Started working on default rendering shader.
parent
e8553fff6c
commit
b4729fada4
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@ -0,0 +1,9 @@
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#version 330
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out vec4 fragColor;
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smooth in vec4 ioFragColor;
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void main()
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{
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@ -0,0 +1,19 @@
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#version 330
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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smooth out vec4 ioFragColor;
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void main()
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{
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ioFragColor = inColor;
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gl_Position = (uProjectionMatrix * uViewMatrix * uModelMatrix * inCoord);
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}
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352
src/srender.c
352
src/srender.c
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@ -20,73 +20,222 @@ typedef struct srview {
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GLuint mColorTexture;
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GLuint mDepthTexture;
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simd4x4f proj;
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simd4x4f view;
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simd4x4f proj;
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simd4x4f view;
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} srview;
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typedef struct srcmdbuf {
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int ncmds;
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int idx;
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srcmd* cmds;
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int ncmds;
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int idx;
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srcmd* cmds;
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} srcmdbuf;
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//
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// Vertex Data
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//
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typedef union srvrtxdata {
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struct {
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float x, y, z, w;
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float nx, ny, nz;
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float s, t;
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GLubyte r,g,b,a;
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};
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struct {
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float pos[4];
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float n[4];
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float uv[2];
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GLubyte color[4];
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};
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struct {
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float x, y, z, w;
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float nx, ny, nz;
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float s, t;
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GLubyte r, g, b, a;
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};
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struct {
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float pos[4];
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float n[4];
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float uv[2];
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GLubyte color[4];
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};
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} srvrtxdata;
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//
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// Simple Mesh Data
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//
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typedef struct srmeshdata {
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int nvertices;
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int nindices;
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int nvertices;
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int nindices;
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srvrtxdata *vertices;
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int *indices;
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GLuint vertex_buffer_id;
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GLuint index_buffer_id;
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} srmeshdata;
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static srmeshdata gCoordFrameMesh = {0};
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void init_debug_meshes () {
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assert (gCoordFrameMesh.nvertices == 0);
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typedef struct srshader {
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const char* vert_fname;
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const char* frag_fname;
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gCoordFrameMesh.nvertices = 6;
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GLuint program_id;
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GLuint vert_shader_id;
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GLuint frag_shader_id;
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} srshader;
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srvrtxdata coord_frame_vertices[] = {
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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{1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
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static srshader gDefaultShader = {"default_vert.glsl", "default_frag.glsl", 0, 0, 0};
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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bool srshader_compile (GLuint shader_id, const char* shader_src) {
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glShaderSource (shader_id, 1, &shader_src, 0);
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glCompileShader (shader_id);
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255},
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{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}
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};
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GLuint coord_frame_indices[] = {
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0, 1,
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1, 2,
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3, 4
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};
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// Check Vertex Shader
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GLint result = GL_FALSE;
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int log_length = 0;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
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if ( log_length > 0 ){
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char* err_msg = calloc (log_length, sizeof(char));
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assert (err_msg);
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glGetShaderInfoLog(shader_id, log_length, NULL, err_msg);
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gLog("%s", err_msg);
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free (err_msg);
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gCoordFrameMesh.vertices = malloc (sizeof(coord_frame_vertices));
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memcpy (gCoordFrameMesh.vertices, coord_frame_vertices, sizeof(coord_frame_vertices));
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return false;
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}
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gCoordFrameMesh.indices = malloc (sizeof(coord_frame_indices));
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memcpy (gCoordFrameMesh.indices, coord_frame_indices, sizeof (coord_frame_indices));
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return true;
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}
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bool srshader_load (srshader* shader, const char* vert_src, const char* frag_src) {
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shader->vert_shader_id = glCreateShader(GL_VERTEX_SHADER);
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if (!srshader_compile(shader->vert_shader_id, vert_src)) {
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gLog("Error compiling vertex shader!");
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return false;
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}
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shader->frag_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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if (!srshader_compile(shader->frag_shader_id, frag_src)) {
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gLog("Error compiling fragment shader!");
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return false;
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}
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shader->program_id = glCreateProgram();
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glAttachShader(shader->program_id, shader->vert_shader_id);
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glAttachShader(shader->program_id, shader->frag_shader_id);
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// Bind attribute locations
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glBindAttribLocation(shader->program_id, 0, "inCoord");
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glBindAttribLocation(shader->program_id, 1, "inNormal");
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glBindAttribLocation(shader->program_id, 2, "inUV");
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glBindAttribLocation(shader->program_id, 3, "inColor");
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glLinkProgram(shader->program_id);
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GLint result = GL_FALSE;
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int log_length = 0;
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glGetProgramiv(shader->program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(shader->program_id, GL_INFO_LOG_LENGTH, &log_length);
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if ( log_length > 0 ){
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char* err_msg = calloc (log_length, sizeof(char));
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assert (err_msg);
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glGetProgramInfoLog(shader->program_id, log_length, NULL, err_msg);
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gLog("%s", err_msg);
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free (err_msg);
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gLog("Error linking shader program!");
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return false;
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}
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return true;
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}
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bool try_read_file (const char* dir, const char* filename, char** buf) {
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assert (*buf == NULL);
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int path_len = strlen(dir) + strlen(filename) + 1;
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char* path_buffer = calloc (path_len, sizeof(char));
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snprintf (path_buffer, path_len, "%s%s", dir, filename);
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long file_length = 0;
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FILE* file = NULL;
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file = fopen(path_buffer, "rb");
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if (file) {
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fseek(file, 0, SEEK_END);
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file_length = ftell(file);
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fseek(file, 0, SEEK_SET);
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*buf = calloc(file_length, sizeof(char));
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assert (*buf);
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fread (*buf, 1, file_length, file);
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fclose(file);
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return true;
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}
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return false;
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}
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void init_shaders() {
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static const char* shader_search_paths[] = {
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"./data/shaders/",
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"../data/shaders/",
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NULL};
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bool found = false;
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int search_index = 0;
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char* frag_buffer = NULL;
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char* vert_buffer = NULL;
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while (shader_search_paths[search_index] != NULL) {
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const char* dir = shader_search_paths[search_index];
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static char path_buf[1024];
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long length;
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if (vert_buffer == NULL) {
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try_read_file (dir, gDefaultShader.vert_fname, &vert_buffer);
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}
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if (frag_buffer == NULL) {
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try_read_file (dir, gDefaultShader.frag_fname, &frag_buffer);
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}
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if ((vert_buffer != NULL) && (frag_buffer != NULL)) {
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srshader_load (&gDefaultShader, vert_buffer, frag_buffer);
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free (vert_buffer);
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vert_buffer = NULL;
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free (frag_buffer);
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frag_buffer = NULL;
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break;
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}
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search_index++;
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}
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if (gDefaultShader.program_id == 0) {
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gLog ("Error: could not load default shader!");
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}
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}
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void init_debug_meshes() {
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assert(gCoordFrameMesh.nvertices == 0);
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gCoordFrameMesh.nvertices = 6;
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srvrtxdata coord_frame_vertices[] = {
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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{1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255},
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{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}};
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GLuint coord_frame_indices[] = {0, 1, 1, 2, 3, 4};
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glGenBuffers(1, &gCoordFrameMesh.vertex_buffer_id);
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glBindBuffer(GL_ARRAY_BUFFER, gCoordFrameMesh.vertex_buffer_id);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(coord_frame_vertices),
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coord_frame_vertices,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenBuffers(1, &gCoordFrameMesh.index_buffer_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.index_buffer_id);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(coord_frame_indices),
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coord_frame_indices,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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};
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//
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@ -95,7 +244,8 @@ void init_debug_meshes () {
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srndr* srndr_create() {
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srndr* result = calloc(1, sizeof(srndr));
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init_debug_meshes();
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init_shaders();
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init_debug_meshes();
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return result;
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}
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@ -109,13 +259,9 @@ void srview_get_output_texture(srview* sv, GLuint* texture) {
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*texture = sv->mColorTexture;
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}
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void srview_set_proj(srview* sv, simd4x4f proj) {
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sv->proj = proj;
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}
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void srview_set_proj(srview* sv, simd4x4f proj) { sv->proj = proj; }
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void srview_set_view(srview* sv, simd4x4f view) {
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sv->view = view;
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}
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void srview_set_view(srview* sv, simd4x4f view) { sv->view = view; }
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void srview_update_framebuffer(srview* sv) {
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glGenFramebuffers(1, &sv->mFrameBufferId);
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@ -202,15 +348,11 @@ void srview_set_size(srview* sv, int width, int height) {
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return;
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}
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gLog("Setting size to %d, %d", width, height);
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sv->width = width;
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sv->height = height;
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srview_cleanup_framebuffer(sv);
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srview_update_framebuffer(sv);
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gLog("Color texture = %d", sv->mColorTexture);
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}
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srview* srview_create() {
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@ -225,12 +367,86 @@ void srview_destroy(srview* sv) {
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free(sv);
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}
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void srndr_run_frame_command(const srcmd* cmd) {
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glBindBuffer(GL_ARRAY_BUFFER, gCoordFrameMesh.vertex_buffer_id);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0,
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4,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)0
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);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 4)
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);
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// Attribute 2: texture coordinates
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(
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2,
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2,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 7)
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);
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// Attribute 3: color
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(
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3,
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4,
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GL_UNSIGNED_BYTE,
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GL_TRUE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 9)
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);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.index_buffer_id);
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glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, (void*)0);
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}
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void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, sview->mFrameBufferId);
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glViewport(0, 0, sview->width, sview->height);
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glClearColor(1.f, 0.f, 1.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(gDefaultShader.program_id);
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GLint view_mat_loc = glGetUniformLocation(gDefaultShader.program_id, "uViewMatrix");
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assert (view_mat_loc != -1);
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glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, &sview->view);
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GLint proj_mat_loc = glGetUniformLocation(gDefaultShader.program_id, "uProjectionMatrix");
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assert (proj_mat_loc != -1);
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glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, &sview->proj);
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GLint model_mat_loc = glGetUniformLocation(gDefaultShader.program_id, "uModelMatrix");
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assert (model_mat_loc != -1);
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for (int i = 0; i < scmdbuf->ncmds; i++) {
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const srcmd* cmd = &scmdbuf->cmds[i];
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glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, &cmd->mat);
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switch (cmd->type) {
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case SRndrCmdTypeFrame:
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srndr_run_frame_command(cmd);
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break;
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default:
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gLog("Invalid command type %d at index %d", cmd->type, i);
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break;
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}
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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@ -238,23 +454,21 @@ void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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//
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// Render Commands
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//
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srcmdbuf* srcmdbuf_create (unsigned int size_max) {
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srcmdbuf* result = malloc (sizeof (srcmdbuf));
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result->ncmds = size_max;
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result->idx = 0;
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result->cmds = calloc (sizeof (srcmd), size_max);
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srcmdbuf* srcmdbuf_create(unsigned int size_max) {
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srcmdbuf* result = malloc(sizeof(srcmdbuf));
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result->ncmds = size_max;
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result->idx = 0;
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result->cmds = calloc(sizeof(srcmd), size_max);
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return result;
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return result;
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}
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void srcmdbuf_clear (srcmdbuf* cmdbuf) {
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cmdbuf->idx = 0;
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}
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void srcmdbuf_clear(srcmdbuf* cmdbuf) { cmdbuf->idx = 0; }
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srcmd* srcmd_create (srcmdbuf* cmdbuf) {
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if (cmdbuf->idx == cmdbuf->ncmds) {
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gLog ("Warning: number of render commands maxed out!");
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return NULL;
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}
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return &(cmdbuf->cmds[cmdbuf->idx++]);
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srcmd* srcmd_create(srcmdbuf* cmdbuf) {
|
||||
if (cmdbuf->idx == cmdbuf->ncmds) {
|
||||
gLog("Warning: number of render commands maxed out!");
|
||||
return NULL;
|
||||
}
|
||||
return &(cmdbuf->cmds[cmdbuf->idx++]);
|
||||
}
|
||||
|
|
|
@ -56,9 +56,12 @@ static void opengl_error_callback(
|
|||
GLsizei length,
|
||||
const GLchar* message,
|
||||
const void* userParam) {
|
||||
gLog ("OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s",
|
||||
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
|
||||
type, severity, message );
|
||||
gLog(
|
||||
"OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s",
|
||||
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
|
||||
type,
|
||||
severity,
|
||||
message);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -156,26 +159,31 @@ void DoRender() {
|
|||
// Render Output
|
||||
ImGui::Begin("Render Output");
|
||||
|
||||
// Update the view
|
||||
// Update the view
|
||||
const ImVec2 content_avail = ImGui::GetContentRegionAvail();
|
||||
srview_set_size(gView, content_avail.x, content_avail.y);
|
||||
simd4x4f view;
|
||||
simd4x4f proj;
|
||||
simd4x4f_identity (&view);
|
||||
simd4x4f_identity (&proj);
|
||||
srview_set_view(gView, view);
|
||||
srview_set_view(gView, proj);
|
||||
simd4x4f view;
|
||||
simd4x4f proj;
|
||||
simd4x4f_translation(&view, 0.1f, 0.1f, -0.1f);
|
||||
simd4x4f_lookat(
|
||||
&view,
|
||||
simd4f_create(1.f, 1.f, 1.f, 1.f),
|
||||
simd4f_create(0.f, 0.f, 0.f, 1.f),
|
||||
simd4f_create(0.f, 1.f, 0.f, 1.f));
|
||||
simd4x4f_ortho(&proj, -5.0f, 5.0f, -5.0f, 5.0f, -5.0f, 5.0f);
|
||||
srview_set_view(gView, view);
|
||||
srview_set_proj(gView, proj);
|
||||
|
||||
// Populate render commands
|
||||
srcmdbuf_clear(gRndrCmds);
|
||||
srcmd* cmd = srcmd_create (gRndrCmds);
|
||||
cmd->type = SRndrCmdTypeFrame;
|
||||
simd4x4f_identity(&cmd->mat);
|
||||
cmd->color = simd4f_create (1.f, 1.f, 1.f, 1.f);
|
||||
// Populate render commands
|
||||
srcmdbuf_clear(gRndrCmds);
|
||||
srcmd* cmd = srcmd_create(gRndrCmds);
|
||||
cmd->type = SRndrCmdTypeFrame;
|
||||
simd4x4f_identity(&cmd->mat);
|
||||
cmd->color = simd4f_create(1.f, 1.f, 1.f, 1.f);
|
||||
|
||||
// Perform the actual render
|
||||
// Perform the actual render
|
||||
srndr_render(gRndr, gView, gRndrCmds);
|
||||
GLuint view_texture;
|
||||
GLuint view_texture;
|
||||
srview_get_output_texture(gView, &view_texture);
|
||||
|
||||
ImGui::Image(
|
||||
|
@ -267,6 +275,7 @@ int main(void) {
|
|||
|
||||
gRndr = srndr_create();
|
||||
gView = srview_create();
|
||||
gRndrCmds = srcmdbuf_create(1024);
|
||||
|
||||
while (!glfwWindowShouldClose(gWindow)) {
|
||||
frame_counter++;
|
||||
|
|
Loading…
Reference in New Issue