diff options
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/camera.cpp | 46 | ||||
-rw-r--r-- | gfx/gl/camera.h | 24 | ||||
-rw-r--r-- | gfx/gl/shader.cpp | 100 | ||||
-rw-r--r-- | gfx/gl/shader.h | 35 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.fs | 13 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.vs | 18 | ||||
-rw-r--r-- | gfx/gl/transform.cpp | 27 | ||||
-rw-r--r-- | gfx/gl/transform.h | 58 |
8 files changed, 321 insertions, 0 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp new file mode 100644 index 0000000..b4a76d0 --- /dev/null +++ b/gfx/gl/camera.cpp @@ -0,0 +1,46 @@ +#include "camera.h" +#include <glm/gtx/transform.hpp> + +Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : + projection {glm::perspective(fov, aspect, zNear, zFar)}, pos {pos}, forward {0.0F, 0.0F, 1.0F}, up {0.0F, 1.0F, + 0.0F} +{ +} + +glm::mat4 +Camera::GetViewProjection() const +{ + return projection * glm::lookAt(pos, pos + forward, up); +} + +void +Camera::MoveForward(float amt) +{ + pos += forward * amt; +} + +void +Camera::MoveRight(float amt) +{ + pos += glm::cross(up, forward) * amt; +} + +void +Camera::Pitch(float angle) +{ + const auto right = glm::normalize(glm::cross(up, forward)); + + forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0))); + up = glm::normalize(glm::cross(forward, right)); +} + +void +Camera::RotateY(float angle) +{ + static constexpr glm::vec3 UP {0.0F, 1.0F, 0.0F}; + + const auto rotation = glm::rotate(angle, UP); + + forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0))); + up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0))); +} diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h new file mode 100644 index 0000000..fa4296d --- /dev/null +++ b/gfx/gl/camera.h @@ -0,0 +1,24 @@ +#ifndef CAMERA_INCLUDED_H
+#define CAMERA_INCLUDED_H
+
+#include <glm/glm.hpp>
+
+class Camera {
+public:
+ Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
+
+ [[nodiscard]] glm::mat4 GetViewProjection() const;
+
+ void MoveForward(float amt);
+ void MoveRight(float amt);
+ void Pitch(float angle);
+ void RotateY(float angle);
+
+private:
+ glm::mat4 projection;
+ glm::vec3 pos;
+ glm::vec3 forward;
+ glm::vec3 up;
+};
+
+#endif
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp new file mode 100644 index 0000000..33fdf61 --- /dev/null +++ b/gfx/gl/shader.cpp @@ -0,0 +1,100 @@ +#include "shader.h"
+#include "transform.h"
+#include <gfx/gl/shaders/fs-basicShader.h>
+#include <gfx/gl/shaders/vs-basicShader.h>
+#include <glm/glm.hpp>
+#include <stdexcept>
+
+Shader::Shader(const std::string &) :
+ m_program {glCreateProgram()}, m_shaders {CreateShader(
+ (GLchar *)(basicShader_vs), basicShader_vs_len, GL_VERTEX_SHADER),
+ CreateShader(
+ (GLchar *)basicShader_fs, basicShader_fs_len, GL_FRAGMENT_SHADER)},
+ m_uniforms {}
+{
+ for (auto m_shader : m_shaders) {
+ glAttachShader(m_program, m_shader);
+ }
+
+ glBindAttribLocation(m_program, 0, "position");
+ glBindAttribLocation(m_program, 1, "texCoord");
+ glBindAttribLocation(m_program, 2, "normal");
+
+ glLinkProgram(m_program);
+ CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
+
+ glValidateProgram(m_program);
+ CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
+
+ m_uniforms = {glGetUniformLocation(m_program, "MVP"), glGetUniformLocation(m_program, "Normal"),
+ glGetUniformLocation(m_program, "lightDirection")};
+}
+
+Shader::~Shader()
+{
+ for (auto m_shader : m_shaders) {
+ glDetachShader(m_program, m_shader);
+ glDeleteShader(m_shader);
+ }
+
+ glDeleteProgram(m_program);
+}
+
+void
+Shader::Bind() const
+{
+ glUseProgram(m_program);
+}
+
+void
+Shader::Update(const Transform & transform, const Camera & camera) const
+{
+ glm::mat4 MVP = transform.GetMVP(camera);
+ glm::mat4 Normal = transform.GetModel();
+
+ glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
+ glUniformMatrix4fv(m_uniforms[1], 1, GL_FALSE, &Normal[0][0]);
+ glUniform3f(m_uniforms[2], 0.0F, 0.0F, 1.0F);
+}
+
+void
+Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage)
+{
+ GLint success = 0;
+ std::array<GLchar, 1024> error {};
+
+ if (isProgram) {
+ glGetProgramiv(shader, flag, &success);
+ }
+ else {
+ glGetShaderiv(shader, flag, &success);
+ }
+
+ if (success == GL_FALSE) {
+ if (isProgram) {
+ glGetProgramInfoLog(shader, error.size(), nullptr, error.data());
+ }
+ else {
+ glGetShaderInfoLog(shader, error.size(), nullptr, error.data());
+ }
+
+ throw std::runtime_error {errorMessage + ": '" + std::string {error.data(), error.size()} + "'"};
+ }
+}
+
+GLuint
+Shader::CreateShader(const GLchar * text, GLint len, unsigned int type)
+{
+ GLuint shader = glCreateShader(type);
+
+ if (shader == 0) {
+ throw std::runtime_error {"Error compiling shader type " + std::to_string(type)};
+ }
+
+ glShaderSource(shader, 1, &text, &len);
+ glCompileShader(shader);
+
+ CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
+
+ return shader;
+}
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h new file mode 100644 index 0000000..2072199 --- /dev/null +++ b/gfx/gl/shader.h @@ -0,0 +1,35 @@ +#ifndef SHADER_INCLUDED_H
+#define SHADER_INCLUDED_H
+
+#include <GL/glew.h>
+#include <array>
+#include <special_members.hpp>
+#include <string>
+
+class Camera;
+class Transform;
+
+class Shader {
+public:
+ explicit Shader(const std::string & fileName);
+ virtual ~Shader();
+
+ NO_COPY(Shader);
+ NO_MOVE(Shader);
+
+ void Bind() const;
+ void Update(const Transform & transform, const Camera & camera) const;
+
+private:
+ static constexpr unsigned int NUM_SHADERS = 2;
+ static constexpr unsigned int NUM_UNIFORMS = 3;
+
+ static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage);
+ static GLuint CreateShader(const GLchar * text, GLint len, unsigned int type);
+
+ GLuint m_program;
+ std::array<GLuint, NUM_SHADERS> m_shaders;
+ std::array<GLint, NUM_UNIFORMS> m_uniforms;
+};
+
+#endif
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs new file mode 100644 index 0000000..3aa974f --- /dev/null +++ b/gfx/gl/shaders/basicShader.fs @@ -0,0 +1,13 @@ +#version 120
+
+varying vec2 texCoord0;
+varying vec3 normal0;
+
+uniform sampler2D sampler;
+uniform vec3 lightDirection;
+
+void main()
+{
+ gl_FragColor = texture2D(sampler, texCoord0) *
+ clamp(dot(-lightDirection, normal0), 0.0, 1.0);
+}
diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs new file mode 100644 index 0000000..e673548 --- /dev/null +++ b/gfx/gl/shaders/basicShader.vs @@ -0,0 +1,18 @@ +#version 120
+
+attribute vec3 position;
+attribute vec2 texCoord;
+attribute vec3 normal;
+
+varying vec2 texCoord0;
+varying vec3 normal0;
+
+uniform mat4 MVP;
+uniform mat4 Normal;
+
+void main()
+{
+ gl_Position = MVP * vec4(position, 1.0);
+ texCoord0 = texCoord;
+ normal0 = (Normal * vec4(normal, 0.0)).xyz;
+}
diff --git a/gfx/gl/transform.cpp b/gfx/gl/transform.cpp new file mode 100644 index 0000000..7b256af --- /dev/null +++ b/gfx/gl/transform.cpp @@ -0,0 +1,27 @@ +#include "transform.h" +#include "camera.h" +#include <glm/gtx/transform.hpp> + +Transform::Transform(glm::vec3 pos, glm::vec3 rot, glm::vec3 scale) : pos {pos}, rot {rot}, scale {scale} { } + +glm::mat4 +Transform::GetModel() const +{ + const auto posMat = glm::translate(pos); + const auto scaleMat = glm::scale(scale); + const auto rotX = glm::rotate(rot.x, glm::vec3(1.0, 0.0, 0.0)); + const auto rotY = glm::rotate(rot.y, glm::vec3(0.0, 1.0, 0.0)); + const auto rotZ = glm::rotate(rot.z, glm::vec3(0.0, 0.0, 1.0)); + const auto rotMat = rotX * rotY * rotZ; + + return posMat * rotMat * scaleMat; +} + +glm::mat4 +Transform::GetMVP(const Camera & camera) const +{ + const auto VP = camera.GetViewProjection(); + const auto M = GetModel(); + + return VP * M; +} diff --git a/gfx/gl/transform.h b/gfx/gl/transform.h new file mode 100644 index 0000000..07040ae --- /dev/null +++ b/gfx/gl/transform.h @@ -0,0 +1,58 @@ +#ifndef TRANSFORM_INCLUDED_H
+#define TRANSFORM_INCLUDED_H
+
+#include <glm/glm.hpp>
+
+class Camera;
+
+class Transform {
+public:
+ explicit Transform(glm::vec3 pos = {}, glm::vec3 rot = {}, glm::vec3 scale = {1.0F, 1.0F, 1.0F});
+
+ [[nodiscard]] glm::mat4 GetModel() const;
+
+ [[nodiscard]] glm::mat4 GetMVP(const Camera & camera) const;
+
+ [[nodiscard]] inline glm::vec3 &
+ GetPos()
+ {
+ return pos;
+ }
+
+ [[nodiscard]] inline glm::vec3 &
+ GetRot()
+ {
+ return rot;
+ }
+
+ [[nodiscard]] inline glm::vec3 &
+ GetScale()
+ {
+ return scale;
+ }
+
+ inline void
+ SetPos(glm::vec3 && pos)
+ {
+ this->pos = pos;
+ }
+
+ inline void
+ SetRot(glm::vec3 && rot)
+ {
+ this->rot = rot;
+ }
+
+ inline void
+ SetScale(glm::vec3 && scale)
+ {
+ this->scale = scale;
+ }
+
+private:
+ glm::vec3 pos;
+ glm::vec3 rot;
+ glm::vec3 scale;
+};
+
+#endif
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