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//
// Created by webpigeon on 23/10/2021.
//
#include <fggl/ecs3/fast/Container.h>
namespace fggl::ecs3 {
std::ostream& operator<<(std::ostream& out, RecordIdentifier const& curr) {
out << "record(";
for (int i=0; i<curr.count; i++) {
out << i;
if ( i != curr.count-1) {
out << ",";
}
}
out << ")";
return out;
}
std::size_t Container::create() {
ensure(m_size + 1);
auto pos = m_size++;
// setup entry
for (std::size_t i = 0; i < m_identifier.count; ++i) {
auto compMeta = m_types.meta(m_identifier.types[i]);
auto offset = offsets[i] + (pos * compMeta->size());
auto compPtr = backingStore + offset;
compMeta->construct(compPtr);
}
return pos;
}
void Container::remove(std::size_t pos) {
// cleanup entry
for (std::size_t i = 0; i < m_identifier.count; ++i) {
auto compMeta = m_types.meta(m_identifier.types[i]);
auto offset = offsets[i] + (pos * compMeta->size());
auto compPtr = backingStore + offset;
compMeta->destroy(compPtr);
}
// if we're not the last one, swap places
if (pos != m_size - 1) {
move(pos, *this, m_size - 1);
}
m_size--;
}
void Container::move(std::size_t newPos, Container &oldContainer, std::size_t oldPos) {
for (std::size_t i = 0; i < m_identifier.count; ++i) {
auto thisComp = m_identifier.types[i];
auto compMeta = m_types.meta(thisComp);
auto newPtr = backingStore + (offsets[i] + (newPos * compMeta->size()));
auto oldPtr = oldContainer.data_raw(thisComp) + (oldPos * compMeta->size());
compMeta->move(oldPtr, newPtr);
compMeta->destroy(oldPtr);
}
}
std::size_t Container::expand(Container &other, std::size_t otherPos, component_type_t newComp) {
ensure(m_size + 1);
auto pos = m_size++;
for (std::size_t i = 0; i < m_identifier.count; ++i) {
auto thisComp = m_identifier.types[i];
auto compMeta = m_types.meta(thisComp);
auto newPtr = backingStore + (offsets[i] + (pos * compMeta->size()));
if (newComp != thisComp) {
// we're moving the component
auto oldPtr = other.data_raw(thisComp) + (otherPos * compMeta->size());
compMeta->move(oldPtr, newPtr);
} else {
// this is the new comp
compMeta->construct(newPtr);
}
}
// remove the old entity
other.remove(otherPos);
return pos;
}
void Container::contract(Container &other, std::size_t otherPos) {
ensure(m_size + 1);
auto pos = m_size++;
move(pos, other, otherPos);
for (std::size_t i = 0; i < m_identifier.count; ++i) {
auto thisComp = m_identifier.types[i];
auto compMeta = m_types.meta(thisComp);
auto newPtr = backingStore + (offsets[i] + (pos * compMeta->size()));
auto oldPtr = other.data_raw(thisComp) + (otherPos * compMeta->size());
compMeta->move(oldPtr, newPtr);
}
other.remove(otherPos);
}
void Container::ensure(std::size_t size) {
if (size < m_capacity) {
return;
}
std::size_t required = 0;
for (std::size_t i = 0; i < m_identifier.count; i++) {
auto meta = m_types.meta(m_identifier.types[i]);
required += meta->size() * size;
}
auto *newBacking = new unsigned char[required];
std::size_t newOffsets[RecordIdentifier::MAX_COMPS];
std::size_t currOffset = 0;
// bulk copy routine
for (std::size_t cid = 0; cid < m_identifier.count; ++cid) {
auto compMeta = m_types.meta(m_identifier.types[cid]);
newOffsets[cid] = currOffset;
compMeta->bulkMove(
backingStore + offsets[cid],
newBacking + newOffsets[cid],
m_size);
currOffset += size * compMeta->size();
}
// swap the backing store and cleanup the old one
auto *tmp = backingStore;
backingStore = newBacking;
delete[] tmp;
// update size info
std::memcpy(offsets, newOffsets, m_identifier.count * sizeof(std::size_t));
m_capacity = size;
}
}
//
// Created by webpigeon on 23/10/2021.
//
#include <fggl/ecs3/module/module.h>
namespace fggl::ecs3 {
// default empty implementions
void Module::onUpdate() {}
void Module::onFrameStart() {}
void Module::onFrameEnd() {}
}
//
// Created by webpigeon on 23/10/2021.
//
#include <fggl/ecs3/prototype/world.h>
target_sources(fggl
PRIVATE
loader/loader.cpp
module.cpp
)
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 24/07/22.
//
#include "fggl/entity/loader/loader.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/scenes/game.hpp"
namespace fggl::entity {
auto load_scene(assets::Loader* /*loader*/, const assets::AssetID& /*asset*/, const assets::LoaderContext& data, void* ptr) -> assets::AssetRefRaw {
auto* gamePtr = (scenes::Game*)ptr;
auto filePath = data.assetPath;
// load assets
auto* entityFactory = gamePtr->owner().service<EntityFactory>();
auto nodes = YAML::LoadAllFromFile(filePath.c_str());
for (const auto& node : nodes) {
auto scene = node["scene"];
if ( !scene ) {
debug::warning("no scene node in YAML file...");
return nullptr;
}
// create and personalize
for (const auto& item : scene) {
// only safe if personalize is called BEFORE end of loop itr
auto personalize = [&entityFactory, &item, gamePtr](EntityManager& manager, const EntityID eid) {
for ( const auto& compConfig : item["components"]) {
auto compName = compConfig.first.as<fggl::util::GUID>();
auto& compInfo = entityFactory->getInfo(compName);
// setup config data
ComponentSpec spec;
spec.config = compConfig.second;
// re-run the factory with the modified arguments (might need to support a 'patch' function...)
compInfo.factory( spec, manager, eid, gamePtr->owner().services());
}
};
// finally, load the entity and trigger personalize
auto prefab = item["prefab"].as<fggl::util::GUID>();
auto entity = entityFactory->create(prefab, gamePtr->world(), personalize);
// metadata
if ( item["name"].IsDefined() ) {
gamePtr->world().setName(item["name"].as<std::string>(), entity);
}
if ( item["tags"].IsDefined() ) {
for ( auto tag : item["tags"] ) {
auto tagGuid = tag.as<fggl::util::GUID>();
gamePtr->world().addTag(entity, tagGuid);
}
}
}
}
return nullptr;
}
auto load_prototype(assets::Loader* /*loader*/, const assets::AssetID &/*guid*/, const assets::LoaderContext& data, EntityFactory* factory) -> assets::AssetRefRaw {
auto filePath = data.assetPath;
// We need to process the prototypes, and load them into the asset system.
auto nodes = YAML::LoadAllFromFile(filePath.c_str());
for (const auto &node : nodes) {
auto prefabs = node["prefabs"];
for (const auto &prefab : prefabs) {
auto name = prefab["name"].as<fggl::util::GUID>();
debug::info("found prefab: {}", name);
// set up the components
EntitySpec entity{};
entity.parent = prefab["parent"].as<fggl::util::GUID>(NO_PARENT);
for (const auto &compEntry : prefab["components"]) {
auto compId = compEntry.first.as<fggl::util::GUID>();
ComponentSpec compSpec{};
compSpec.config = compEntry.second;
entity.components[compId] = compSpec;
entity.ordering.push_back(compId);
debug::trace("prefab {} has component {}", name, compId);
}
if ( prefab["tags"].IsDefined() ) {
for ( const auto& tagNode : prefab["tags"] ) {
entity.tags.push_back( tagNode.as< util::GUID >() );
}
}
factory->define(name, entity);
}
}
return nullptr;
}
} // namespace fggl::entity
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// stateless component factories that are probably safe
//
#include "fggl/entity/module.hpp"
#include "fggl/math/types.hpp"
#include "fggl/scenes/game.hpp"
namespace fggl::entity {
void make_transform(const entity::ComponentSpec &spec, EntityManager &manager, const entity::EntityID entity, modules::Services &/*svc*/) {
auto &transform = manager.add<math::Transform>(entity);
//FIXME won't work for patching!
transform.origin(spec.get<math::vec3>("origin", math::VEC3_ZERO));
transform.euler(spec.get<math::vec3>("rotation", math::VEC3_ZERO));
transform.scale(spec.get<math::vec3>("scale", math::VEC3_ONES));
debug::trace("created transform for entity {}", (uint64_t) entity);
}
void install_component_factories(entity::EntityFactory *factory) {
factory->bind(math::Transform::guid, make_transform);
}
static auto is_scene(std::filesystem::path path) -> assets::AssetTypeID {
if ( path.extension() == ".yml" ) {
return ENTITY_SCENE;
}
return assets::INVALID_ASSET_TYPE;
}
auto get_scene_deps(const std::string& /*packName*/, std::filesystem::path /*packRoot*/, assets::ResourceRecord& rr) -> bool {
auto nodes = YAML::LoadAllFromFile( rr.m_path );
for ( auto& node : nodes ) {
auto scripts = node["scripts"];
if ( !scripts ) {
continue;
}
for (auto script : scripts) {
auto scriptName = script.as<std::string>();
auto scriptRef = assets::asset_from_user(scriptName, rr.m_pack);
rr.m_requires.push_back(scriptRef);
}
}
return true;
}
auto ECS::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == EntityFactory::service) {
auto *factory = services.create<EntityFactory>(services);
install_component_factories(factory);
// we are responsible for prefabs...
auto *assetLoader = services.get<assets::Loader>();
assetLoader->setFactory(ENTITY_PROTOTYPE, [factory](assets::Loader* loader, const assets::AssetID& a, assets::LoaderContext b, void* ptr) {
EntityFactory* facPtr = factory;
if ( ptr != nullptr ) {
facPtr = (EntityFactory*)ptr;
}
return load_prototype(loader, a, b, facPtr);
}, assets::LoadType::PATH);
assetLoader->setFactory(ENTITY_SCENE, load_scene, assets::LoadType::PATH);
// allow auto-detection
auto *checkin = services.get<assets::CheckinAdapted>();
checkin->setLoader(MIME_SCENE, assets::NEEDS_CHECKIN, is_scene);
checkin->setProcessor(MIME_SCENE, get_scene_deps);
return true;
}
return false;
}
}
\ No newline at end of file
# Sources
find_package( glfw3 REQUIRED )
find_package(glfw3 REQUIRED)
include(CMakePrintHelpers)
cmake_print_variables(GLFW_TARGETS)
target_link_libraries(fggl PUBLIC glfw::glfw )
target_link_libraries(fggl PUBLIC glfw fggl-glad)
target_sources(fggl
PRIVATE
window.cpp
input.cpp
PRIVATE
window.cpp
input.cpp
atlas.cpp
)
)
# OpenGL backend
add_subdirectory(ogl)
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include <fggl/gfx/atlas.hpp>
#include <fggl/math/types.hpp>
#include <array>
#include <vector>
#include <string>
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
......@@ -12,57 +23,56 @@
using Query = std::vector<fggl::gfx::Bounds2D>;
static void populate_stbrp_query(Query& query, std::vector<stbrp_rect>& data) {
for ( std::size_t i = 0; i < query.size(); i++ ) {
data.push_back({
(int)i,
query[i].size.x,
query[i].size.y,
0,
0,
0
});
}
static void populate_stbrp_query(Query &query, std::vector<stbrp_rect> &data) {
for (std::size_t i = 0; i < query.size(); i++) {
data.push_back({
(int) i,
query[i].size.x,
query[i].size.y,
0,
0,
0
});
}
}
static void unpack_stbrp_query(Query& query, std::vector<stbrp_rect>& data) {
for( const auto& rect : data ) {
query[ rect.id ].pos = { rect.x, rect.y };
}
static void unpack_stbrp_query(Query &query, std::vector<stbrp_rect> &data) {
for (const auto &rect : data) {
query[rect.id].pos = {rect.x, rect.y};
}
}
bool pack_iter(int width, int height, std::vector<stbrp_rect>& query) {
stbrp_node* tmp = new stbrp_node[width];
auto pack_iter(int width, int height, std::vector<stbrp_rect> &query) -> bool {
auto *tmp = new stbrp_node[width];
// setup context
stbrp_context context;
stbrp_init_target( &context, width, height, tmp, width );
// setup context
stbrp_context context;
stbrp_init_target(&context, width, height, tmp, width);
// see if it worked
auto result = stbrp_pack_rects( &context, query.data(), query.size() );
return result == 1;
// see if it worked
auto result = stbrp_pack_rects(&context, query.data(), query.size());
return result == 1;
}
namespace fggl::gfx {
bool pack(std::vector<Bounds2D>& pack){
// setup query structure
std::vector<stbrp_rect> query;
query.reserve( pack.size() );
populate_stbrp_query(pack, query);
// try packing into powers of 2, starting with 32, up to 4096
for ( int i=5; i <= 12; i++ ) {
int dim = i * i;
if ( pack_iter(dim, dim, query) ) {
unpack_stbrp_query(pack, query);
return true;
}
}
return false;
}
auto pack(std::vector<Bounds2D> &pack) -> bool {
// setup query structure
std::vector<stbrp_rect> query;
query.reserve(pack.size());
populate_stbrp_query(pack, query);
// try packing into powers of 2, starting with 32, up to 4096
for (int i = 5; i <= 12; i++) {
int dim = i * i;
if (pack_iter(dim, dim, query)) {
unpack_stbrp_query(pack, query);
return true;
}
}
return false;
}
} // namespace fggl::gfx
#include <fggl/gfx/input.hpp>
#include <cassert>
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include <bitset>
#include <iostream>
#include <fggl/gfx/input.hpp>
using fggl::gfx::Input;
Input::Input() : m_mouse_curr(), m_mouse_last(), m_joydata(), m_joysticks(), m_pad_last(), m_pad_curr() {
Input::Input() : m_mouse_curr(), m_mouse_last(), m_joysticks(), m_joydata(), m_pad_curr(), m_pad_last() {
clear();
}
......@@ -20,10 +30,10 @@ void Input::clear() {
m_mouse_last = m_mouse_curr;
// reset pad data
for ( auto& pad : m_pad_curr ) {
for (auto &pad : m_pad_curr) {
pad.present = false;
pad.buttons.reset();
for (float & axe : pad.axes){
for (float &axe : pad.axes) {
axe = 0.0F;
}
}
......@@ -43,15 +53,15 @@ void Input::mousePos(double x, double y) {
m_mouse_curr.cursor[1] = y;
}
double Input::cursorDeltaX() const {
auto Input::cursorDeltaX() const -> double {
return m_mouse_last.cursor[0] - m_mouse_curr.cursor[0];
}
double Input::cursorDeltaY() const {
auto Input::cursorDeltaY() const -> double {
return m_mouse_last.cursor[1] - m_mouse_curr.cursor[1];
}
const double* Input::mousePos() const {
auto Input::mousePos() const -> const double * {
return m_mouse_curr.scroll.data();
}
......@@ -60,78 +70,78 @@ void Input::mouseScroll(double deltaX, double deltaY) {
m_mouse_curr.scroll[1] = deltaY;
}
const double* Input::mouseScroll() const {
auto Input::mouseScroll() const -> const double * {
return m_mouse_curr.scroll.data();
}
double Input::scrollDeltaX() const {
auto Input::scrollDeltaX() const -> double {
return m_mouse_curr.scroll[0];
}
double Input::scrollDeltaY() const {
auto Input::scrollDeltaY() const -> double {
return m_mouse_curr.scroll[1];
}
void Input::mouseBtn(const MouseButton btn, bool state) {
if ( state ) {
if (state) {
m_mouse_curr.buttons |= btn;
} else {
m_mouse_curr.buttons &= ~btn;
}
}
bool Input::mouseDown(const MouseButton btn) const {
auto Input::mouseDown(const MouseButton btn) const -> bool {
return m_mouse_curr.buttons & btn;
}
bool Input::mousePressed(const MouseButton btn) const {
auto Input::mousePressed(const MouseButton btn) const -> bool {
return (m_mouse_curr.buttons & btn) && !(m_mouse_last.buttons & btn);
}
bool Input::mouseReleased(const MouseButton btn) const {
auto Input::mouseReleased(const MouseButton btn) const -> bool {
return !(m_mouse_curr.buttons & btn) && (m_mouse_last.buttons & btn);
}
void Input::joystickConnect(int id, Joystick &data){
void Input::joystickConnect(int id, Joystick &data) {
// joystick data is polled, so we need to call this every frame >.<
m_joysticks[id] = true;
m_joydata[id] = data;
}
void Input::joystickDisconnect( int id ){
void Input::joystickDisconnect(int id) {
// reset to empty joystick
m_joysticks[id] = false;
m_joydata[id] = Joystick();
}
bool Input::hasJoystick(int id) const {
auto Input::hasJoystick(int id) const -> bool {
return m_joysticks[id];
}
const fggl::gfx::Joystick& Input::joystick(int id) const {
auto Input::joystick(int id) const -> const fggl::gfx::Joystick & {
return m_joydata[id];
}
void Input::padState(int id, const PadState& state) {
void Input::padState(int id, const PadState &state) {
m_pad_curr[id] = state;
}
bool Input::padDown(int id, PadButton btn) {
return m_pad_curr[id].buttons[(int)btn];
auto Input::padDown(int id, PadButton btn) -> bool {
return m_pad_curr[id].buttons[(int) btn];
}
bool Input::padPressed(int id, PadButton btn) {
return m_pad_curr[id].buttons[(int)btn] && !m_pad_last[id].buttons[(int)btn];
auto Input::padPressed(int id, PadButton btn) -> bool {
return m_pad_curr[id].buttons[(int) btn] && !m_pad_last[id].buttons[(int) btn];
}
bool Input::padReleased(int id, PadButton btn) {
return !m_pad_curr[id].buttons[(int)btn] && m_pad_last[id].buttons[(int)btn];
auto Input::padReleased(int id, PadButton btn) -> bool {
return !m_pad_curr[id].buttons[(int) btn] && m_pad_last[id].buttons[(int) btn];
}
float Input::padAxis(int id, PadAxis axis) {
return m_pad_curr[id].axes[(int)axis];
auto Input::padAxis(int id, PadAxis axis) -> float {
return m_pad_curr[id].axes[(int) axis];
}
float Input::padAxisDelta(int id, PadAxis axis) {
return m_pad_last[id].axes[(int)axis] - m_pad_curr[id].axes[(int)axis];
auto Input::padAxisDelta(int id, PadAxis axis) -> float {
return m_pad_last[id].axes[(int) axis] - m_pad_curr[id].axes[(int) axis];
}
# Sources
target_sources(fggl
PRIVATE
backend.cpp
shader.cpp
renderer.cpp
types.cpp
)
# Math
# probably shouldn't be graphics dependent...
find_package( glm REQUIRED )
target_link_libraries(${PROJECT_NAME} PUBLIC glm::glm)
PRIVATE
backend.cpp
shader.cpp
renderer.cpp
types.cpp
)
# OpenGL Backend
if ( WIN32 )
message("There is a hack to make opengl detection work on windows, someone should look into this...")
find_package( opengl REQUIRED )
include_directories( ${OPENGL_INCLUDE_DIR} )
target_link_libraries(${PROJECT_NAME} PUBLIC opengl::opengl)
else()
find_package( OpenGL REQUIRED )
include_directories( ${OPENGL_INCLUDE_DIR} )
target_link_libraries(${PROJECT_NAME} PUBLIC OpenGL::OpenGL)
endif()
find_package(OpenGL REQUIRED)
if (MSVC)
target_link_libraries(${PROJECT_NAME} PUBLIC OpenGL::GL)
else ()
target_link_libraries(${PROJECT_NAME} PRIVATE OpenGL::OpenGL)
endif ()
# GLEW
find_package( glad CONFIG )
target_link_libraries(${PROJECT_NAME} PUBLIC glad::glad)
# FreeType
#find_package(Freetype REQUIRED )
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include <spdlog/spdlog.h>
#include <fggl/gfx/ogl/backend.hpp>
......
#include <fggl/util/service.h>
#include <spdlog/spdlog.h>
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/debug/logging.hpp"
#include "fggl/debug/pragmas.hpp"
#include "fggl/gfx/ogl/common.hpp"
#include "fggl/gfx/window.hpp"
#include "fggl/display/glfw/window.hpp"
#include <fggl/data/model.hpp>
#include <fggl/gfx/camera.hpp>
#include <fggl/gfx/ogl/renderer.hpp>
#include <fggl/gfx/paint.hpp>
#include <fggl/math/triangulation.hpp>
#include "fggl/data/model.hpp"
#include "fggl/gfx/ogl4/fallback.hpp"
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
......@@ -50,58 +63,51 @@ constexpr auto fggl_ogl_source(GLenum source) -> const char * {
constexpr auto static fggl_ogl_type(GLenum type) -> const char * {
switch (type) {
case GL_DEBUG_TYPE_ERROR: return "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "Deprecated Behaviour";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "Undefined Behaviour";
break;
case GL_DEBUG_TYPE_PERFORMANCE: return "Performance";
break;
case GL_DEBUG_TYPE_PORTABILITY: return "Portability";
break;
case GL_DEBUG_TYPE_MARKER: return "Marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP: return "Push Group";
break;
case GL_DEBUG_TYPE_POP_GROUP: return "Pop Group";
break;
default:
case GL_DEBUG_TYPE_OTHER: return "Other";
break;
}
assert(false);
return "unknown";
}
#ifndef _MSC_VER
#pragma clang diagnostic push
#pragma ide diagnostic ignored "bugprone-easily-swappable-parameters"
#endif
PRAGMA_DIAGNOSTIC_PUSH
#pragma ide diagnostic ignored "bugprone-easily-swappable-parameters"
constexpr const char *OGL_LOG_FMT{"[GL] {}, {}: [{}]: {}"};
void static fggl_ogl_to_spdlog(GLenum source, GLenum type, unsigned int msgId, GLenum severity, GLsizei /*length*/,
const char *message, const void * /*userParam*/) {
std::string fmt = "[GL] {}, {}: [{}]: {}";
void static GLAPIENTRY fggl_ogl_log(GLenum source,
GLenum type,
unsigned int msgId,
GLenum severity,
GLsizei /*length*/,
const char *message,
const void * /*userParam*/) {
const auto *const sourceStr = fggl_ogl_source(source);
const auto *const typeStr = fggl_ogl_type(type);
// table 20.3, GL spec 4.5
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH: spdlog::error(fmt, sourceStr, typeStr, msgId, message);
case GL_DEBUG_SEVERITY_HIGH: fggl::debug::error(OGL_LOG_FMT, sourceStr, typeStr, msgId, message);
break;
default:
case GL_DEBUG_SEVERITY_MEDIUM: spdlog::warn(fmt, sourceStr, typeStr, msgId, message);
case GL_DEBUG_SEVERITY_MEDIUM: fggl::debug::warning(OGL_LOG_FMT, sourceStr, typeStr, msgId, message);
break;
case GL_DEBUG_SEVERITY_LOW: spdlog::info(fmt, sourceStr, typeStr, msgId, message);
case GL_DEBUG_SEVERITY_LOW: fggl::debug::info(OGL_LOG_FMT, sourceStr, typeStr, msgId, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION: spdlog::debug(fmt, sourceStr, typeStr, msgId, message);
case GL_DEBUG_SEVERITY_NOTIFICATION: fggl::debug::debug(OGL_LOG_FMT, sourceStr, typeStr, msgId, message);
break;
}
}
#ifndef _MSC_VER
#pragma clang diagnostic pop
#endif
PRAGMA_DIAGNOSTIC_POP
}
/**
......@@ -123,43 +129,113 @@ namespace fggl::gfx {
using data::Mesh2D;
using data::Vertex2D;
OpenGL4Backend::OpenGL4Backend(const Window &owner) : fggl::gfx::Graphics() {
// initialise GLEW, or fail
// FIXME this binds the graphics stack to GLFW :'(
int version = gladLoadGLLoader( (GLADloadproc)glfwGetProcAddress );
static void setup_shaders(ShaderCache* cache) {
// FIXME this should not be hard-coded, it should be part of the scene loading process
cache->load(ShaderConfig::named("phong"));
cache->load(ShaderConfig::named("redbook/lighting"));
cache->load(ShaderConfig::named("redbook/debug"));
// debug shaders
cache->load(ShaderConfig::named("normals", true));
cache->load(ShaderConfig::named("debug"));
}
static void splat_checkerboard(GLuint* memory, unsigned int width = 128, unsigned int height = 128) {
int counter = 0;
auto colour = ogl4::TEX_CHECKER;
for ( auto i = 0u; i < width * height; ++i) {
memory[i] = ogl4::TEX_CHECKER;
counter++;
if (counter == 5) {
counter = 0;
colour = colour == ogl4::TEX_CHECKER ? ogl4::TEX_WHITE : ogl4::TEX_CHECKER;
}
}
}
static auto make_solid(uint8_t width, uint8_t height, GLuint colour) -> ogl::Image {
ogl::PixelDataArray data(ogl::PixelFormat::UNSIGNED_INT, width * height);
for ( auto i = 0u; i < width * height; ++i) {
data.ui[i] = colour;
}
return ogl::Image(
ogl::ImageFormat::RGBA,
{width, height},
std::move(data)
);
}
static void setup_fallback_texture(assets::AssetManager* assets) {
{
// generate the image
ogl::Image image(ogl::ImageFormat::RGBA, ogl::PixelFormat::UNSIGNED_INT, {128,128});
splat_checkerboard( image.data.ui );
// setup the texture
auto *fallback2D = new ogl::Texture(ogl::TextureType::Tex2D);
fallback2D->setData(ogl::InternalImageFormat::RedGreenBlueAlpha, image, ogl::PixelFormat::UNSIGNED_BYTE);
assets->set(ogl4::FALLBACK_TEX, fallback2D);
}
{
ogl::Image image = make_solid(128, 128, ogl4::TEX_WHITE);
auto *solid2D = new ogl::Texture(ogl::TextureType::Tex2D);
solid2D->setData(ogl::InternalImageFormat::RedGreenBlueAlpha, image);
assets->set(ogl4::SOLID_TEX, solid2D);
}
}
OpenGL4Backend::OpenGL4Backend(data::Storage *storage, gui::FontLibrary *fonts, assets::AssetManager *assets, GlFunctionLoader loader)
: fggl::gfx::Graphics(), m_canvasPipeline(nullptr), m_storage(storage) {
// load OpenGL context, or fail.
int version = gladLoadGLLoader(loader);
if (version == 0) {
printf("Failed to initialize OpenGL context\n");
debug::error("Failed to initialize OpenGL context\n");
return;
}
// OpenGL debug Support
GLint flags = 0;
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
if ( (flags & GL_CONTEXT_FLAG_DEBUG_BIT) == GL_CONTEXT_FLAG_DEBUG_BIT) { // NOLINT(hicpp-signed-bitwise)
spdlog::info("enabling OpenGL debug output");
if ((flags & GL_CONTEXT_FLAG_DEBUG_BIT) == GL_CONTEXT_FLAG_DEBUG_BIT) { // NOLINT(hicpp-signed-bitwise)
debug::info("enabling OpenGL debug output");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(fggl_ogl_to_spdlog, nullptr);
glDebugMessageCallback(fggl_ogl_log, nullptr);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
}
// setup the viewport based on the window's framebuffer
auto fbSize = owner.frameSize();
glViewport(0, 0, fbSize.x, fbSize.y);
//auto fbSize = owner.frameSize();
//glViewport(0, 0, fbSize.x, fbSize.y);
// setup the shader cache
auto &locator = util::ServiceLocator::instance();
auto storage = locator.get<data::Storage>();
m_cache = std::make_unique<ShaderCache>(storage);
m_cache = std::make_unique<ShaderCache>(m_storage);
setup_shaders(m_cache.get());
// setup 2D rendering system
ShaderConfig shader2DConfig = ShaderFromName("shader2D");
m_cache->load(shader2DConfig);
ShaderConfig shader3DConfig = ShaderFromName("phong");
m_cache->load(shader3DConfig);
ShaderConfig shader2DConfig = ShaderConfig::named("canvas");
m_canvasPipeline = m_cache->load(shader2DConfig);
if (m_canvasPipeline == nullptr) {
debug::error("failed to load shader2D - using fallback");
m_canvasPipeline = m_cache->get(ogl4::FALLBACK_CANVAS_PIPELINE);
}
// fallback textures
setup_fallback_texture(assets);
// rendering helpers
m_canvasRenderer = std::make_unique<ogl4::CanvasRenderer>();
m_modelRenderer = std::make_unique<ogl4::StaticModelRenderer>(m_cache.get());
m_canvasRenderer = std::make_unique<ogl4::CanvasRenderer>(fonts);
m_modelRenderer = std::make_unique<ogl4::StaticModelRenderer>(m_cache.get(), assets);
m_debugRenderer = std::make_unique<ogl4::DebugRenderer>(m_cache->getOrLoad(ShaderConfig::named("debug")));
if (m_debugRenderer) {
dd::initialize(m_debugRenderer.get());
}
};
void OpenGL4Backend::clear() {
......@@ -168,97 +244,40 @@ namespace fggl::gfx {
}
void OpenGL4Backend::draw2D(const gfx::Paint &paint) {
if ( !m_canvasRenderer ) {
if (!m_canvasRenderer) {
return;
}
auto shader2D = m_cache->get("shader2D");
m_canvasRenderer->render(shader2D, paint);
m_canvasRenderer->render(*m_canvasPipeline, paint);
}
void OpenGL4Backend::drawScene(ecs3::World &world) {
if ( m_modelRenderer ) {
m_modelRenderer->render(world);
void OpenGL4Backend::drawScene(entity::EntityManager &world, bool debugMode) {
if (m_modelRenderer) {
m_modelRenderer->render(world, debugMode);
}
}
void OpenGL4Backend::resize(int width, int height) {
glViewport(0, 0, width, height);
}
// TODO(webpigeon): this shouldn't be hard-coded
constexpr glm::vec3 DEFAULT_LIGHTPOS = glm::vec3(20.0F, 20.0F, 15.0F);
void MeshRenderer::render(fggl::ecs3::World &ecs, ecs3::entity_t camera, float dt) {
if (camera == ecs::NULL_ENTITY) {
spdlog::warn("tried to render a scene, but no camera exists!");
return;
}
auto entities = ecs.findMatching<GlRenderToken>();
if (entities.empty()) {
spdlog::warn("asked to render, but no entities are renderable");
return;
}
total += dt;
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
// camera logic
auto *const camTransform = ecs.get<math::Transform>(camera);
auto *const camComp = ecs.get<gfx::Camera>(camera);
glm::mat4 proj = glm::perspective(camComp->fov, camComp->aspectRatio,
camComp->nearPlane, camComp->farPlane);
glm::mat4 view =
glm::lookAt(camTransform->origin(), camComp->target, camTransform->up());
// lighting
glm::vec3 lightPos = DEFAULT_LIGHTPOS;
// TODO(webpigeon): better performance if grouped by vao first
// TODO(webpigeon): the nvidia performance presentation said I shouldn't use uniforms for large data
for (auto &entity : entities) {
const auto &transform = ecs.get<fggl::math::Transform>(entity);
const auto &mesh = ecs.get<GlRenderToken>(entity);
glm::mat4 model = transform->model();
// model = glm::rotate(model, glm::radians(total/2048.0f * 360.0f),
//glm::vec3(0.0f,1.0f,0.0f));
auto shader = mesh->pipeline;
glUseProgram(shader);
if (m_debugRenderer) {
auto cameras = world.find<gfx::Camera>();
if (cameras.empty()) {
return;
}
glUniformMatrix4fv(glGetUniformLocation(shader, "model"), 1, GL_FALSE,
glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shader, "view"), 1, GL_FALSE,
glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shader, "projection"), 1, GL_FALSE,
glm::value_ptr(proj));
auto cameraEnt = cameras.front();
// lighting
GLint lightID = glGetUniformLocation(shader, "lightPos");
if (lightID != -1) {
glUniform3fv(lightID, 1, glm::value_ptr(lightPos));
}
const auto &camTransform = world.get<math::Transform>(cameraEnt);
const auto &camComp = world.get<gfx::Camera>(cameraEnt);
glBindVertexArray(mesh->vao);
const math::mat4 projectionMatrix =
glm::perspective(camComp.fov, camComp.aspectRatio, camComp.nearPlane, camComp.farPlane);
const math::mat4 viewMatrix = glm::lookAt(camTransform.origin(), camComp.target, camTransform.up());
m_debugRenderer->mvpMatrix = projectionMatrix * viewMatrix;
if (mesh->renderType == GlRenderType::triangle_strip) {
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(mesh->restartVertex);
}
glDrawElements(mesh->renderType, mesh->idxSize, GL_UNSIGNED_INT,
reinterpret_cast<void *>(mesh->idxOffset));
if (mesh->renderType == GlRenderType::triangle_strip) {
glDisable(GL_PRIMITIVE_RESTART);
}
dd::flush();
}
}
glBindVertexArray(0);
void OpenGL4Backend::resize(int width, int height) {
glViewport(0, 0, width, height);
}
} // namespace fggl::gfx
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/gfx/ogl/types.hpp"
#include <fggl/gfx/ogl/shader.hpp>
#include "fggl/gfx/ogl4/fallback.hpp"
#include <iostream>
#include <fstream>
#include <vector>
#include <spdlog/spdlog.h>
using namespace fggl::gfx;
namespace fggl::gfx {
bool ShaderCache::compileShader(const std::string& fname, GLuint sid) {
std::string source;
bool result = m_storage->load(fggl::data::Data, fname, &source);
if ( !result ) {
spdlog::warn("could not load shader source from disk: {}", fname.c_str());
return false;
}
auto ShaderCache::compileShaderFromSource(const std::string &source, GLuint sid) -> bool {
// upload and compile shader
const char *src = source.c_str();
glShaderSource(sid, 1, &src, nullptr);
glCompileShader(sid);
// upload and compile shader
const auto *src_cstr = (const GLchar *)source.c_str();
glShaderSource(sid, 1, &src_cstr, 0);
glCompileShader(sid);
// check it worked
GLint compiled = GL_FALSE;
glGetShaderiv(sid, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
// check it worked
GLint compiled = GL_FALSE;
glGetShaderiv(sid, GL_COMPILE_STATUS, &compiled);
if ( compiled == GL_FALSE ) {
GLint maxLength = 0;
glGetShaderiv(sid, GL_INFO_LOG_LENGTH, &maxLength);
char *infoLog = new char[maxLength];
glGetShaderInfoLog(sid, maxLength, &maxLength, infoLog);
GLint maxLength = 0;
glGetShaderiv(sid, GL_INFO_LOG_LENGTH, &maxLength);
char* infoLog = new char[maxLength];
glGetShaderInfoLog(sid, maxLength, &maxLength, infoLog);
spdlog::warn("could not compile shader source: {}", infoLog);
delete[] infoLog;
return false;
}
spdlog::warn("could not compile shader, '{}': {}", fname, infoLog);
delete[] infoLog;
return true;
}
return false;
auto ShaderCache::readAndCompileShader(const std::string &filename, GLuint shader) -> bool {
std::string source;
bool result = m_storage->load(fggl::data::Data, filename, &source);
if (!result) {
spdlog::warn("could not load shader source from disk: {}", filename.c_str());
return false;
}
return compileShaderFromSource(source, shader);
}
return true;
}
ShaderCache::ShaderCache(fggl::data::Storage *storage) : m_storage(storage), m_shaders(), m_binary(true) {
ShaderCache::ShaderCache(std::shared_ptr<fggl::data::Storage> storage) : m_storage(storage), m_shaders(), m_binary(true) {
if (!GLAD_GL_ARB_get_program_binary) {
spdlog::warn("the graphics card doesn support shader caching, disabling");
m_binary = false;
} else {
// debug - disable shader cache
m_binary = false;
}
if ( !GLAD_GL_ARB_get_program_binary ) {
spdlog::warn("the graphics card doesn support shader caching, disabling");
m_binary = false;
if (GLAD_GL_ARB_shading_language_include) {
setupIncludes();
}
initFallbackPipelines();
}
}
void ShaderCache::setupIncludes() {
auto root = m_storage->resolvePath(data::StorageType::Data, "include");
auto paths = m_storage->findResources(root, ".glsl");
bool ShaderCache::loadFromDisk(GLuint pid, const ShaderConfig& config) {
for (auto &path : paths) {
std::string source;
m_storage->load(fggl::data::Data, path.string(), &source);
BinaryCache cache;
auto fname = "shader_" + config.name + ".bin";
bool status = m_storage->load( fggl::data::Cache, fname, &cache );
auto relPath = std::filesystem::relative(path, root);
const auto relPathStr = "/" + relPath.string();
glNamedStringARB(GL_SHADER_INCLUDE_ARB, -1, relPathStr.c_str(), -1, source.c_str());
}
if ( !status ) {
spdlog::info("cached shader '{}' could not be loaded from disk", config.name);
return false;
}
bool result = cacheLoad(pid, &cache);
std::free(cache.data);
return result;
}
auto ShaderCache::loadFromDisk(GLuint pid, const std::string &pipelineName) -> bool {
void ShaderCache::saveToDisk(GLuint pid, const ShaderConfig& config) {
BinaryCache cache;
auto fname = "shader_" + pipelineName + ".bin";
bool status = m_storage->load(fggl::data::Cache, fname, &cache);
BinaryCache cache;
cacheSave(pid, &cache);
if (!status) {
spdlog::info("cached shader '{}' could not be loaded from disk", pipelineName);
return false;
}
auto fname = "shader_" + config.name + ".bin";
m_storage->save( fggl::data::Cache, fname, &cache);
}
bool result = cacheLoad(pid, &cache);
std::free(cache.data);
return result;
}
void ShaderCache::saveToDisk(GLuint pid, const std::string &pipelineName) {
BinaryCache cache;
cacheSave(pid, &cache);
GLuint ShaderCache::getOrLoad(const ShaderConfig& config) {
try {
return m_shaders.at(config.name);
} catch ( std::out_of_range& e) {
return load(config);
auto fname = "shader_" + pipelineName + ".bin";
m_storage->save(fggl::data::Cache, fname, &cache);
}
}
GLuint ShaderCache::get(const std::string& name) {
return m_shaders.at(name);
}
auto ShaderCache::getOrLoad(const ShaderConfig &config) -> ShaderCache::ShaderPtr {
try {
return m_shaders.at(config.name);
} catch (std::out_of_range &e) {
return load(config);
}
}
auto ShaderCache::get(const std::string &name) -> ShaderCache::ShaderPtr {
auto itr = m_shaders.find(name);
if ( itr != m_shaders.end() ){
return itr->second;
}
return nullptr;
}
GLuint ShaderCache::load(const ShaderConfig& config) {
auto ShaderCache::load(const ShaderConfig &config) -> ShaderCache::ShaderPtr {
spdlog::debug("starting shader program generation for {}", config.name);
spdlog::debug("starting shader program generation for {}", config.name);
GLuint pid = glCreateProgram();
GLuint pid = glCreateProgram();
if (m_binary) {
// if we have support for shader cache, give that a go
bool worked = loadFromDisk(pid, config.name);
if (worked) {
auto shader = std::make_shared<ogl::Shader>(pid);
m_shaders[config.name] = shader;
return shader;
}
if ( m_binary ) {
// if we have support for shader cache, give that a go
bool worked = loadFromDisk(pid, config);
if ( worked ) {
m_shaders[config.name] = pid;
return pid;
spdlog::debug("could not use cached shader for '{}', doing full compile.", config.name);
}
spdlog::debug("could not use cached shader for '{}', doing full compile.", config.name);
}
// TODO actual shader loading
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
readAndCompileShader(config.vertex, vertShader);
glAttachShader(pid, vertShader);
// TODO actual shader loading
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
compileShader(config.vertex, vertShader);
glAttachShader(pid, vertShader);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
readAndCompileShader(config.fragment, fragShader);
glAttachShader(pid, fragShader);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
compileShader(config.fragment, fragShader);
glAttachShader(pid, fragShader);
GLuint geomShader = 0;
if (config.hasGeom) {
geomShader = glCreateShader(GL_GEOMETRY_SHADER);
readAndCompileShader(config.geometry, geomShader);
glAttachShader(pid, geomShader);
}
GLuint geomShader;
if ( config.hasGeom ) {
geomShader = glCreateShader(GL_GEOMETRY_SHADER);
compileShader( config.geometry, geomShader );
glAttachShader(pid, geomShader);
}
glLinkProgram(pid);
glDetachShader(pid, vertShader);
glDetachShader(pid, fragShader);
glLinkProgram(pid);
glDetachShader(pid, vertShader);
glDetachShader(pid, fragShader);
if (config.hasGeom) {
glDetachShader(pid, geomShader);
}
if ( config.hasGeom ) {
glDetachShader(pid, geomShader);
}
GLint linked = GL_FALSE;
glGetProgramiv(pid, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
// get the error
std::array<char, 512> infoLog;
glGetProgramInfoLog(pid, infoLog.size(), nullptr, infoLog.data());
spdlog::warn("linking shader program '{}' failed: {}", config.name, infoLog.data());
// cleanup
glDeleteProgram(pid);
glDeleteShader(vertShader);
glDeleteShader(fragShader);
if (config.hasGeom) {
glDeleteShader(geomShader);
}
GLint linked = GL_FALSE;
glGetProgramiv(pid, GL_LINK_STATUS, &linked);
if ( linked == GL_FALSE ) {
// get the error
std::array<char, 512> infoLog;
glGetProgramInfoLog(pid, infoLog.size(), nullptr, infoLog.data());
spdlog::warn("linking shader program '{}' failed: {}", config.name, infoLog.data());
// cleanup
glDeleteProgram( pid );
glDeleteShader( vertShader );
glDeleteShader( fragShader );
if ( config.hasGeom ) {
glDeleteShader( geomShader );
return nullptr;
}
return false;
}
if ( m_binary ) {
saveToDisk(pid, config);
if (m_binary) {
saveToDisk(pid, config.name);
}
// update the cache and return
auto shaderPtr = std::make_shared<ogl::Shader>(pid);
m_shaders[config.name] = shaderPtr;
return shaderPtr;
}
// update the cache and return
m_shaders[ config.name ] = pid;
return pid;
}
auto ShaderCache::load(const ShaderSources &sources, bool allowBinaryCache) -> ShaderCache::ShaderPtr {
void ShaderCache::cacheSave(GLuint pid, BinaryCache* cache) {
GLsizei length;
glGetProgramiv(pid, GL_PROGRAM_BINARY_LENGTH, &length);
spdlog::debug("starting shader program generation for {}", sources.name);
cache->data = std::malloc(length);
cache->size = length;
GLuint pid = glCreateProgram();
glGetProgramBinary(pid, length, &cache->size, &cache->format, cache->data);
}
if (m_binary && allowBinaryCache) {
// if we have support for shader cache, give that a go
bool worked = loadFromDisk(pid, sources.name);
if (worked) {
auto shader = std::make_shared<ogl::Shader>(pid);
m_shaders[sources.name] = shader;
return shader;
}
bool ShaderCache::cacheLoad(GLuint pid, const BinaryCache* cache) {
if ( !m_binary ) {
return false;
}
glProgramBinary(pid, cache->format, cache->data, cache->size);
spdlog::debug("could not use cached shader for '{}', doing full compile.", sources.name);
}
// check it loaded correctly
GLint status = GL_FALSE;
glGetProgramiv(pid, GL_LINK_STATUS, &status);
return status == GL_TRUE;
}
// TODO actual shader loading
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
compileShaderFromSource(sources.vertexSource, vertShader);
glAttachShader(pid, vertShader);
template<>
bool fggl::data::fggl_deserialize(std::filesystem::path &data, fggl::gfx::BinaryCache *out) {
auto f =
#ifdef _MSC_VER
_wfopen(data.c_str(), L"r");
#else
std::fopen( data.c_str(), "r");
#endif
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
compileShaderFromSource(sources.fragmentSource, fragShader);
glAttachShader(pid, fragShader);
if ( f == nullptr ) {
spdlog::warn("could not load cached shader, fp was null");
return false;
}
GLuint geomShader = INVALID_SHADER_ID;
if (!sources.geometrySource.empty()) {
geomShader = glCreateShader(GL_GEOMETRY_SHADER);
compileShaderFromSource(sources.geometrySource, geomShader);
glAttachShader(pid, geomShader);
}
auto rsize = std::fread( &out->format, sizeof(GLenum), 1, f);
if ( rsize != 1 ) {
spdlog::warn("could not load cached shader: type read failed");
std::fclose(f);
return false;
glLinkProgram(pid);
glDetachShader(pid, vertShader);
glDetachShader(pid, fragShader);
if (geomShader != INVALID_SHADER_ID) {
glDetachShader(pid, geomShader);
}
GLint linked = GL_FALSE;
glGetProgramiv(pid, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
// get the error
std::array<char, 512> infoLog{};
glGetProgramInfoLog(pid, infoLog.size(), nullptr, infoLog.data());
spdlog::warn("linking shader program '{}' failed: {}", sources.name, infoLog.data());
// cleanup
glDeleteProgram(pid);
glDeleteShader(vertShader);
glDeleteShader(fragShader);
if (geomShader != INVALID_SHADER_ID) {
glDeleteShader(geomShader);
}
return nullptr;
}
if (m_binary && allowBinaryCache) {
saveToDisk(pid, sources.name);
}
// update the cache and return
m_shaders[sources.name] = std::make_shared<ogl::Shader>(pid);
return m_shaders[sources.name];
}
out->size = 0;
rsize = std::fread( &out->size, sizeof(GLsizei), 1, f);
if ( rsize != 1 ) {
spdlog::warn("could not load cached shader: size read failed");
std::fclose(f);
return false;
void ShaderCache::cacheSave(GLuint pid, BinaryCache *cache) {
GLsizei length;
glGetProgramiv(pid, GL_PROGRAM_BINARY_LENGTH, &length);
cache->data = std::malloc(length);
cache->size = length;
glGetProgramBinary(pid, length, &cache->size, &cache->format, cache->data);
}
out->data = std::malloc(out->size);
auto readSize = std::fread( out->data, out->size, 1, f );
auto ShaderCache::cacheLoad(GLuint pid, const BinaryCache *cache) -> bool {
if (!m_binary) {
return false;
}
glProgramBinary(pid, cache->format, cache->data, cache->size);
auto result = true;
if ( readSize != 1 ) {
spdlog::warn("could not load cached shader: reading failed!");
std::free( out->data );
result = false;
// check it loaded correctly
GLint status = GL_FALSE;
glGetProgramiv(pid, GL_LINK_STATUS, &status);
return status == GL_TRUE;
}
void ShaderCache::initFallbackPipelines() {
// canvas fallback pipeline
load({
.name = ogl4::FALLBACK_CANVAS_PIPELINE,
.vertexSource = ogl4::FALLBACK_CANVAS_VERTEX_SHADER,
.fragmentSource = ogl4::FALLBACK_CANVAS_FRAGMENT_SHADER,
.geometrySource = ""
}, false);
}
std::fclose(f);
return result;
}
#include <iostream>
#include <fstream>
template<>
auto fggl::data::fggl_deserialize(std::filesystem::path &data, fggl::gfx::BinaryCache *out) -> bool {
auto* f =
#ifdef _MSC_VER
_wfopen(data.c_str(), L"r");
#else
std::fopen(data.c_str(), "r");
#endif
if (f == nullptr) {
spdlog::warn("could not load cached shader, fp was null");
return false;
}
auto rsize = std::fread(&out->format, sizeof(GLenum), 1, f);
if (rsize != 1) {
spdlog::warn("could not load cached shader: type read failed");
std::fclose(f);
return false;
}
out->size = 0;
rsize = std::fread(&out->size, sizeof(GLsizei), 1, f);
if (rsize != 1) {
spdlog::warn("could not load cached shader: size read failed");
std::fclose(f);
return false;
}
out->data = std::malloc(out->size);
auto readSize = std::fread(out->data, out->size, 1, f);
auto result = true;
if (readSize != 1) {
spdlog::warn("could not load cached shader: reading failed!");
std::free(out->data);
result = false;
}
std::fclose(f);
return result;
}
template<>
bool fggl::data::fggl_deserialize(std::filesystem::path& data, std::string *out) {
auto fggl::data::fggl_deserialize(std::filesystem::path &data, std::string *out) -> bool {
std::ifstream ifs(data);
out->assign( (std::istreambuf_iterator<char>(ifs)),
(std::istreambuf_iterator<char>()) );
out->assign((std::istreambuf_iterator<char>(ifs)),
(std::istreambuf_iterator<char>()));
return true;
}
template<>
bool fggl::data::fggl_serialize(std::filesystem::path &data, const fggl::gfx::BinaryCache *out) {
auto fggl::data::fggl_serialize(std::filesystem::path &data, const fggl::gfx::BinaryCache *out) -> bool {
// try and write
auto f =
auto *f =
#ifdef _MSC_VER
_wfopen( data.c_str(), L"w");
_wfopen( data.c_str(), L"w");
#else
std::fopen( data.c_str(), "w");
#endif
std::fopen(data.c_str(), "w");
#endif
if ( f == nullptr ){
if (f == nullptr) {
return false;
}
std::fwrite( &out->format, sizeof(GLenum), 1, f);
std::fwrite( &out->size, sizeof(GLsizei), 1, f);
std::fwrite( out->data, out->size, 1, f);
std::fwrite(&out->format, sizeof(GLenum), 1, f);
std::fwrite(&out->size, sizeof(GLsizei), 1, f);
std::fwrite(out->data, out->size, 1, f);
std::fclose(f);
std::free( out->data );
std::free(out->data);
return true;
}
/*
* ${license.title}
* Copyright (C) 2022 ${license.owner}
* ${license.mailto}
* This file is part of FGGL.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/gfx/ogl/types.hpp"
......@@ -46,12 +40,12 @@ namespace fggl::gfx::ogl {
release();
}
VertexArray::VertexArray(VertexArray &&other) noexcept : m_obj(other.m_obj) {
VertexArray::VertexArray(VertexArray &&other) noexcept: m_obj(other.m_obj) {
other.m_obj = 0;
}
VertexArray &VertexArray::operator=(VertexArray &&other) {
if ( this != &other ){
auto VertexArray::operator=(VertexArray &&other) -> VertexArray & {
if (this != &other) {
release();
std::swap(m_obj, other.m_obj);
}
......@@ -63,76 +57,81 @@ namespace fggl::gfx::ogl {
m_obj = 0;
}
void VertexArray::setAttribute(const ArrayBuffer& buff, GLuint idx, AttributeF& attr) {
assert( 0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert( 1 <= attr.elmCount && attr.elmCount <= 4);
assert( buff.isValid() );
void VertexArray::setAttribute(const ArrayBuffer &buff, GLuint idx, AttributeF &attr) {
assert(0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert(1 <= attr.elmCount && attr.elmCount <= 4);
assert(buff.isValid());
#ifndef FGGL_GL_I_BOUND
bind();
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
bind();
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
#endif
glEnableVertexAttribArray(idx);
glVertexAttribPointer( idx, attr.elmCount, (GLenum)attr.attrType, GL_FALSE, attr.stride, (void*)attr.offset);
glVertexAttribPointer(idx, attr.elmCount, (GLenum) attr.attrType, GL_FALSE, attr.stride, (void *) attr.offset);
#ifndef FGGL_GL_I_BOUND
unbind_buffer(&boundVertexArray, buff);
unbind_buffer(&boundVertexArray, buff);
#endif
}
void VertexArray::setAttribute(const ArrayBuffer& buff, GLuint idx, AttributeI& attr, bool normalized) {
assert( 0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert( 1 <= attr.elmCount && attr.elmCount <= 4);
assert( buff.isValid() );
void VertexArray::setAttribute(const ArrayBuffer &buff, GLuint idx, AttributeI &attr, bool normalized) {
assert(0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert(1 <= attr.elmCount && attr.elmCount <= 4);
assert(buff.isValid());
#ifndef FGGL_GL_I_BOUND
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
#endif
glVertexAttribPointer(idx, attr.elmCount, (GLenum)attr.attrType, (GLboolean)normalized, attr.stride, (void*)attr.offset);
glVertexAttribPointer(idx,
attr.elmCount,
(GLenum) attr.attrType,
(GLboolean) normalized,
attr.stride,
(void *) attr.offset);
#ifndef FGGL_GL_I_BOUND
unbind_buffer(&boundVertexArray, buff);
unbind_buffer(&boundVertexArray, buff);
#endif
}
void VertexArray::setAttributeI(const ArrayBuffer& buff, GLuint idx, AttributeI& attr) {
assert( 0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert( 1 <= attr.elmCount && attr.elmCount <= 4);
assert( buff.isValid() );
void VertexArray::setAttributeI(const ArrayBuffer &buff, GLuint idx, AttributeI &attr) {
assert(0 <= idx && idx < GL_MAX_VERTEX_ATTRIBS);
assert(1 <= attr.elmCount && attr.elmCount <= 4);
assert(buff.isValid());
#ifndef FGGL_GL_I_BOUND
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
GLuint boundVertexArray = 0;
bind_buffer(&boundVertexArray, buff);
#endif
glVertexAttribIPointer( idx, attr.elmCount, (GLenum)attr.attrType, attr.stride, (void*)attr.offset);
glVertexAttribIPointer(idx, attr.elmCount, (GLenum) attr.attrType, attr.stride, (void *) attr.offset);
#ifndef FGGL_GL_I_BOUND
unbind_buffer(&boundVertexArray, buff);
unbind_buffer(&boundVertexArray, buff);
#endif
}
void VertexArray::drawElements(const ElementBuffer &buff, Primative drawType, std::size_t size) {
void VertexArray::drawElements(const ElementBuffer &buff, Primitive drawType, std::size_t size) {
bind();
#ifndef FGGL_I_BOUND
GLuint boundElementArray = 0;
bind_buffer(&boundElementArray, buff);
GLuint boundElementArray = 0;
bind_buffer(&boundElementArray, buff);
#endif
glDrawElements( (GLenum)drawType, (GLsizei)size, GL_UNSIGNED_INT, nullptr );
glDrawElements((GLenum) drawType, (GLsizei) size, GL_UNSIGNED_INT, nullptr);
#ifndef FGGL_I_BOUND
unbind_buffer(&boundElementArray, buff);
unbind_buffer(&boundElementArray, buff);
#endif
}
void VertexArray::draw(Primative drawType, int first, std::size_t count) {
glDrawArrays( (GLenum)drawType, first, count);
void VertexArray::draw(Primitive drawType, int first, std::size_t count) {
glDrawArrays((GLenum) drawType, first, count);
}
} // namespace fggl::gfx::ogl
\ No newline at end of file
# Sources
target_sources(fggl
PRIVATE
canvas.cpp
models.cpp
)
PRIVATE
setup.cpp
canvas.cpp
models.cpp
debug.cpp
meshes.cpp
module.cpp
)
/*
* ${license.title}
* Copyright (C) 2022 ${license.owner}
* ${license.mailto}
* This file is part of FGGL.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/gfx/ogl/common.hpp"
......@@ -26,32 +20,30 @@
#include <glm/gtc/type_ptr.hpp>
#include "fggl/math/triangulation.hpp"
#include "fggl/util/service.h"
#include "fggl/gui/fonts.hpp"
#include "fggl/gfx/windowing.hpp"
#define FGGL_OPENGL_CORRECTNESS
namespace fggl::gfx::ogl4 {
static void make_box( gfx::Path2D& path, glm::vec2 topLeft, glm::vec2 bottomRight ) {
path.moveTo( { topLeft.x, topLeft.y } );
path.pathTo( { bottomRight.x, topLeft.y } );
path.pathTo( { bottomRight.x, bottomRight.y } );
path.pathTo( { topLeft.x, bottomRight.y } );
path.pathTo( { topLeft.x, topLeft.y } );
static void make_box(gfx::Path2D &path, glm::vec2 topLeft, glm::vec2 bottomRight) {
path.moveTo({topLeft.x, topLeft.y});
path.pathTo({bottomRight.x, topLeft.y});
path.pathTo({bottomRight.x, bottomRight.y});
path.pathTo({topLeft.x, bottomRight.y});
path.pathTo({topLeft.x, topLeft.y});
}
inline static void add_mesh_triangle(data::Mesh2D& mesh, const std::vector<data::Vertex2D>& verts) {
assert( verts.size() == 3);
for( const auto& vert : verts ) {
inline static void add_mesh_triangle(data::Mesh2D &mesh, const std::vector<data::Vertex2D> &verts) {
assert(verts.size() == 3);
for (const auto &vert : verts) {
auto idx = mesh.add_vertex(vert);
mesh.add_index(idx);
}
}
static void convert_to_mesh(const gfx::Paint& paint, data::Mesh2D& mesh) {
static void convert_to_mesh(const gfx::Paint &paint, data::Mesh2D &mesh) {
for (const auto &cmd : paint.cmds()) {
auto path = cmd.path;
......@@ -91,16 +83,17 @@ namespace fggl::gfx::ogl4 {
}
}
CanvasRenderer::CanvasRenderer() :
CanvasRenderer::CanvasRenderer(fggl::gui::FontLibrary *fonts) :
m_bounds({0.0F, 1920.F, 1080.0F, 0.0F}),
m_fonts(fonts),
m_fontTex(ogl::TextureType::Tex2D) {
m_vao.bind();
#ifdef FGGL_GL_I_BOUND
// user will handle binding themselves usually, so attribute won't bind itself.
// which means it's our problem right now...
GLuint originalVertexList;
ogl::bind_buffer( &originalVertexList, m_vertexList );
// user will handle binding themselves usually, so attribute won't bind itself.
// which means it's our problem right now...
GLuint originalVertexList;
ogl::bind_buffer( &originalVertexList, m_vertexList );
#endif
// define our attributes
......@@ -114,19 +107,19 @@ namespace fggl::gfx::ogl4 {
m_vao.setAttribute(m_vertexList, 2, texAttr);
#ifdef FGGL_GL_I_BOUND
// cool, rebind whatever happened before, or not
ogl::unbind_buffer( &originalVertexList, m_vertexList );
// cool, rebind whatever happened before, or not
ogl::unbind_buffer( &originalVertexList, m_vertexList );
#endif
glBindVertexArray(0);
}
void CanvasRenderer::renderShapes (const gfx::Paint& paint, GLuint shader) {
void CanvasRenderer::renderShapes(const gfx::Paint &paint, ogl::Shader& shader) {
data::Mesh2D mesh;
convert_to_mesh(paint, mesh);
// nothing to render? give up
if ( mesh.indexList.empty() ){
if (mesh.indexList.empty()) {
return;
}
......@@ -136,63 +129,65 @@ namespace fggl::gfx::ogl4 {
m_indexList.replace(mesh.indexList.size(), mesh.indexList.data());
// draw
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// FIXME: this should be abstracted into the shader class
glUseProgram( shader );
auto projMat = glm::ortho(m_bounds.left, m_bounds.right, m_bounds.bottom, m_bounds.top);
glUniformMatrix4fv(glGetUniformLocation( shader, "projection"), 1, GL_FALSE,
glm::value_ptr(projMat));
shader.use();
shader.setUniformMtx(shader.uniform("projection"), projMat);
m_vao.drawElements(m_indexList, ogl::Primative::TRIANGLE, mesh.indexList.size());
glUseProgram( 0 );
// draw elements
m_vao.drawElements(m_indexList, ogl::Primitive::TRIANGLE, mesh.indexList.size());
// cleanup
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
// slow version
void CanvasRenderer::renderText(const Paint& paint, GLuint shader) {
if ( paint.textCmds().empty() ){
void CanvasRenderer::renderText(const Paint &paint, ogl::Shader& shader) {
if (paint.textCmds().empty()) {
return;
}
// get the expected font
auto fontFactory = util::ServiceLocator::instance().get<gui::FontLibrary>();
std::shared_ptr<gui::FontFace> face = fontFactory->getFont("LiberationSans-Regular.ttf");
if ( face == nullptr ){
std::shared_ptr<gui::FontFace> face = m_fonts->getDefaultFont();
if (face == nullptr) {
// we don't know about that font...
return;
}
// setup the shader
glUseProgram( shader );
auto projMat = glm::ortho(0.0f, 1920.0f, 1080.0f, 0.f);
glUniformMatrix4fv(glGetUniformLocation( shader, "projection"), 1, GL_FALSE,
glm::value_ptr(projMat));
// set up the shader
shader.use();
auto projMat = glm::ortho(0.0F, 1920.0F, 1080.0F, 0.F);
shader.setUniformMtx(shader.uniform("projection"), projMat);
// bind the vbo we'll use for writing
m_vao.bind();
// setup the openGL state we expect for rendering
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
// set up the openGL state we expect for rendering
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// for each text string, attempt to render it
for ( const auto& textCmd : paint.textCmds() ) {
for (const auto &textCmd : paint.textCmds()) {
const auto label = textCmd.text;
math::vec2 penPos(textCmd.pos);
for ( auto letter : label ) {
ogl::Image img{};
img.format = ogl::ImageFormat::R;
img.type = ogl::PixelFormat::UNSIGNED_BYTE;
// set up a non-owning holder for the characters
data::Texture2D tex;
tex.channels = 1;
for (auto letter : label) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
face->texture(letter, img.size.x, img.size.y, &img.data);
m_fontTex.setData(ogl::InternalImageFormat::Red, img);
face->texture(letter, tex.size.x, tex.size.y, &tex.data);
m_fontTex.setData(ogl::InternalImageFormat::Red, &tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
......@@ -200,32 +195,33 @@ namespace fggl::gfx::ogl4 {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
m_fontTex.bind(1);
glUniform1i( glGetUniformLocation(shader, "tex"), 1);
shader.setUniformI(shader.uniform("tex"), 1);
// this is why this is called the slow version, we render each quad as a single call
auto& metrics = face->metrics(letter);
float xPos = penPos.x + metrics.bearing.x;
float yPos = (penPos.y - metrics.bearing.y);
float w = metrics.size.x;
float h = metrics.size.y;
const math::vec3 texCol{ 1.0f, 1.0f, 1.0f};
auto &metrics = face->metrics(letter);
const float xPos = penPos.x + metrics.bearing.x;
const float yPos = (penPos.y - metrics.bearing.y);
const float w = metrics.size.x;
const float h = metrics.size.y;
std::array<data::Vertex2D, 6> verts{{
{{xPos, yPos + h}, texCol, {0.0F, 1.0F}},
{{xPos, yPos}, texCol, {0.0F, 0.0F}},
{{xPos + w, yPos}, texCol, {1.0F, 0.0F}},
{{xPos, yPos + h}, texCol, {0.0F, 1.0F}},
{{xPos + w, yPos}, texCol, {1.0F, 0.0F}},
{{xPos + w, yPos + h}, texCol, {1.0F, 1.0F}},
{{xPos, yPos + h}, textCmd.colour, {0.0F, 1.0F}},
{{xPos, yPos}, textCmd.colour, {0.0F, 0.0F}},
{{xPos + w, yPos}, textCmd.colour, {1.0F, 0.0F}},
{{xPos, yPos + h}, textCmd.colour, {0.0F, 1.0F}},
{{xPos + w, yPos}, textCmd.colour, {1.0F, 0.0F}},
{{xPos + w, yPos + h}, textCmd.colour, {1.0F, 1.0F}},
}};
m_vertexList.replace(verts.size(), verts.data());
m_vao.bind();
m_vao.draw(ogl::Primative::TRIANGLE, 0, verts.size());
m_vao.draw(ogl::Primitive::TRIANGLE, 0, verts.size());
penPos.x += (metrics.advance >> 6 );
penPos.x += (metrics.advance >> 6);
}
// textures assume they own their contained data, we need to make sure we clear it
tex.data = nullptr;
}
glDisable(GL_BLEND);
......@@ -283,7 +279,7 @@ namespace fggl::gfx::ogl4 {
glUseProgram( 0 );
}*/
void CanvasRenderer::render(GLuint shader, const gfx::Paint &paint) {
void CanvasRenderer::render(ogl::Shader& shader, const gfx::Paint &paint) {
renderShapes(paint, shader);
renderText(paint, shader);
}
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 30/05/22.
//
#include "fggl/debug/draw.hpp"
#include "fggl/gfx/ogl/types.hpp"
#include "fggl/gfx/ogl4/debug.hpp"
#include <cassert>
#include <utility>
namespace fggl::gfx::ogl4 {
DebugRenderer::DebugRenderer(std::shared_ptr<ogl::Shader> shader) :
mvpMatrix(1.0F),
m_lineShader(std::move(shader)),
m_lineShaderMVP(m_lineShader->uniform("u_MvpMatrix")) {
// define our attributes
auto posAttr = ogl::attribute<dd::DrawVertex, math::vec3>(0);
auto colAttr = ogl::attribute<dd::DrawVertex, math::vec3>(sizeof(float) * 3);
// bind the attributes to the vao
m_lineVao.setAttribute(m_lineVbo, 0, posAttr);
m_lineVao.setAttribute(m_lineVbo, 1, colAttr);
}
void DebugRenderer::drawLineList(const dd::DrawVertex *lines, int count, bool depthEnabled) {
assert(lines != nullptr);
assert(count > 0 && count <= DEBUG_DRAW_VERTEX_BUFFER_SIZE);
m_lineVao.bind();
m_lineShader->use();
m_lineShader->setUniformMtx(m_lineShaderMVP, mvpMatrix);
if (depthEnabled) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
m_lineVbo.bind();
m_lineVbo.replace<dd::DrawVertex>(count, lines);
m_lineVao.draw(ogl::Primitive::LINE, 0, count);
glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
} // namespace fggl::gfx::ogl4
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "fggl/gfx/ogl4/meshes.hpp"
#include "fggl/gfx/phong.hpp"
#include "fggl/data/texture.hpp"
//
// Created by webpigeon on 22/10/22.
//
namespace fggl::gfx::ogl4 {
static auto setup_array_buffer(std::shared_ptr<ogl::VertexArray> &vao,
const std::vector<mesh::Vertex3D> &data) -> std::shared_ptr<ogl::ArrayBuffer> {
// upload the data to the GPU
auto buff = std::make_shared<ogl::ArrayBuffer>();
buff->write(data.size() * sizeof(mesh::Vertex3D), data.data(), ogl::BufUsage::STATIC_DRAW);
// set up the vertex attributes
auto posAttr = ogl::attribute<mesh::Vertex3D, math::vec3>(offsetof(mesh::Vertex3D, position));
auto normalAttr = ogl::attribute<mesh::Vertex3D, math::vec3>(offsetof(mesh::Vertex3D, normal));
auto colAttr = ogl::attribute<mesh::Vertex3D, math::vec3>(offsetof(mesh::Vertex3D, colour));
auto texAttr = ogl::attribute<mesh::Vertex3D, math::vec2>(offsetof(mesh::Vertex3D, texPos));
vao->setAttribute(*buff, 0, posAttr);
vao->setAttribute(*buff, 1, normalAttr);
vao->setAttribute(*buff, 2, colAttr);
vao->setAttribute(*buff, 3, texAttr);
return buff;
}
static auto setup_index_buffer(const std::vector<uint32_t>& data) -> std::shared_ptr<ogl::ElementBuffer> {
auto elementBuffer = std::make_shared<ogl::ElementBuffer>();
elementBuffer->write(data.size() * sizeof(uint32_t),
data.data(), ogl::BufUsage::STATIC_DRAW);
return elementBuffer;
}
void setup_material(const std::shared_ptr<ogl::Shader>& shader, const PhongMaterial* material) {
if ( !shader->hasUniform("material.ambient") ) {
return;
}
// setup material block
shader->setUniformF(shader->uniform("material.emission"), material->emission);
shader->setUniformF(shader->uniform("material.ambient"), material->ambient);
shader->setUniformF(shader->uniform("material.diffuse"), material->diffuse);
shader->setUniformF(shader->uniform("material.specular"), material->specular);
//shader->setUniformF(shader->uniform("material.shininess"), material->shininess);
}
void setup_material(const std::shared_ptr<ogl::Shader>& shader, const Material* material) {
if ( shader->hasUniform("material.diffuse") ) {
// setup material block
// shader->setUniformF(shader->uniform("material.emission"), material->emission);
// shader->setUniformF(shader->uniform("material.ambient"), material->ambient);
shader->setUniformF(shader->uniform("material.diffuse"), material->m_diffCol);
shader->setUniformF(shader->uniform("material.specular"), material->m_specCol);
}
// setup diffuse texture
if (material->m_diffuse != nullptr) {
material->m_diffuse->bind(0);
if (shader->hasUniform("diffuseTexture")) {
shader->setUniformI(shader->uniform("diffuseTexture"), 0);
}
}
// setup specular texture
if (material->m_specular != nullptr) {
material->m_specular->bind(1);
if (shader->hasUniform("specularTexture")) {
shader->setUniformI(shader->uniform("specularTexture"), 1);
}
}
//shader->setUniformF(shader->uniform("material.shininess"), material->shininess);
}
void MeshData::draw(std::shared_ptr<ogl::Shader> shader) const {
vao->bind();
vertexData->bind();
if ( material != nullptr ) {
setup_material(shader, material);
} else {
debug::info("no material is active, cannot bind textures!");
}
if ( drawInfo.restartIndex != ogl::NO_RESTART_IDX) {
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex( drawInfo.restartIndex );
}
vao->drawElements(*elements, drawInfo.mode, elementCount);
if ( drawInfo.restartIndex != ogl::NO_RESTART_IDX ) {
glDisable(GL_PRIMITIVE_RESTART);
}
}
void StaticMultiMesh::draw() const {
for ( const auto& mesh : meshes ) {
mesh.draw(pipeline);
}
}
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const DirectionalLight* light) {
assert( light != nullptr );
if ( !shader->hasUniform("light.direction") ) {
fggl::debug::warning("asked for directional lighting, but shader does not support!");
return;
}
shader->setUniformF( shader->uniform("light.direction"), light->position);
shader->setUniformF( shader->uniform("light.ambient"), light->ambient);
shader->setUniformF( shader->uniform("light.diffuse"), light->diffuse);
shader->setUniformF( shader->uniform("light.specular"), light->specular);
}
void setup_lighting(const std::shared_ptr<ogl::Shader>& shader, const math::mat4& viewMatrix, const math::Transform& camTransform, const math::Transform& transform, math::vec3 lightPos) {
if (shader->hasUniform("lightPos")) {
shader->setUniformF(shader->uniform("lightPos"), lightPos);
}
if ( !shader->hasUniform("lights[0].isEnabled") ) {
return;
}
bool local = true;
shader->setUniformI(shader->uniform("lights[0].isEnabled"), 1);
shader->setUniformI(shader->uniform("lights[0].isLocal"), local);
shader->setUniformI(shader->uniform("lights[0].isSpot"), 0);
shader->setUniformF(shader->uniform("lights[0].constantAttenuation"), 5.0F);
shader->setUniformF(shader->uniform("lights[0].linearAttenuation"), 0.0F);
shader->setUniformF(shader->uniform("lights[0].quadraticAttenuation"), 0.0F);
shader->setUniformF(shader->uniform("Strength"), 0.6F);
if (!local) {
lightPos = glm::normalize(lightPos);
auto viewDir = glm::normalize(camTransform.origin() - transform.origin());
auto halfVector = glm::normalize(lightPos + viewDir);
shader->setUniformF(shader->uniform("lights[0].halfVector"), halfVector);
shader->setUniformF(shader->uniform("EyeDirection"), viewDir);
shader->setUniformF(shader->uniform("lights[0].position"), lightPos);
} else {
auto camModelView = (viewMatrix * camTransform.model() * math::vec4(0.0F, 0.0F, 0.0F, 1.0F));
auto modelModelView = (viewMatrix * transform.model() * math::vec4(0.0F, 0.0F, 0.0F, 1.0F));
math::vec3 viewDir = glm::normalize(camModelView - modelModelView);
shader->setUniformF(shader->uniform("EyeDirection"), viewDir);
shader->setUniformF(shader->uniform("lights[0].position"),
math::vec3(viewMatrix * math::vec4(lightPos, 1.0F)));
}
shader->setUniformF(shader->uniform("lights[0].ambient"), {0.0F, 0.5F, 0.0F});
shader->setUniformF(shader->uniform("lights[0].colour"), {0.5F, 0.5F, 0.5F});
}
static auto upload_texture( assets::AssetID name, assets::AssetManager* manager ) -> ogl::Texture* {
debug::info("loading texture: {}", name.get());
auto uploadedTex = assets::make_asset_id_rt("ogl", std::to_string(name.get()) );
auto* texture = manager->get<ogl::Texture>( uploadedTex );
if ( texture != nullptr ) {
return texture;
}
// get the texture data we plan to load
auto *textureData = manager->get<data::Texture2D>(name);
// create a texture
texture = new ogl::Texture(ogl::TextureType::Tex2D);
texture->setData( ogl::InternalImageFormat::RedGreenBlue, textureData);
return manager->set(uploadedTex, texture);
}
static auto get_fallback_material(assets::AssetManager* manager) -> Material* {
auto* fallback = manager->get<Material>(FALLBACK_MAT);
if ( fallback != nullptr ) {
return fallback;
}
auto* mat = new Material();
mat->m_diffCol = FALLBACK_COLOUR;
mat->m_specCol= FALLBACK_COLOUR;
mat->m_diffuse = manager->get<ogl::Texture>(FALLBACK_TEX);
mat->m_specular = manager->get<ogl::Texture>(FALLBACK_TEX);
mat->m_normals = manager->get<ogl::Texture>(SOLID_TEX);
return manager->set(FALLBACK_MAT, mat);
}
static auto upload_material( assets::AssetID name, assets::AssetManager* manager ) -> Material* {
auto* meshMaterial = manager->get<mesh::Material>(name);
if ( meshMaterial == nullptr ){
debug::error("attempted to load material {}, but did not exist!", name.get());
return get_fallback_material(manager);
}
auto uploadedMat = assets::make_asset_id_rt("ogl", std::to_string(name.get()) );
auto* material = manager->get<Material>( uploadedMat );
if ( material != nullptr ) {
return material;
}
material = new Material();
material->m_diffCol = meshMaterial->diffuse;
material->m_specCol = meshMaterial->specular;
// do we have a diffuse texture?
if ( !meshMaterial->diffuseTextures.empty() ) {
material->m_diffuse = upload_texture(meshMaterial->getPrimaryDiffuse(), manager);
} else {
material->m_diffuse = manager->get<ogl::Texture>( ogl4::SOLID_TEX );
}
// do we have a normal Texture?
if ( !meshMaterial->normalTextures.empty() ) {
material->m_normals = upload_texture(meshMaterial->getPrimaryNormals(), manager);
} else {
material->m_normals = manager->get<ogl::Texture>( ogl4::SOLID_TEX );
}
// do we have a specular texture?
if ( !meshMaterial->specularTextures.empty() ) {
material->m_specular = upload_texture(meshMaterial->getPrimarySpecular(), manager);
} else {
material->m_specular = manager->get<ogl::Texture>( ogl4::SOLID_TEX );
}
return manager->set( uploadedMat, material);
}
auto upload_mesh(const mesh::Mesh3D& rawMesh, assets::AssetManager* manager) -> MeshData {
auto vao = std::make_shared<ogl::VertexArray>();
return {
.vao = vao,
.elements = setup_index_buffer( rawMesh.indices ),
.vertexData = setup_array_buffer(vao, rawMesh.data ),
.elementCount = rawMesh.indices.size(),
.drawInfo = { .mode = ogl::Primitive::TRIANGLE },
.material = upload_material( rawMesh.material, manager )
};
}
auto upload_multi_mesh(const mesh::MultiMesh3D& rawMesh, assets::AssetManager* manager) -> std::vector<MeshData> {
std::vector<MeshData> gpuMeshes;
for (const auto& mesh : rawMesh.meshes) {
gpuMeshes.push_back( upload_mesh(mesh, manager) );
}
return gpuMeshes;
}
}
/*
* ${license.title}
* Copyright (C) 2022 ${license.owner}
* ${license.mailto}
* This file is part of FGGL.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
......@@ -23,15 +17,19 @@
//
#include "fggl/gfx/ogl4/models.hpp"
#include "fggl/data/heightmap.h"
#include "fggl/gfx/ogl4/meshes.hpp"
#include "fggl/data/heightmap.hpp"
#include "fggl/data/texture.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/gfx/camera.hpp"
#include <spdlog/spdlog.h>
#include "fggl/gfx/phong.hpp"
namespace fggl::gfx::ogl4 {
static std::shared_ptr<ogl::ArrayBuffer> setupArrayBuffer(std::shared_ptr<ogl::VertexArray>& vao,
std::vector<data::Vertex>& data) {
static auto setup_array_buffer(std::shared_ptr<ogl::VertexArray> &vao,
const std::vector<data::Vertex> &data) -> std::shared_ptr<ogl::ArrayBuffer> {
auto buff = std::make_shared<ogl::ArrayBuffer>();
buff->write(data.size() * sizeof(data::Vertex), data.data(), ogl::BufUsage::STATIC_DRAW);
......@@ -40,148 +38,210 @@ namespace fggl::gfx::ogl4 {
auto normalAttr = ogl::attribute<data::Vertex, math::vec3>(offsetof(data::Vertex, normal));
auto colAttr = ogl::attribute<data::Vertex, math::vec3>(offsetof(data::Vertex, colour));
vao->setAttribute( *buff.get(), 0, posAttr );
vao->setAttribute( *buff.get(), 1, normalAttr );
vao->setAttribute( *buff.get(), 3, colAttr );
vao->setAttribute(*buff, 0, posAttr);
vao->setAttribute(*buff, 1, normalAttr);
vao->setAttribute(*buff, 2, colAttr);
return buff;
}
static std::shared_ptr<ogl::ElementBuffer> setupIndexBuffer(std::shared_ptr<ogl::VertexArray>& vao,
std::vector<uint32_t>& data) {
static auto setup_index_buffer(std::shared_ptr<ogl::VertexArray> &vao,
const std::vector<uint32_t> &data) -> std::shared_ptr<ogl::ElementBuffer> {
auto elementBuffer = std::make_shared<ogl::ElementBuffer>();
elementBuffer->write(data.size() * sizeof(uint32_t),
data.data(), ogl::BufUsage::STATIC_DRAW);
return elementBuffer;
}
static void setupComponent(StaticModel* modelComp, std::shared_ptr<ogl::Shader>& shader, data::Mesh& mesh) {
auto vao = std::make_shared< ogl::VertexArray >();
auto meshBuffer = setupArrayBuffer(vao, mesh.vertexList());
auto elementBuffer = setupIndexBuffer(vao, mesh.indexList());
static void setup_component(StaticModel &modelComp, std::shared_ptr<ogl::Shader> &shader, data::Mesh &mesh) {
auto vao = std::make_shared<ogl::VertexArray>();
auto meshBuffer = setup_array_buffer(vao, mesh.vertexList());
auto elementBuffer = setup_index_buffer(vao, mesh.indexList());
// set up the element attributes
modelComp->vao = vao;
modelComp->vertexData = meshBuffer;
modelComp->elements = elementBuffer;
modelComp->pipeline = shader;
modelComp->elementCount = mesh.indexCount();
modelComp->drawType = ogl::Primative::TRIANGLE;
modelComp.vao = vao;
modelComp.vertexData = meshBuffer;
modelComp.elements = elementBuffer;
modelComp.pipeline = shader;
modelComp.elementCount = mesh.indexCount();
modelComp.drawType = ogl::Primitive::TRIANGLE;
}
void StaticModelRenderer::resolveModels(ecs3::World &world) {
// FIXME: this needs something reactive or performance will suck.
auto renderables = world.findMatching<data::StaticMesh>();
for (auto& renderable : renderables){
auto currModel = world.get<StaticModel>( renderable );
if ( currModel != nullptr ){
continue;
}
auto StaticModelRenderer::uploadMesh(assets::AssetID guid, const data::Mesh &mesh, bool allowCache) -> StaticModel* {
assert( m_assets != nullptr );
auto* meshComp = world.get<data::StaticMesh>(renderable);
auto* modelComp = world.add<StaticModel>(renderable);
setupComponent(modelComp, m_phong, meshComp->mesh);
// no active model, we need to resolve/load one.
spdlog::info("looks like {} needs a static mesh", renderable);
// if the asset has already been uploaded, we don't need to do anything
if ( allowCache && m_assets->has(guid) ) {
m_assets->require(guid);
return m_assets->get<StaticModel>(guid);
}
// terrain
auto terrain = world.findMatching<data::HeightMap>();
for (auto& renderable : terrain){
auto currModel = world.get<StaticModel>( renderable );
if ( currModel != nullptr ){
continue;
}
// the asset does not exist, we need to upload it
auto* modelAsset = new StaticModel();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertexData = setup_array_buffer(modelAsset->vao, mesh.vertexList());
modelAsset->elements = setup_index_buffer(modelAsset->vao, mesh.indexList());
modelAsset->elementCount = mesh.indexCount();
modelAsset->drawType = ogl::Primitive::TRIANGLE;
// if caching is enabled, then use the cache
if ( allowCache ) {
m_assets->set(guid, modelAsset);
}
auto* heightmap = world.get<data::HeightMap>(renderable);
data::Mesh heightMapMesh{};
data::generateHeightMesh(heightmap, heightMapMesh);
return modelAsset;
}
auto* modelComp = world.add<StaticModel>(renderable);
setupComponent(modelComp, m_phong, heightMapMesh);
/*MeshData* StaticModelRenderer::uploadMesh(assets::AssetGUID guid, const mesh::Mesh3D &mesh, bool allowCache) {
assert( m_assets != nullptr );
// we know this is a triangle strip with a restart vertex...
// FIXME the model should be telling us this...
modelComp->drawType = ogl::Primative::TRIANGLE_STRIP;
modelComp->restartIndex = heightMapMesh.restartVertex;
// if the asset has already been uploaded, we don't need to do anything
if ( allowCache && m_assets->has(guid) ) {
m_assets->require(guid);
return m_assets->get<MeshData>(guid);
}
// no active model, we need to resolve/load one.
spdlog::info("looks like heightmap, {} needs a static mesh", renderable);
// the asset does not exist, we need to upload it
auto* modelAsset = new MeshData();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertexData = setupArrayBuffer(modelAsset->vao, mesh.data);
modelAsset->elements = setupIndexBuffer(modelAsset->vao, mesh.indices);
modelAsset->elementCount = mesh.indices.size();
modelAsset->drawInfo.mode = ogl::Primitive::TRIANGLE;
// if caching is enabled, then use the cache
if ( allowCache ) {
m_assets->set(guid, modelAsset);
}
}
void StaticModelRenderer::renderModelsForward(const ecs3::World &world) {
return modelAsset;
}*/
// fetch cameras we will need to render with
auto cameras = world.findMatching<gfx::Camera>();
auto StaticModelRenderer::uploadMesh2(const assets::AssetID& meshName, const data::Mesh &mesh) -> StaticModelGPU* {
assert( m_assets != nullptr );
// if there are no cameras, we can't do anything...
if ( cameras.size() == 0) {
spdlog::warn("asked to render static models, but there were no cameras");
return;
if ( m_assets->has(meshName) ) {
// we've already uploaded it...
return m_assets->get<StaticModelGPU>(meshName);
}
// perform a rendering pass for each camera (will usually only be one...)
for ( auto& cameraEnt : cameras ){
//TODO should be cliping this to only visible objects
auto* modelAsset = new StaticModelGPU();
modelAsset->vao = std::make_shared<ogl::VertexArray>();
modelAsset->vertices = setup_array_buffer(modelAsset->vao, mesh.vertexList());
modelAsset->elements = setup_index_buffer(modelAsset->vao, mesh.indexList());
modelAsset->elementCount = mesh.indexCount();
modelAsset->drawType = ogl::Primitive::TRIANGLE;
return m_assets->set(meshName, modelAsset);
}
// enable required OpenGL state
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
static void setup_meshes(entity::EntityManager& world, ShaderCache* shaders, assets::AssetManager* manager) {
auto entsWithModels = world.find<mesh::StaticMesh3D>();
for ( const auto& mesher : entsWithModels ) {
// enable depth testing
glEnable( GL_DEPTH_TEST );
// check if this entity already has a mesh...
const auto* currModel = world.tryGet<StaticMesh>(mesher);
if ( currModel != nullptr ) {
continue;
}
// set-up camera matrices
auto* const camTransform = world.get<math::Transform>(cameraEnt);
auto* const camComp = world.get<gfx::Camera>(cameraEnt);
// figure out the requirements
auto& rawMesh = world.get<mesh::StaticMesh3D>(mesher);
if ( rawMesh.guid != util::make_guid("__NO_CACHE__") ){
// TODO support fetching of loaded meshes
debug::warning("multiple entities sharing a mesh has not been implemented yet...");
}
const math::mat4 projectionMatrix = glm::perspective(camComp->fov, camComp->aspectRatio, camComp->nearPlane, camComp->farPlane);
const math::mat4 viewMatrix = glm::lookAt( camTransform->origin(), camComp->target, camTransform->up() );
auto& entityMesh = world.add<StaticMesh>(mesher);
entityMesh.pipeline = shaders->get( rawMesh.pipeline );
entityMesh.mesh = upload_mesh( rawMesh.mesh, manager );
// TODO lighting needs to not be this...
math::vec3 lightPos{20.0f, 20.0f, 15.0f};
}
}
auto renderables = world.findMatching<StaticModel>();
for ( const auto& entity : renderables ){
auto* transform = world.get<math::Transform>(entity);
StaticModel* model = world.get<StaticModel>(entity);
static void setup_multi_meshes(entity::EntityManager& world, ShaderCache* shaders, assets::AssetManager* manager) {
auto entsWithModels = world.find<mesh::StaticMultiMesh3D>();
for ( const auto& mesher : entsWithModels ) {
// grouping by shader would mean we only need to send the model matrix...
// TODO clean shader API
auto shader = model->pipeline;
if ( shader == nullptr ) {
spdlog::warn("shader was null, aborting render");
// check if this entity already has a mesh...
const auto* currModel = world.tryGet<StaticMultiMesh>(mesher);
if ( currModel != nullptr ) {
continue;
}
// setup shader uniforms
shader->use();
shader->setUniformMtx(shader->uniform("model"), transform->model());
shader->setUniformMtx(shader->uniform("view"), viewMatrix);
shader->setUniformMtx(shader->uniform("projection"), projectionMatrix);
auto lightPosIdx = shader->uniform("lightPos");
if ( lightPosIdx != -1 ) {
shader->setUniformF(lightPosIdx, lightPos);
// figure out the requirements
auto& multiMesh = world.get<mesh::StaticMultiMesh3D>(mesher);
if ( multiMesh.guid != util::make_guid("__NO_CACHE__") ){
// TODO support fetching of loaded meshes
debug::warning("multiple entities sharing a mesh has not been implemented yet...");
}
auto vao = model->vao;
vao->bind();
auto& entityMesh = world.add<StaticMultiMesh>(mesher);
entityMesh.pipeline = shaders->get( multiMesh.pipeline );
entityMesh.meshes = upload_multi_mesh(multiMesh.mesh, manager);
//entityMesh.material = setup_material( multiMesh.mesh.materials[0], manager);
}
}
model->vertexData->bind();
void StaticModelRenderer::resolveModels(entity::EntityManager &world) {
// new mesh formats
setup_meshes(world, m_shaders, m_assets);
setup_multi_meshes(world, m_shaders, m_assets);
if ( model->restartIndex != NO_RESTART_IDX) {
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(model->restartIndex);
}
auto elements = model->elements.get();
vao->drawElements( *elements, model->drawType, model->elementCount);
if ( model->restartIndex != NO_RESTART_IDX) {
glDisable(GL_PRIMITIVE_RESTART);
// terrain
auto terrain = world.find<data::HeightMap>();
for (const auto &renderable : terrain) {
auto *currModel = world.tryGet<StaticModel>(renderable);
if (currModel != nullptr) {
continue;
}
auto &heightmap = world.get<data::HeightMap>(renderable);
data::Mesh heightMapMesh{};
data::generateHeightMesh(heightmap, heightMapMesh);
auto &modelComp = world.add<StaticModel>(renderable);
setup_component(modelComp, m_phong, heightMapMesh);
// we know this is a triangle strip with a restart vertex...
// FIXME the model should be telling us this...
modelComp.drawType = ogl::Primitive::TRIANGLE_STRIP;
modelComp.restartIndex = heightMapMesh.restartVertex;
// no active model, we need to resolve/load one.
debug::info("looks like {} needs a static mesh", (uint64_t)renderable);
}
}
#endif
void StaticModelRenderer::renderModelsForward(const entity::EntityManager &world, bool debugMode) {
// fetch cameras we will need to render with
auto cameras = world.find<gfx::Camera>();
// if there are no cameras, we can't do anything...
if (cameras.empty()) {
debug::warning("asked to render static models, but there were no cameras");
return;
}
// perform a rendering pass for each camera (will usually only be one...)
for (const auto &cameraEnt : cameras) {
//TODO should be clipping this to only visible objects
//forward_camera_pass(cameraEnt, world);
forward_pass<ogl4::StaticMesh>(cameraEnt, world, m_assets);
forward_pass<ogl4::StaticMultiMesh>(cameraEnt, world, m_assets);
// enable rendering normals
if ( debugMode ) {
auto normalShader = m_shaders->get("normals");
forward_pass_normals<StaticMesh>(cameraEnt, world, normalShader);
forward_pass_normals<StaticMultiMesh>(cameraEnt, world, normalShader);
//forward_normal_pass(cameraEnt, world, normalShader);
}
}
}
......
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 24/07/22.
//
#include "fggl/gfx/ogl4/module.hpp"
#include "fggl/gfx/phong.hpp"
#include "fggl/mesh/components.hpp"
#include "fggl/data/procedural.hpp"
#include "fggl/assets/loader.hpp"
#include <string>
namespace fggl::gfx {
constexpr uint32_t DEFAULT_STACKS = 16;
constexpr uint32_t DEFAULT_SLICES = 16;
constexpr const char *SHAPE_SPHERE{"sphere"};
constexpr const char *SHAPE_BOX{"box"};
namespace {
void process_shape(const YAML::Node &node, mesh::Mesh3D &mesh) {
auto transform = data::OFFSET_NONE;
auto offset = node["offset"].as<math::vec3>(math::VEC3_ZERO);
transform = glm::translate(transform, offset);
auto scale = node["scale"].as<math::vec3>(math::VEC3_ONES);
transform = glm::scale(transform, scale);
debug::debug("scale: {}, {}, {}", scale.x, scale.y, scale.z);
// now the shape itself
auto type = node["type"].as<std::string>();
if (type == SHAPE_BOX) {
data::make_cube(mesh, transform);
} else if (type == SHAPE_SPHERE) {
auto stacks = node["stacks"].as<uint32_t>(DEFAULT_STACKS);
auto slices = node["slices"].as<uint32_t>(DEFAULT_SLICES);
data::make_sphere(mesh, transform, stacks, slices);
} else {
debug::log(debug::Level::warning, "unknown shape type requested: {}", type);
}
}
}
void attach_mesh(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services &services) {
// check for the asset service
auto* assetService = services.get<assets::AssetManager>();
auto* assetLoader = services.get<assets::Loader>();
if ( assetService == nullptr || assetLoader == nullptr ) {
// no asset service, give up
return;
}
// asset is a procedural mesh description
if (spec.has("shape")) {
auto pipeline = spec.get<std::string>("pipeline", "");
// check if we had previously loaded this asset
/*const auto shapeName = spec.get<std::string>("shape_id", "");
if ( !shapeName.empty() ) {
meshAsset = assetService->get<data::Mesh>(shapeName);
}*/
// we've not loaded this before - generate mesh
if ( true ) {
// procedural meshes are build as static meshes first
if (spec.config["shape"].IsSequence()) {
mesh::MultiMesh3D* multiMesh;
for (const auto &node : spec.config["shape"]) {
auto* meshAsset = new mesh::Mesh3D();
process_shape(node, *meshAsset);
multiMesh->meshes.push_back(*meshAsset);
delete meshAsset;
}
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
// the graphics stack can detect static meshes without a rendering proxy at runtime and fix it but this
// requires loading the whole model into the ECS (and should be removed in the future). instead we should
// be triggering the upload at this point (if needed).
auto &entityMesh = manager.add<mesh::StaticMultiMesh3D>(id);
entityMesh.mesh = *multiMesh;
entityMesh.pipeline = pipeline;
debug::warning("HACKY: Triggered proc mesh - using deferred upload");
#endif
} else {
auto* meshAsset = new mesh::Mesh3D();
process_shape(spec.config["shape"], *meshAsset);
#ifdef FGGL_ALLOW_DEFERRED_UPLOAD
// the graphics stack can detect static meshes without a rendering proxy at runtime and fix it but this
// requires loading the whole model into the ECS (and should be removed in the future). instead we should
// be triggering the upload at this point (if needed).
auto &entityMesh = manager.add<mesh::StaticMesh3D>(id);
entityMesh.mesh = *meshAsset;
entityMesh.pipeline = pipeline;
debug::warning("HACKY: Triggered proc mesh - using deferred upload");
#endif
}
//assetService->set(shapeName, meshTmp);
}
// TODO we need to trigger an upload to the GPU (somehow)
return;
}
// asset is a model from the resource cache
if ( spec.has("model") ) {
// figure out what model we want
auto assetStr = spec.get<std::string>("model", "");
auto assetId = assets::asset_from_user( assetStr );
auto* asset = assetService->get<ogl4::StaticModel>(assetId);
if ( asset == nullptr ) {
// the asset is not loaded/does not exist
debug::error("requested model {} but it was not loaded.", assetStr);
return;
}
// copy the asset to the model
auto& model = manager.add<ogl4::StaticModel>(id);
model = *asset;
}
}
void attach_material(const entity::ComponentSpec &spec,
entity::EntityManager &manager,
const entity::EntityID &id,
modules::Services& /*services*/ ) {
auto &mat = manager.add<gfx::PhongMaterial>(id);
mat.ambient = spec.get<math::vec3>("ambient", gfx::DEFAULT_AMBIENT);
mat.diffuse = spec.get<math::vec3>("diffuse", gfx::DEFAULT_DIFFUSE);
mat.specular = spec.get<math::vec3>("ambient", gfx::DEFAULT_SPECULAR);
mat.shininess = spec.get<float>("ambient", gfx::DEFAULT_SHININESS);
}
void attach_light_directional(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services& /*services*/) {
auto &light = manager.add<gfx::DirectionalLight>(id);
light.position = spec.get<math::vec3>("direction", -math::UP);
light.ambient = spec.get<math::vec3>("ambient", gfx::colours::WHITE);
light.specular = spec.get<math::vec3>("specular", gfx::colours::WHITE);
light.diffuse = spec.get<math::vec3>("diffuse", gfx::colours::WHITE);
}
void attach_light_point(const entity::ComponentSpec &spec, entity::EntityManager &manager, const entity::EntityID &id, modules::Services& /*services*/) {
auto &light = manager.add<gfx::PointLight>(id);
light.position = spec.get<math::vec3>("position", math::VEC3_ZERO);
light.constant = spec.get<float>("constant", 1.0F);
light.linear = spec.get<float>("linear", 0.0014F);
light.quadratic = spec.get<float>("quadratic", 0.000007F);
}
auto OpenGL4::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == WindowGraphics::service) {
// setup the thing responsible for graphics
auto *storage = services.get<data::Storage>();
auto *fontLibrary = services.get<gui::FontLibrary>();
auto *assets = services.get<assets::AssetManager>();
services.bind<WindowGraphics, ogl4::WindowGraphics>(storage, fontLibrary, assets);
// register as responsible for creating rendering components
auto *entityFactory = services.get<entity::EntityFactory>();
entityFactory->bind(data::StaticMesh::guid, attach_mesh);
entityFactory->bind(mesh::StaticMesh3D::guid, attach_mesh);
entityFactory->bind(mesh::StaticMultiMesh3D::guid, attach_mesh);
entityFactory->bind(gfx::PhongMaterial::guid, attach_material);
entityFactory->bind(gfx::DirectionalLight::guid, attach_light_directional);
entityFactory->bind(gfx::PointLight::guid, attach_light_point);
return true;
}
return false;
}
} // namespace fggl::gfX::ogl4
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