Parks-n-Rec/include/parks/renderer/OpenGL.h

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2023-06-12 20:00:53 -04:00
//
// Created by brett on 6/11/23.
//
#ifndef PARKSNREC_OPENGL_H
#define PARKSNREC_OPENGL_H
#include <glad/gl.h>
#include <vector>
#include <blt/math/math.h>
#include <blt/std/string.h>
#include <string>
#include <unordered_map>
#include <stb/stb_image.h>
namespace parks {
class GLTexture2D {
private:
GLuint textureID = 0;
struct {
int width = 0, height = 0, channels = 4;
} textureInfo;
public:
GLTexture2D() {
glGenTextures(1, &textureID);
}
void bind() const {
glBindTexture(GL_TEXTURE_2D, textureID);
}
void upload(void* data, GLenum type, int width, int height, int channels = 4) {
auto storage_type = channels == 4 ? GL_RGBA : GL_RGB;
bind();
glTexImage2D(
GL_TEXTURE_2D, 0, storage_type, width, height, 0, storage_type, type, data
);
textureInfo.width = width;
textureInfo.height = height;
textureInfo.channels = channels;
}
~GLTexture2D() {
glDeleteTextures(1, &textureID);
}
};
struct VBOData {
GLenum target;
void* data;
GLuint size;
GLenum usage = GL_STATIC_DRAW;
VBOData(GLenum target, void* data, GLuint size);
VBOData(GLenum target, void* data, GLuint size, GLenum usage);
};
struct VBOAttributes {
GLuint loc;
GLint size;
GLenum type;
GLsizei stride;
GLint offset = 0;
VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride, GLint offset);
VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride);
VBOAttributes(GLuint loc, GLint size, GLenum type);
};
class VAOStorageObject {
private:
struct VAO {
GLuint vaoID = 0;
};
struct VBO {
GLuint vboID;
GLuint bindType;
};
VAO vao;
std::vector<VBO> associatedVBOs;
VBO ebo;
public:
VAOStorageObject() {
glGenVertexArrays(1, &vao.vaoID);
}
/**
* Binds only the VAO and none of the VBOs
*/
inline void bind() const {
glBindVertexArray(vao.vaoID);
}
inline void bindEBO() const {
glBindBuffer(ebo.bindType, ebo.vboID);
}
/**
* Binds both the VAO and all the associated VBOs
*/
inline void bindAll() const {
bind();
for (const VBO& v : associatedVBOs)
glBindBuffer(v.bindType, v.vboID);
}
void createVBO(VBOData data) {
VBO vbo{};
vbo.bindType = data.target;
glGenBuffers(1, &vbo.vboID);
glBindBuffer(data.target, vbo.vboID);
glBufferData(data.target, data.size, data.data, data.usage);
associatedVBOs.push_back(vbo);
if (vbo.bindType == GL_ELEMENT_ARRAY_BUFFER)
ebo = vbo;
}
void createVBO(VBOData data, VBOAttributes attribs) {
createVBO(data);
glVertexAttribPointer(
attribs.loc, attribs.size, attribs.type, GL_FALSE, attribs.stride,
(GLvoid*) (size_t) attribs.offset
);
glEnableVertexAttribArray(attribs.loc);
}
void createVBO(VBOData data, const std::vector<VBOAttributes>& attribs){
createVBO(data);
for (auto attrib : attribs) {
glVertexAttribPointer(
attrib.loc, attrib.size, attrib.type, GL_FALSE, attrib.stride,
(GLvoid*) (size_t) attrib.offset
);
glEnableVertexAttribArray(attrib.loc);
}
}
~VAOStorageObject() {
glDeleteVertexArrays(1, &vao.vaoID);
for (const auto& v : associatedVBOs)
glDeleteBuffers(1, &v.vboID);
}
};
class ShaderBase {
protected:
struct IntDefaultedToMinusOne {
GLint i = -1;
};
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
GLuint programID = 0;
inline GLint getUniformLocation(const std::string& name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc;
return loc;
}
public:
inline void bind() const {
glUseProgram(programID);
}
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::vec3& vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
inline void setVec4(const std::string& name, const blt::vec4& vec) {
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
}
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);
}
};
/**
* This part was made for this assignment and will likely be used in future projects
*/
class ComputeShader : public ShaderBase {
private:
GLuint shaderID = 0;
public:
explicit ComputeShader(const std::string& shader_source, bool loadAsString = true);
inline void execute(int x, int y, int z) const {
bind();
glDispatchCompute(x, y, z);
}
~ComputeShader();
};
/**
* Note: This is taken from my final project,
* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
*/
class Shader : public ShaderBase {
private:
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
GLuint 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
GLuint tessellationShaderID = 0;
static unsigned int createShader(const std::string& source, int type);
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
);
Shader(Shader&& move) noexcept;
// 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;
~Shader();
};
}
#endif //PARKSNREC_OPENGL_H