234 lines
9.3 KiB
C++
234 lines
9.3 KiB
C++
/*
|
|
* Created by Brett on 08/02/23.
|
|
* Licensed under GNU General Public License V3.0
|
|
* See LICENSE file for license detail
|
|
*/
|
|
|
|
#ifndef FINALPROJECT_GL_H
|
|
#define FINALPROJECT_GL_H
|
|
|
|
// pulls in gl headers along with window tools
|
|
#include <render/window.h>
|
|
#include <vector>
|
|
#include <unordered_map>
|
|
#include <blt/std/math.h>
|
|
#include <blt/std/string.h>
|
|
#include <string>
|
|
|
|
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<typename T>
|
|
VBO(vbo_type type, std::vector<T>& data, vbo_mem_type mem_type = STATIC): type(type), mem_type(mem_type) {
|
|
glGenBuffers(1, &vboID);
|
|
bind();
|
|
size = data.size() * sizeof(float);
|
|
glBufferData(type, size, data.data(), mem_type);
|
|
//glBufferSubData(type, 0, )
|
|
}
|
|
|
|
inline void update(void* new_data, int data_size) {
|
|
bind();
|
|
// optimization technique is to not reallocate the memory on the GPU if the new buffer size is not larger than our current buffer
|
|
if (data_size <= size){
|
|
// we can do this as long as we overwrite from the beginning. Since the new draw call will only use of to size of the allocated buffer
|
|
// to do all its drawing, the extra space unused can be ignored and saved for future use.
|
|
glBufferSubData(type, 0, data_size, new_data);
|
|
} else
|
|
glBufferData(type, data_size, new_data, mem_type);
|
|
data = new_data;
|
|
size = data_size;
|
|
glBindBuffer(type, 0);
|
|
}
|
|
|
|
template<typename T>
|
|
inline void update(std::vector<T>& new_data) {
|
|
update(new_data.data(), new_data.size() * sizeof(T));
|
|
}
|
|
|
|
inline void bind() const {
|
|
glBindBuffer(type, vboID);
|
|
}
|
|
|
|
~VBO() {
|
|
glDeleteBuffers(1, &vboID);
|
|
}
|
|
};
|
|
|
|
class VAO {
|
|
private:
|
|
GLuint vaoID = 0;
|
|
// -1 will contain indices VBO
|
|
std::unordered_map<int, VBO*> 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 = 0, 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 VBO* getVBO(int attribute_number) {
|
|
return VBOs[attribute_number];
|
|
}
|
|
|
|
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<std::string, IntDefaultedToMinusOne> 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 updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
|
|
static void updateViewMatrix(const blt::mat4x4& viewMatrix);
|
|
|
|
~shader();
|
|
};
|
|
}
|
|
|
|
|
|
#endif //FINALPROJECT_GL_H
|