Add templated wrapper objects

- Shader
- Program
- Buffer
- VertexArray

Along with template magic to deduce VertexArray formats

- Format, IFormat, LFormat
- AutoFormat
- Binder
- ATTR
This commit is contained in:
2022-02-13 20:28:00 -05:00
committed by David Allemang
parent 669d04845d
commit 89b9780f6c
7 changed files with 360 additions and 144 deletions

View File

@@ -6,7 +6,10 @@
#include <iostream>
#include <fstream>
#include "gldebug.hpp"
#include "gl/debug.hpp"
#include "gl/buffer.hpp"
#include "gl/shader.hpp"
#include "gl/vertexarray.hpp"
#include <ml/meshlib.hpp>
#include <ml/meshlib_json.hpp>
@@ -123,145 +126,54 @@ void set_style() {
int run(GLFWwindow *window, ImGuiContext *context) {
State state;
Buffer<GLuint> ind_buf;
Buffer<Eigen::Vector3f> vert_buf;
Buffer<Eigen::Vector3f> vert2_buf;
VertexArray<Eigen::Vector3f> vao(vert_buf);
glVertexArrayElementBuffer(vao, ind_buf);
auto mesh = ml::CubeMesh(0.25f);
// auto mesh = ml::read("circle.pak");
auto dynamic = (ml::DynamicMesh) mesh;
auto ind_data = mesh.cells();
auto ind_flat = ind_data.reshaped();
auto elements = ind_buf.upload(ind_flat.begin(), ind_flat.end(), GL_STATIC_DRAW);
GLuint vao;
glCreateVertexArrays(1, &vao);
// todo add <Dim, Rank> to DynamicMesh
// need to do weird piping because dynamicmesh returns dynamic-sized matrix, VertexArray requires a static-sized matrix
auto vert_data_dyn = mesh.points();
Eigen::Ref<Eigen::Matrix3Xf> vert_data(vert_data_dyn);
auto vert_flat = vert_data.colwise();
vert_buf.upload(vert_flat.begin(), vert_flat.end(), GL_STATIC_DRAW);
GLuint vbo;
glCreateBuffers(1, &vbo);
auto mesh2 = ml::CubeMesh(0.5f);
auto vert2_data_dyn = mesh2.points();
Eigen::Ref<Eigen::Matrix3Xf> vert2_data(vert2_data_dyn);
auto vert2_flat = vert2_data.colwise();
vert2_buf.upload(vert2_flat.begin(), vert2_flat.end(), GL_STATIC_DRAW);
constexpr size_t point_scalar_size = sizeof(ml::DynamicMesh::PointsType::Scalar);
constexpr size_t cell_scalar_size = sizeof(ml::DynamicMesh::CellsType::Scalar);
auto mesh4d = ml::WireCubeMesh(4, 0.33f);
glNamedBufferData(
vbo,
(GLsizeiptr) (point_scalar_size * dynamic.points().size()),
dynamic.points().data(),
GL_STATIC_DRAW
);
glEnableVertexArrayAttrib(vao, 0);
glVertexArrayVertexBuffer(vao, 0,
vbo, 0,
(GLsizeiptr) (point_scalar_size * dynamic.points().rows())
);
glVertexArrayAttribFormat(vao, 0, 3, GL_FLOAT, GL_FALSE, 0);
Buffer<GLuint> ind4d_buf;
Buffer<Eigen::Vector4f> vert4d_buf;
VertexArray<Eigen::Vector4f> vao4d(vert4d_buf);
glVertexArrayElementBuffer(vao4d, ind4d_buf);
GLuint ibo;
glCreateBuffers(1, &ibo);
glGetError();
glNamedBufferData(
ibo,
(GLsizeiptr) (cell_scalar_size * dynamic.cells().size()),
dynamic.cells().data(),
GL_STATIC_DRAW
);
glVertexArrayElementBuffer(vao, ibo);
auto ind4d_data = mesh4d.cells();
auto ind4d_flat = ind4d_data.reshaped();
auto elements4d = ind4d_buf.upload(ind4d_flat.begin(), ind4d_flat.end(), GL_STATIC_DRAW);
auto wire_mesh = ml::WireCubeMesh(4, 0.33f);
auto wire_dynamic = (ml::DynamicMesh) wire_mesh;
auto vert4d_data_dyn = mesh4d.points();
Eigen::Ref<Eigen::Matrix4Xf> vert4d_data(vert4d_data_dyn);
auto vert4d_flat = vert4d_data.colwise();
vert4d_buf.upload(vert4d_flat.begin(), vert4d_flat.end(), GL_STATIC_DRAW);
GLuint wire_vao;
glCreateVertexArrays(1, &wire_vao);
VertexShader vs(std::ifstream("res/shaders/main.vert.glsl"));
VertexShader vs4d(std::ifstream("res/shaders/4d.vert.glsl"));
FragmentShader fs(std::ifstream("res/shaders/main.frag.glsl"));
GLuint wire_vbo;
glCreateBuffers(1, &wire_vbo);
glNamedBufferData(
wire_vbo,
(GLsizeiptr) (point_scalar_size * wire_dynamic.points().size()),
wire_dynamic.points().data(),
GL_STATIC_DRAW
);
glEnableVertexArrayAttrib(wire_vao, 0);
glVertexArrayVertexBuffer(wire_vao, 0,
wire_vbo, 0,
(GLsizeiptr) (point_scalar_size * wire_dynamic.points().rows())
);
glVertexArrayAttribFormat(wire_vao, 0, 4, GL_FLOAT, GL_FALSE, 0);
GLuint wire_ibo;
glCreateBuffers(1, &wire_ibo);
glGetError();
glNamedBufferData(
wire_ibo,
(GLsizeiptr) (cell_scalar_size * wire_dynamic.cells().size()),
wire_dynamic.cells().data(),
GL_STATIC_DRAW
);
glVertexArrayElementBuffer(wire_vao, wire_ibo);
std::ifstream vs_file("res/shaders/main.vert.glsl");
std::string vs_src(
(std::istreambuf_iterator<char>(vs_file)),
std::istreambuf_iterator<char>()
);
vs_file.close();
const char *vs_str = vs_src.c_str();
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vs_str, nullptr);
glCompileShader(vs);
std::ifstream wire_vs_file("res/shaders/4d.vert.glsl");
std::string wire_vs_src(
(std::istreambuf_iterator<char>(wire_vs_file)),
std::istreambuf_iterator<char>()
);
wire_vs_file.close();
const char *wire_vs_str = wire_vs_src.c_str();
GLuint wire_vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(wire_vs, 1, &wire_vs_str, nullptr);
glCompileShader(wire_vs);
std::ifstream fs_file("res/shaders/main.frag.glsl");
std::string fs_src(
(std::istreambuf_iterator<char>(fs_file)),
std::istreambuf_iterator<char>()
);
fs_file.close();
const char *fs_str = fs_src.c_str();
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fs_str, nullptr);
glCompileShader(fs);
GLuint pgm = glCreateProgram();
glAttachShader(pgm, vs);
glAttachShader(pgm, fs);
glLinkProgram(pgm);
GLuint wire_pgm = glCreateProgram();
glAttachShader(wire_pgm, wire_vs);
glAttachShader(wire_pgm, fs);
glLinkProgram(wire_pgm);
GLint link_status;
glGetProgramiv(pgm, GL_LINK_STATUS, &link_status);
if (!link_status) {
std::cerr << "Program link failed." << std::endl;
GLint vs_comp_status, fs_comp_status;
glGetShaderiv(vs, GL_COMPILE_STATUS, &vs_comp_status);
glGetShaderiv(fs, GL_COMPILE_STATUS, &fs_comp_status);
std::cerr << "vs compiled: " << std::boolalpha << (bool) vs_comp_status << std::endl;
std::cerr << "fs compiled: " << std::boolalpha << (bool) fs_comp_status << std::endl;
return EXIT_FAILURE;
}
glGetProgramiv(wire_pgm, GL_LINK_STATUS, &link_status);
if (!link_status) {
std::cerr << "Wire program link failed." << std::endl;
GLint vs_comp_status, fs_comp_status;
glGetShaderiv(vs, GL_COMPILE_STATUS, &vs_comp_status);
glGetShaderiv(fs, GL_COMPILE_STATUS, &fs_comp_status);
std::cerr << "vs compiled: " << std::boolalpha << (bool) vs_comp_status << std::endl;
std::cerr << "fs compiled: " << std::boolalpha << (bool) fs_comp_status << std::endl;
return EXIT_FAILURE;
}
Program pgm(vs, fs);
Program pgm4d(vs4d, fs);
glEnable(GL_DEPTH_TEST);
@@ -291,12 +203,12 @@ int run(GLFWwindow *window, ImGuiContext *context) {
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, state.rot.data());
glDrawElements(GL_TRIANGLES, (GLsizei) dynamic.cells().size(), GL_UNSIGNED_INT, nullptr);
glDrawElements(GL_TRIANGLES, elements, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glUseProgram(0);
glUseProgram(wire_pgm);
glBindVertexArray(wire_vao);
glUseProgram(pgm4d);
glBindVertexArray(vao4d);
glUniform4fv(0, 1, state.wf.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
@@ -320,8 +232,7 @@ int run(GLFWwindow *window, ImGuiContext *context) {
}
glUniform4fv(0, 1, state.wf.data());
glDrawElements(GL_LINES, (GLsizei) wire_dynamic.cells().size(), GL_UNSIGNED_INT, nullptr);
glDrawElements(GL_LINES, elements4d, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glUseProgram(0);
@@ -329,14 +240,6 @@ int run(GLFWwindow *window, ImGuiContext *context) {
glfwSwapBuffers(window);
}
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ibo);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &wire_vbo);
glDeleteBuffers(1, &wire_ibo);
glDeleteVertexArrays(1, &wire_vao);
return EXIT_SUCCESS;
}