VBOs.push_back(vbo); + } + + void VAO::bindElementVBO(VBO* vbo) { + bind(); + vbo->bind(); + VBOs.push_back(vbo); + } + + + unsigned int shader::createShader(const std::string& source, int type) { + const char* shader_code = source.c_str(); + // creates a Shader + unsigned int shaderID = glCreateShader(type); + // loads the shader code for later complication and uploading into the graphics card + // TODO: defines can be added here by sending them as additional strings. No need to edit the source string + glShaderSource(shaderID, 1, &shader_code, nullptr); + // Compile it + glCompileShader(shaderID); + + // make sure there are no errors in the compilation. If there is then print out information pertaining to the error. + // the actual log is highly dependent on the platform this is being run from, so we cannot make any assumptions about the issue. + // the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times. + GLint success; + glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success); + if (!success) { + int log_length = 0; + glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length); + + // scoped buffers will delete their memory when they go out of scope. A benefit of using BLT + blt::scoped_buffer infoLog{static_cast(log_length + 1)}; + + glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.buffer); + auto shader_type_str = (type == GL_VERTEX_SHADER ? "Vertex Shader" : type == GL_FRAGMENT_SHADER ? "Fragment Shader" : "Other Shader"); + BLT_ERROR("--- --- --- --- --- --- --- --- ---"); + BLT_ERROR("Unable to compile shader of type %s\nShader source:", shader_type_str); + BLT_ERROR(source); + BLT_ERROR("I have an log of %d length", log_length); + BLT_ERROR(infoLog.buffer); + BLT_ERROR("--- --- --- --- --- --- --- --- ---"); + } + return shaderID; + } + + shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) { + // load shader sources + bool load_geometry = !geometry.empty(); + std::string vertex_source = vertex; + std::string fragment_source = fragment; + std::string geometry_source = geometry; + if (!load_as_string){ + // BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements. + vertex_source = blt::fs::loadShaderFile(vertex); + fragment_source = blt::fs::loadShaderFile(fragment); + if (load_geometry) + geometry_source = blt::fs::loadShaderFile(geometry); + } else { + vertex_source = removeEmptyFirstLines(vertex_source); + fragment_source = removeEmptyFirstLines(fragment_source); + geometry_source = removeEmptyFirstLines(geometry_source); + } + + // create the shaders + vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER); + fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER); + if (load_geometry) + BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!"); + + // bind them to a program + programID = glCreateProgram(); + // attach the loaded shaders to the Shader program + glAttachShader(programID, vertexShaderID); + glAttachShader(programID, fragmentShaderID); + if (load_geometry) + glAttachShader(programID, geometryShaderID); + // link and make sure that our program is valid. + glLinkProgram(programID); + + GLint success; + glGetProgramiv(programID, GL_LINK_STATUS, &success); + if (!success) { + int log_length = 0; + glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length); + + // scoped buffers will delete their memory when they go out of scope. A benefit of using BLT + blt::scoped_buffer infoLog{static_cast(log_length + 1)}; + + glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer); + BLT_ERROR("--- --- --- --- --- --- --- --- ---"); + BLT_ERROR("Unable to link program of ID: %", programID); + BLT_ERROR(vertex_source); + BLT_ERROR(fragment_source); + BLT_ERROR(geometry_source); + BLT_ERROR("I have an log of %d length", log_length); + BLT_ERROR(infoLog.buffer); + BLT_ERROR("--- --- --- --- --- --- --- --- ---"); + } + + glValidateProgram(programID); + use(); + setUniformBlockLocation("StandardMatrices", 0); + glUseProgram(0); + + } + + void shader::bindAttribute(int attribute, const std::string &name) const { + use(); + glBindAttribLocation(programID, attribute, name.c_str()); + } + + void shader::setUniformBlockLocation(const std::string &name, int location) const { + use(); + glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location); + } + + shader::~shader() { + glUseProgram(0); + // remove all the shaders from the program + glDetachShader(programID, vertexShaderID); + if (geometryShaderID) + glDetachShader(programID, geometryShaderID); + if (tessellationShaderID) + glDetachShader(programID, tessellationShaderID); + glDetachShader(programID, fragmentShaderID); + + // delete the shaders + glDeleteShader(vertexShaderID); + if (geometryShaderID) + glDeleteShader(geometryShaderID); + if (tessellationShaderID) + glDeleteShader(tessellationShaderID); + glDeleteShader(fragmentShaderID); + + // delete the Shader program + glDeleteProgram(programID); + } + + void shader::updateProjectionMatrix(const blt::mat4x4& projectionMatrix) { + fp::_static::projectionMatrix = projectionMatrix; + fp::_static::updatePerspectiveUBO(); + } + + void shader::updateViewMatrix(const blt::mat4x4& viewMatrix) { + fp::_static::viewMatrix = viewMatrix; + fp::_static::updateViewUBO(); + } +} diff --git a/src/render/window.cpp b/src/render/window.cpp index 9955efe..8f87f6d 100644 --- a/src/render/window.cpp +++ b/src/render/window.cpp @@ -4,7 +4,9 @@ * See LICENSE file for license detail */ #include +#include #include +#include #include GLFWwindow* global_window = nullptr; @@ -18,6 +20,14 @@ bool mouse_pressed_frame = false; blt::mat4x4 perspectiveMatrix; float fov = 90; +long lastFrame = blt::system::getCurrentTimeNanoseconds(); +long delta = 1; + +double mouse_dx; +double mouse_last_x; +double mouse_dy; +double mouse_last_y; + /** * GLFW error callback * @param error provided by GLFW @@ -63,8 +73,11 @@ inline void createWindow(int width, int height) { } inline void updateWindowViewport(int width, int height){ - perspectiveMatrix = blt::perspective(fov, (float)width / (float)height, FP_FAR_PLANE, FP_NEAR_PLANE); + // TODO: remake the matrix implementation. The values are transposed due to a flawed implementation. + perspectiveMatrix = blt::perspective(fov, (float)width / (float)height, FP_NEAR_PLANE, FP_FAR_PLANE); glViewport(0, 0, width, height); + // make sure we update the global perspective matrix otherwise our rendering is going to look off! + fp::shader::updateProjectionMatrix(perspectiveMatrix); } /** @@ -96,7 +109,10 @@ void fp::window::init(int width, int height) { initGLFW(); createContextHints(); createWindow(width, height); + + // OpenGL is single threaded. This ensures that the main thread is the one which is allowed to use it. glfwMakeContextCurrent(global_window); + installCallbacks(); #ifndef __EMSCRIPTEN__ @@ -108,11 +124,23 @@ void fp::window::init(int width, int height) { glfwSwapInterval(1); #endif + //glfwSwapInterval(1); + updateWindowViewport(width, height); } void fp::window::update() { + double x_pos = 0; + double y_pos = 0; + glfwGetCursorPos(global_window, &x_pos, &y_pos); + + mouse_dx = x_pos - mouse_last_x; + mouse_dy = y_pos - mouse_last_y; + + mouse_last_x = x_pos; + mouse_last_y = y_pos; + // reset mouse_pressed_frame = false; key_pressed_frame = false; @@ -120,6 +148,11 @@ void fp::window::update() { glfwSwapBuffers(global_window); // this will cause the key/mouse callbacks which will set the state, which is why it is important to make sure the reset occurs before this. glfwPollEvents(); + + // keep track of how much time has passed between window refreshes + long currentFrame = blt::system::getCurrentTimeNanoseconds(); + delta = currentFrame - lastFrame; + lastFrame = currentFrame; } void fp::window::close() { @@ -158,3 +191,27 @@ bool fp::window::keyState() { void fp::window::setFOV(float new_fov) { fov = new_fov; } + +bool fp::window::mouseGrabbed() { + return glfwGetInputMode(global_window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; +} + +void fp::window::mouseGrabbed(bool state) { + glfwSetInputMode(global_window, GLFW_CURSOR, state ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL); +} + +double fp::window::getFrameDelta() { + return (double)delta / 1000000000.0; +} + +long fp::window::getFrameDeltaRaw() { + return delta; +} + +float fp::window::mouseDX() { + return (float)mouse_dx; +} + +float fp::window::mouseDY() { + return (float)mouse_dy; +}