Files
toddcox-visualize/vis/include/cgl/render.hpp

323 lines
8.0 KiB
C++

#pragma once
#include <memory>
#include <glad/glad.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(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);
}
};
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 shader_error(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);
}
};
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);
}
};
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 shader_error(get_info_log());
detach(sh);
}
static shaderprogram<mode> file(const std::string &name) {
return shaderprogram<mode>(utilReadFile(name));
}
};
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 &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);
}
};
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>;
}
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>;
}
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);
}
};
}