Migrate to NanoGUI / Eigen for GUI and linear algebra.

Also introduce a GUI play/pause button.
This commit is contained in:
David Allemang
2020-10-10 22:59:51 -04:00
parent 5e3b4defd7
commit 916e9a8906
13 changed files with 640 additions and 331 deletions

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#pragma once
#include <memory>
#include <nanogui/opengl.h>
namespace cgl {
template<class T>
class Buffer {
GLuint id{};
public:
Buffer() {
glCreateBuffers(1, &id);
}
Buffer(const T &data, GLenum usage = GL_STATIC_DRAW)
: Buffer() {
put(data, usage);
}
Buffer(const std::vector<T> &data, GLenum usage = GL_STATIC_DRAW)
: Buffer() {
put(data, usage);
}
Buffer(const Buffer &) = delete;
Buffer(Buffer &&o) noexcept {
id = std::exchange(o.id, 0);
};
~Buffer() {
glDeleteBuffers(1, &id);
id = 0;
}
operator GLuint() const {
return id;
}
[[nodiscard]] size_t size() const {
GLint res;
glGetNamedBufferParameteriv(id, GL_BUFFER_SIZE, &res);
return (size_t) res;
}
[[nodiscard]] size_t count() const {
return size() / sizeof(T);
}
void put(const T &data, GLenum usage = GL_STATIC_DRAW) {
glNamedBufferData(id, sizeof(T), &data, usage);
}
void put(const std::vector<T> &data, GLenum usage = GL_STATIC_DRAW) {
glNamedBufferData(id, sizeof(T) * data.size(), &data[0], usage);
}
void bound(GLenum target, const std::function<void()> &action) const {
glBindBuffer(target, id);
action();
glBindBuffer(target, 0);
}
std::vector<T> getSubData(size_t offset, size_t count) const {
GLintptr glOffset = offset * sizeof(T);
GLsizeiptr glSize = count * sizeof(T);
std::vector<T> data(count);
glad_glGetNamedBufferSubData(id, glOffset, glSize, data.data());
return data;
}
};
}

28
vis/include/cgl/error.hpp Normal file
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#pragma once
#include <stdexcept>
#include <nanogui/opengl.h>
namespace cgl {
class GlError : public std::domain_error {
public:
explicit GlError(const std::string &arg) : domain_error(arg) {}
explicit GlError(const char *string) : domain_error(string) {}
};
class ShaderError : public GlError {
public:
explicit ShaderError(const std::string &arg) : GlError(arg) {}
explicit ShaderError(const char *string) : GlError(string) {}
};
class ProgramError : public GlError {
public:
explicit ProgramError(const std::string &arg) : GlError(arg) {}
explicit ProgramError(const char *string) : GlError(string) {}
};
}

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#pragma once
#include <functional>
#include <string>
#include <utility>
#include <nanogui/opengl.h>
#include <cgl/error.hpp>
#include <cgl/shaderprogram.hpp>
#include <util.hpp>
namespace cgl {
class pipeline {
protected:
GLuint id{};
public:
pipeline() {
glCreateProgramPipelines(1, &id);
}
pipeline(pipeline &) = delete;
pipeline(pipeline &&o) noexcept {
id = std::exchange(o.id, 0);
}
~pipeline() {
glDeleteProgramPipelines(1, &id);
id = 0;
}
operator GLuint() const {
return id;
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetProgramPipelineiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetProgramPipelineInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
pipeline &unstage(GLenum stage_bits) {
glUseProgramStages(id, stage_bits, 0);
return *this;
}
pipeline &stage(const ShaderProgram<GL_VERTEX_SHADER> &pgm) {
glUseProgramStages(id, GL_VERTEX_SHADER_BIT, pgm);
return *this;
}
pipeline &stage(const ShaderProgram<GL_TESS_CONTROL_SHADER> &pgm) {
glUseProgramStages(id, GL_TESS_CONTROL_SHADER_BIT, pgm);
return *this;
}
pipeline &stage(const ShaderProgram<GL_TESS_EVALUATION_SHADER> &pgm) {
glUseProgramStages(id, GL_TESS_EVALUATION_SHADER_BIT, pgm);
return *this;
}
pipeline &stage(const ShaderProgram<GL_GEOMETRY_SHADER> &pgm) {
glUseProgramStages(id, GL_GEOMETRY_SHADER_BIT, pgm);
return *this;
}
pipeline &stage(const ShaderProgram<GL_FRAGMENT_SHADER> &pgm) {
glUseProgramStages(id, GL_FRAGMENT_SHADER_BIT, pgm);
return *this;
}
pipeline &stage(const ShaderProgram<GL_COMPUTE_SHADER> &pgm) {
glUseProgramStages(id, GL_COMPUTE_SHADER_BIT, pgm);
return *this;
}
void bound(const std::function<void()> &action) const {
glBindProgramPipeline(id);
action();
glBindProgramPipeline(0);
}
};
}

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#pragma once
#include <string>
#include <utility>
#include <nanogui/opengl.h>
#include <cgl/error.hpp>
#include <cgl/shader.hpp>
#include <util.hpp>
namespace cgl {
class Program {
protected:
GLuint id{};
public:
Program() {
id = glCreateProgram();
}
Program(Program &) = delete;
Program(Program &&o) noexcept {
id = std::exchange(o.id, 0);
};
~Program() {
glDeleteProgram(id);
}
operator GLuint() const {
return id;
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetProgramiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetProgramInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
template<GLenum mode>
void attach(const Shader<mode> &sh) {
glAttachShader(id, sh);
}
template<GLenum mode>
void detach(const Shader<mode> &sh) {
glDetachShader(id, sh);
}
bool link() {
glLinkProgram(id);
return (bool) get(GL_LINK_STATUS);
}
};
}

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#pragma once
#include <string>
#include <utility>
#include <nanogui/opengl.h>
#include <cgl/error.hpp>
#include <util.hpp>
namespace cgl {
template<GLenum mode>
class Shader {
protected:
GLuint id{};
public:
Shader() {
id = glCreateShader(mode);
}
Shader(const std::string &src) : Shader() {
set_source(src);
if (!compile())
throw ShaderError(get_info_log());
}
static Shader<mode> file(const std::string &name) {
return Shader<mode>(utilReadFile(name));
}
Shader(Shader &) = delete;
Shader(Shader &&o) noexcept {
id = std::exchange(o.id, 0);
};
~Shader() {
glDeleteShader(id);
}
operator GLuint() const {
return id;
}
[[nodiscard]] int get(GLenum pname) const {
GLint res;
glGetShaderiv(id, pname, &res);
return (int) res;
}
[[nodiscard]] std::string get_info_log() const {
auto len = (size_t) get(GL_INFO_LOG_LENGTH);
char buffer[len];
glGetShaderInfoLog(id, len, nullptr, buffer);
return std::string(buffer);
}
void set_source(const std::string &src) {
const char *c_src = src.c_str();
glShaderSource(id, 1, &c_src, nullptr);
}
bool compile() {
glCompileShader(id);
return (bool) get(GL_COMPILE_STATUS);
}
};
namespace sh {
using vert = Shader<GL_VERTEX_SHADER>;
using tcs = Shader<GL_TESS_CONTROL_SHADER>;
using tes = Shader<GL_TESS_EVALUATION_SHADER>;
using geom = Shader<GL_GEOMETRY_SHADER>;
using frag = Shader<GL_FRAGMENT_SHADER>;
using comp = Shader<GL_COMPUTE_SHADER>;
}
}

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#pragma once
#include <string>
#include <utility>
#include <nanogui/opengl.h>
#include <cgl/error.hpp>
#include <cgl/shader.hpp>
#include <cgl/program.hpp>
#include <util.hpp>
namespace cgl{
template<GLenum mode>
class ShaderProgram : public Program {
public:
ShaderProgram() : Program() {
glProgramParameteri(id, GL_PROGRAM_SEPARABLE, GL_TRUE);
}
ShaderProgram(const std::string &src) : ShaderProgram() {
Shader<mode> sh(src);
attach(sh);
if (!link())
throw ShaderError(get_info_log());
detach(sh);
}
static ShaderProgram<mode> file(const std::string &name) {
return ShaderProgram<mode>(utilReadFile(name));
}
};
namespace pgm {
using vert = ShaderProgram<GL_VERTEX_SHADER>;
using tcs = ShaderProgram<GL_TESS_CONTROL_SHADER>;
using tes = ShaderProgram<GL_TESS_EVALUATION_SHADER>;
using geom = ShaderProgram<GL_GEOMETRY_SHADER>;
using frag = ShaderProgram<GL_FRAGMENT_SHADER>;
using comp = ShaderProgram<GL_COMPUTE_SHADER>;
}
}

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#pragma once
#include <functional>
#include <string>
#include <utility>
#include <nanogui/opengl.h>
#include <cgl/error.hpp>
#include <cgl/buffer.hpp>
namespace cgl {
class VertexArray {
GLuint id{};
public:
VertexArray() {
glCreateVertexArrays(1, &id);
}
VertexArray(VertexArray &) = delete;
VertexArray(VertexArray &&o) noexcept {
id = std::exchange(o.id, 0);
}
~VertexArray() {
glDeleteVertexArrays(1, &id);
id = 0;
}
operator GLuint() const {
return id;
}
void bound(const std::function<void()> &action) const {
glBindVertexArray(id);
action();
glBindVertexArray(0);
}
template<class T>
void pointer(
GLuint index,
const Buffer<T> &buf,
unsigned size,
GLenum type,
bool normalized = false,
unsigned stride = 0
) const {
bound([&]() {
glEnableVertexAttribArray(index);
buf.bound(GL_ARRAY_BUFFER, [&]() {
glVertexAttribPointer(index, size, type, normalized, stride, nullptr);
});
});
}
template<class T>
void ipointer(
GLuint index,
const Buffer<T> &buf,
unsigned size,
GLenum type,
unsigned stride = 0
) const {
bound([&]() {
glEnableVertexAttribArray(index);
buf.bound(GL_ARRAY_BUFFER, [&]() {
glVertexAttribIPointer(index, size, type, stride, nullptr);
});
});
}
};
}