reorganized repo to show clear module boundaries

This commit is contained in:
Hartmut Seichter 2023-06-30 22:41:56 +02:00
parent 8e00b668ea
commit 536a639bfd
396 changed files with 355 additions and 391 deletions

View file

@ -1,36 +1,4 @@
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
add_subdirectory(vendor/glad)
add_subdirectory(vendor/glfw-3.3.8)
find_package(OpenGL REQUIRED)
add_library(paradiso_core
lib/bitmap.hpp
lib/geometry.hpp
lib/sprite.hpp
lib/shader.hpp
lib/shader.cpp
lib/window.hpp
lib/window.cpp
lib/renderer.hpp
lib/renderer.cpp
lib/context.hpp
lib/context.cpp
)
target_link_libraries(
paradiso_core
PRIVATE
glfw
glad
)
add_subdirectory(lib)
set(paradiso_src
main.cpp
@ -41,7 +9,7 @@ add_executable(
${paradiso_src}
)
target_link_libraries(paradiso
target_link_libraries(paradiso
paradiso_core
)

45
src/lib/CMakeLists.txt Normal file
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@ -0,0 +1,45 @@
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
add_subdirectory(src/vendor/glad)
add_subdirectory(src/vendor/glfw-3.3.8)
# find_package(OpenGL REQUIRED)
set(paradiso_srcs
src/shader.cpp
src/window.cpp
src/renderer.cpp
src/context.cpp
)
set(paradiso_incs
include/paradiso/bitmap.hpp
include/paradiso/geometry.hpp
include/paradiso/sprite.hpp
include/paradiso/shader.hpp
include/paradiso/window.hpp
include/paradiso/renderer.hpp
include/paradiso/context.hpp
)
add_library(paradiso_core
${paradiso_incs}
${paradiso_srcs}
)
target_include_directories(
paradiso_core
PUBLIC
include
)
target_link_libraries(
paradiso_core
PRIVATE
glfw
glad
)

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@ -5,7 +5,9 @@
#include <memory>
namespace paradiso {
struct Sprite;
struct Shader;
/**
* @brief a Renderer2D for sprites
@ -16,7 +18,7 @@ struct Renderer final {
~Renderer();
Renderer(const Renderer&) = delete;
bool draw(const Sprite& m);
bool draw(const Sprite& sprite, const Shader& shader);
bool ready() const;

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@ -23,11 +23,13 @@ struct Shader final {
void set_source(Type t, const std::string& c) { source_[t] = c; }
std::string source(Type t) const { return source_.at(t); }
bool ready() const;
bool build();
void use();
bool ready() const;
void use() const;
Shader& set_uniform_at_location(int location,
float v); //!< sets a float in a shader

View file

@ -1,308 +0,0 @@
#include "shader.hpp"
#include "glad/glad.h"
#include <iostream>
namespace paradiso
{
struct Shader::impl
{
std::reference_wrapper<Shader> _shader;
GLuint _shader_program;
std::vector<GLuint> _shader_stages;
impl(Shader &s)
: _shader(s)
{
}
~impl()
{
destroy();
}
bool is_valid()
{
// we potentially haul in is_valid while no context is given
return glIsProgram != nullptr && glIsProgram(_shader_program);
}
bool build()
{
// if (!is_valid()) return false;
for (const auto &[type, code] : _shader.get().source_)
{
GLuint shader_type = 0;
switch (type)
{
case Shader::Type::Vertex:
shader_type = GL_VERTEX_SHADER;
break;
case Shader::Type::Compute:
shader_type = GL_COMPUTE_SHADER;
break;
case Shader::Type::Geometry:
shader_type = GL_GEOMETRY_SHADER;
break;
case Shader::Type::Fragment:
shader_type = GL_FRAGMENT_SHADER;
break;
default:
std::cerr << " unknown shader type";
}
GLuint shaderId = glCreateShader(shader_type);
char *src = const_cast<char *>(code.c_str());
GLint size = static_cast<GLint>(code.length());
glShaderSource(shaderId, 1, &src, &size);
glCompileShader(shaderId);
GLint is_compiled = GL_FALSE;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &is_compiled);
if (is_compiled == GL_FALSE)
{
GLint log_length;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &log_length);
std::vector<char> log_buffer(static_cast<size_t>(log_length));
glGetShaderInfoLog(shaderId, log_length, &log_length, log_buffer.data());
// TODO - handle errors!
std::cerr << log_buffer.data();
return false;
}
_shader_stages.push_back(shaderId);
}
_shader_program = glCreateProgram();
for (auto s : _shader_stages)
glAttachShader(_shader_program, s);
// TODO attribute binding ...
/* Bind attribute index 0 (coordinates) to in_Position and attribute index 1 (color) to in_Color */
/* Attribute locations must be setup before calling glLinkProgram. */
// glBindAttribLocation(shaderprogram, 0, "in_Position");
// glBindAttribLocation(shaderprogram, 1, "in_Color");
glLinkProgram(_shader_program);
GLint is_linked = 0;
glGetProgramiv(_shader_program, GL_LINK_STATUS, &is_linked);
if (is_linked == GL_FALSE)
{
GLint log_length;
/* Noticed that glGetProgramiv is used to get the length for a shader program, not glGetShaderiv. */
glGetProgramiv(_shader_program, GL_INFO_LOG_LENGTH, &log_length);
/* The maxLength includes the NULL character */
std::vector<char> info_log(static_cast<size_t>(log_length));
/* Notice that glGetProgramInfoLog, not glGetShaderInfoLog. */
glGetProgramInfoLog(_shader_program, log_length, &log_length, info_log.data());
std::cerr << info_log.data();
/* Handle the error in an appropriate way such as displaying a message or writing to a log file. */
/* In this simple program, we'll just leave */
return false;
}
return true;
}
void use()
{
glUseProgram(_shader_program);
}
void destroy()
{
// potentially the GL driver hasn't been loaded
if (is_valid())
{
// deleting and detaching should happen much earlier
for (auto s : _shader_stages)
{
glDeleteShader(s);
}
// only program needs to be deleted
glDeleteProgram(_shader_program);
}
}
int uniform_location(std::string const &name) const
{
return glGetUniformLocation(_shader_program, name.c_str());
}
// void bind(int location,const matrix3x3f& m)
// {
// glUniformMatrix3fv(location,1,GL_FALSE,m.ptr());
// }
// void bind(int location,const matrix4x4f& m)
// {
// glUniformMatrix4fv(location,1,GL_FALSE,m.ptr());
// }
// void bind(int location,const vector4f& v)
// {
// glUniform4fv(location,1,v.ptr());
// }
void bind(int location, const float &v)
{
glUniform1f(location, v);
}
void bind(int location, const uint32_t &i)
{
glUniform1ui(location, i);
}
void bind(int location, const int32_t &i)
{
glUniform1i(location, i);
}
// void bind(int location,const texture& v)
// {
// this->bind(location,(int)v.native_handle());
// }
};
Shader::Shader()
{
impl_ = std::make_unique<impl>(*this);
}
Shader::~Shader()
{
}
bool Shader::ready() const
{
return impl_->is_valid();
}
Shader &Shader::set_uniform_at_location(int location, float v)
{
impl_->bind(location, v);
return *this;
}
Shader &Shader::set_uniform_at_location(int location, uint32_t v)
{
impl_->bind(location, v);
return *this;
}
Shader &Shader::set_uniform_at_location(int location, int32_t v)
{
impl_->bind(location, v);
return *this;
}
// Shader &Shader::set_uniform_at_location(int location, vector4f const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
// Shader &Shader::set_uniform_at_location(int location, matrix4x4f const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
// Shader &Shader::set_uniform_at_location(int location, texture const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
bool Shader::build()
{
return impl_->build();
}
void Shader::use()
{
impl_->use();
}
void Shader::set_uniforms(uniform_cache_t c)
{
#if 0
// TODO rewrite in proper C++17
for (auto &u : c)
{
// get name
std::string name = std::get<0>(u);
// get location
GLint loc = std::get<2>(u);
// if lower 0 check for location
if (loc < 0)
{
loc = impl_->uniform_location(name);
std::get<2>(u) = loc; // cache location
}
auto var = std::get<1>(u);
std::visit([this, loc](auto &&arg)
{
using T = std::decay_t<decltype(arg)>;
// TODO query the std::variant of uniform_t
if constexpr ((std::is_same_v<T, vector4f>) ||
(std::is_same_v<T, matrix4x4f>) ||
(std::is_same_v<T, float>) ) {
set_uniform_at_location( loc, std::forward<T>(arg));
} else {
debug::e() << "unknown uniform type";
} },
var);
}
#endif
}
uint32_t Shader::native_handle() const
{
return impl_->_shader_program;
}
int Shader::uniform_location(const std::string &name) const
{
return impl_->uniform_location(name);
}
}

View file

@ -1,10 +1,9 @@
#include "context.hpp"
#include "paradiso/context.hpp"
#include "paradiso/geometry.hpp"
#include "glad/glad.h"
#include "geometry.hpp"
namespace paradiso {
//

View file

@ -1,21 +1,22 @@
#include "renderer.hpp"
#include "bitmap.hpp"
#include "sprite.hpp"
#include "paradiso/renderer.hpp"
#include "paradiso/bitmap.hpp"
#include "paradiso/sprite.hpp"
#include "paradiso/shader.hpp"
#include "glad/glad.h"
#include <algorithm>
#include <array>
#include <vector>
#include <iostream>
#include <iomanip>
#include <iostream>
#include <vector>
namespace paradiso {
struct Renderer::impl {
uint64_t change_count{ std::numeric_limits<uint64_t>::max() };
uint64_t change_count{std::numeric_limits<uint64_t>::max()};
uint32_t vertex_array_obj{};
uint32_t element_buffer_obj{};
@ -52,8 +53,8 @@ struct Renderer::impl {
// indices -> elements
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_obj);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sprite.indices.size() * sizeof(uint32_t), sprite.indices.data(),
GL_STATIC_DRAW);
sprite.indices.size() * sizeof(uint32_t),
sprite.indices.data(), GL_STATIC_DRAW);
vertex_buffer_ob.resize(vertex_buffer_ob.size() + 1);
glGenBuffers(1, &vertex_buffer_ob.back());
@ -62,7 +63,8 @@ struct Renderer::impl {
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ob.back());
glVertexAttribPointer(vertex_buffer_ob.size() - 1, 3, GL_FLOAT,
GL_FALSE, 0, nullptr);
glBufferData(GL_ARRAY_BUFFER, sprite.vertices.size() * sizeof(float) * 3,
glBufferData(GL_ARRAY_BUFFER,
sprite.vertices.size() * sizeof(float) * 3,
sprite.vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(vertex_buffer_ob.size() - 1);
@ -92,9 +94,6 @@ struct Renderer::impl {
// stop binding
glBindVertexArray(0);
change_count = sprite.change_count;
return ready();
@ -117,11 +116,11 @@ struct Renderer::impl {
// setup new texture
glTexImage2D(GL_TEXTURE_2D, // target
0, // level
GL_RGB8, // internal format
GL_RGB, // internal format
image.size.width, // width
image.size.height, // height
0, // border
GL_RGB, // format
GL_RGBA, // format
GL_UNSIGNED_BYTE, // type
image.data.data() // pointer to data
);
@ -145,7 +144,7 @@ struct Renderer::impl {
0, // y-offset
image.size.width, // width
image.size.height, // height
GL_RGB, // format
GL_RGBA, // format
GL_UNSIGNED_BYTE, // type
image.data.data()); // pointer
}
@ -164,10 +163,10 @@ struct Renderer::impl {
// glDeleteTextures(1, &texture_id);
}
void just_draw(const Sprite& sprite)
{
void just_draw(const Sprite& sprite) {
glBindVertexArray(vertex_array_obj);
glDrawElements(GL_TRIANGLES, sprite.indices.size(), GL_UNSIGNED_INT, nullptr);
glDrawElements(GL_TRIANGLES, sprite.indices.size(), GL_UNSIGNED_INT,
nullptr);
glBindVertexArray(0);
}
@ -190,23 +189,24 @@ Renderer::~Renderer() {}
bool Renderer::ready() const { return impl_->ready(); }
bool Renderer::draw(const Sprite& m)
{
if (!impl_->ready() || m.change_count != impl_->change_count)
{
impl_->build(m);
bool Renderer::draw(const Sprite& sprite, const Shader& shader) {
// if interna are not ready or sprite has been altered - rebuild
if (!impl_->ready() || sprite.change_count != impl_->change_count) {
impl_->build(sprite);
}
// render the sprite with the shader
if (impl_->ready() && sprite.change_count == impl_->change_count) {
if (impl_->ready() && m.change_count == impl_->change_count) {
shader.use();
impl_->just_draw(m);
impl_->just_draw(sprite);
return true;
}
return false;
return false;
}
} // namespace paradiso

261
src/lib/src/shader.cpp Normal file
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@ -0,0 +1,261 @@
#include "paradiso/shader.hpp"
#include "glad/glad.h"
#include <iostream>
namespace paradiso {
struct Shader::impl {
std::reference_wrapper<Shader> _shader;
GLuint _shader_program;
std::vector<GLuint> _shader_stages;
impl(Shader& s) : _shader(s) {}
~impl() { destroy(); }
bool is_valid() {
// we potentially haul in is_valid while no context is given
return glIsProgram != nullptr && glIsProgram(_shader_program);
}
bool build() {
// if (!is_valid()) return false;
for (const auto& [type, code] : _shader.get().source_) {
GLuint shader_type = 0;
switch (type) {
case Shader::Type::Vertex:
shader_type = GL_VERTEX_SHADER;
break;
case Shader::Type::Compute:
shader_type = GL_COMPUTE_SHADER;
break;
case Shader::Type::Geometry:
shader_type = GL_GEOMETRY_SHADER;
break;
case Shader::Type::Fragment:
shader_type = GL_FRAGMENT_SHADER;
break;
default:
std::cerr << " unknown shader type";
}
GLuint shaderId = glCreateShader(shader_type);
char* src = const_cast<char*>(code.c_str());
GLint size = static_cast<GLint>(code.length());
glShaderSource(shaderId, 1, &src, &size);
glCompileShader(shaderId);
GLint is_compiled = GL_FALSE;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &is_compiled);
if (is_compiled == GL_FALSE) {
GLint log_length;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &log_length);
std::vector<char> log_buffer(static_cast<size_t>(log_length));
glGetShaderInfoLog(shaderId, log_length, &log_length,
log_buffer.data());
// TODO - handle errors!
std::cerr << log_buffer.data();
return false;
}
_shader_stages.push_back(shaderId);
}
_shader_program = glCreateProgram();
for (auto s : _shader_stages)
glAttachShader(_shader_program, s);
// TODO attribute binding ...
/* Bind attribute index 0 (coordinates) to in_Position and attribute
* index 1 (color) to in_Color */
/* Attribute locations must be setup before calling glLinkProgram. */
// glBindAttribLocation(shaderprogram, 0, "in_Position");
// glBindAttribLocation(shaderprogram, 1, "in_Color");
glLinkProgram(_shader_program);
GLint is_linked = 0;
glGetProgramiv(_shader_program, GL_LINK_STATUS, &is_linked);
if (is_linked == GL_FALSE) {
GLint log_length;
/* Noticed that glGetProgramiv is used to get the length for a
* shader program, not glGetShaderiv. */
glGetProgramiv(_shader_program, GL_INFO_LOG_LENGTH, &log_length);
/* The maxLength includes the NULL character */
std::vector<char> info_log(static_cast<size_t>(log_length));
/* Notice that glGetProgramInfoLog, not glGetShaderInfoLog. */
glGetProgramInfoLog(_shader_program, log_length, &log_length,
info_log.data());
std::cerr << info_log.data();
/* Handle the error in an appropriate way such as displaying a
* message or writing to a log file. */
/* In this simple program, we'll just leave */
return false;
}
return true;
}
void use() const { glUseProgram(_shader_program); }
void destroy() {
// potentially the GL driver hasn't been loaded
if (is_valid()) {
// deleting and detaching should happen much earlier
for (auto s : _shader_stages) {
glDeleteShader(s);
}
// only program needs to be deleted
glDeleteProgram(_shader_program);
}
}
int uniform_location(std::string const& name) const {
return glGetUniformLocation(_shader_program, name.c_str());
}
// void bind(int location,const matrix3x3f& m)
// {
// glUniformMatrix3fv(location,1,GL_FALSE,m.ptr());
// }
// void bind(int location,const matrix4x4f& m)
// {
// glUniformMatrix4fv(location,1,GL_FALSE,m.ptr());
// }
// void bind(int location,const vector4f& v)
// {
// glUniform4fv(location,1,v.ptr());
// }
void bind(int location, const float& v) { glUniform1f(location, v); }
void bind(int location, const uint32_t& i) { glUniform1ui(location, i); }
void bind(int location, const int32_t& i) { glUniform1i(location, i); }
// void bind(int location,const texture& v)
// {
// this->bind(location,(int)v.native_handle());
// }
};
Shader::Shader() { impl_ = std::make_unique<impl>(*this); }
Shader::~Shader() {}
bool Shader::ready() const { return impl_->is_valid(); }
Shader& Shader::set_uniform_at_location(int location, float v) {
impl_->bind(location, v);
return *this;
}
Shader& Shader::set_uniform_at_location(int location, uint32_t v) {
impl_->bind(location, v);
return *this;
}
Shader& Shader::set_uniform_at_location(int location, int32_t v) {
impl_->bind(location, v);
return *this;
}
// Shader &Shader::set_uniform_at_location(int location, vector4f const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
// Shader &Shader::set_uniform_at_location(int location, matrix4x4f const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
// Shader &Shader::set_uniform_at_location(int location, texture const &v)
// {
// impl_->bind(location, v);
// return *this;
// }
bool Shader::build() { return impl_->build(); }
void Shader::use() const { impl_->use(); }
void Shader::set_uniforms(uniform_cache_t c) {
#if 0
// TODO rewrite in proper C++17
for (auto &u : c)
{
// get name
std::string name = std::get<0>(u);
// get location
GLint loc = std::get<2>(u);
// if lower 0 check for location
if (loc < 0)
{
loc = impl_->uniform_location(name);
std::get<2>(u) = loc; // cache location
}
auto var = std::get<1>(u);
std::visit([this, loc](auto &&arg)
{
using T = std::decay_t<decltype(arg)>;
// TODO query the std::variant of uniform_t
if constexpr ((std::is_same_v<T, vector4f>) ||
(std::is_same_v<T, matrix4x4f>) ||
(std::is_same_v<T, float>) ) {
set_uniform_at_location( loc, std::forward<T>(arg));
} else {
debug::e() << "unknown uniform type";
} },
var);
}
#endif
}
uint32_t Shader::native_handle() const { return impl_->_shader_program; }
int Shader::uniform_location(const std::string& name) const {
return impl_->uniform_location(name);
}
} // namespace paradiso

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