Refactorize and started shader pipline

This commit is contained in:
Jack Christensen 2024-08-13 16:25:56 -04:00
parent 4575698c55
commit 07eb172464
5 changed files with 377 additions and 125 deletions

View File

@ -4,9 +4,10 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Terrain Controls] [Window][Terrain Controls]
Pos=178,120 Pos=0,19
Size=568,264 Size=1280,86
Collapsed=0 Collapsed=0
DockId=0x00000001,0
[Window][DockSpaceViewport_11111111] [Window][DockSpaceViewport_11111111]
Size=1280,720 Size=1280,720
@ -22,5 +23,7 @@ Size=1280,720
Collapsed=0 Collapsed=0
[Docking][Data] [Docking][Data]
DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,701 CentralNode=1 DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,701 Split=Y
DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=1280,86 Selected=0xF69494A7
DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=1280,613 CentralNode=1

View File

@ -1,11 +1,50 @@
namespace Scene #ifndef SCENE_H_
{ #define SCENE_H_
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
class Scene {
public:
Scene();
~Scene();
void Init();
void Display(GLFWwindow* window); void Display(GLFWwindow* window);
void DrawGUI(GLFWwindow* window); void DrawGui(GLFWwindow* window);
void Idle(); void Idle();
void ReloadShader(); void ReloadShader();
void Init();
extern const int InitWindowWidth; private:
extern const int InitWindowHeight; void InitBuffers();
} void InitShaders();
GLuint shader_program_;
GLuint vao_;
float angle_;
float scale_;
float aspect_;
float near_z_;
float far_z_;
float fov_;
glm::mat4 view_matrix_;
glm::mat4 projection_matrix_;
void UpdateCamera();
};
#endif // SCENE_H_
// namespace scene
// {
// extern const int kInitWindowWidth;
// extern const int kInitWindowHeight;
// void Display(GLFWwindow* window);
// void DrawGUI(GLFWwindow* window);
// void Idle();
// void ReloadShader();
// void Init();
// } // namespace scene

View File

@ -36,23 +36,24 @@ out vec4 fragcolor; //the output color for this fragment
void main(void) void main(void)
{ {
//Compute per-fragment Phong lighting //Compute per-fragment Phong lighting
vec4 ktex = texture(diffuse_tex, inData.tex_coord); // vec4 ktex = texture(diffuse_tex, inData.tex_coord);
vec4 ambient_term = ka*ktex*La; // vec4 ambient_term = ka*ktex*La;
const float eps = 1e-8; //small value to avoid division by 0 // const float eps = 1e-8; //small value to avoid division by 0
float d = distance(light_w.xyz, inData.pw.xyz); // float d = distance(light_w.xyz, inData.pw.xyz);
float atten = 1.0/(d*d+eps); //d-squared attenuation // float atten = 1.0/(d*d+eps); //d-squared attenuation
vec3 nw = normalize(inData.nw); //world-space unit normal vector // vec3 nw = normalize(inData.nw); //world-space unit normal vector
vec3 lw = normalize(light_w.xyz - inData.pw.xyz); //world-space unit light vector // vec3 lw = normalize(light_w.xyz - inData.pw.xyz); //world-space unit light vector
vec4 diffuse_term = atten*kd*ktex*Ld*max(0.0, dot(nw, lw)); // vec4 diffuse_term = atten*kd*ktex*Ld*max(0.0, dot(nw, lw));
vec3 vw = normalize(eye_w.xyz - inData.pw.xyz); //world-space unit view vector // vec3 vw = normalize(eye_w.xyz - inData.pw.xyz); //world-space unit view vector
vec3 rw = reflect(-lw, nw); //world-space unit reflection vector // vec3 rw = reflect(-lw, nw); //world-space unit reflection vector
vec4 specular_term = atten*ks*Ls*pow(max(0.0, dot(rw, vw)), shininess); // vec4 specular_term = atten*ks*Ls*pow(max(0.0, dot(rw, vw)), shininess);
fragcolor = ambient_term + diffuse_term + specular_term; // fragcolor = ambient_term + diffuse_term + specular_term;
fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
} }

View File

@ -37,70 +37,101 @@
#include "scene.h" #include "scene.h"
const int TARGET_FPS = 60; namespace {
const auto FRAME_DURATION = std::chrono::milliseconds(1000 / TARGET_FPS);
int main(){ const int kTargetFps = 60;
const auto kFrameDuration = std::chrono::milliseconds(1000 / kTargetFps);
bool InitializeGlfw() {
if (!glfwInit()) { if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl; std::cerr << "Failed to initialize GLFW" << std::endl;
return -1; return false;
} }
return true;
}
#ifdef _DEBUG GLFWwindow* CreateGlfwWindow() {
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#endif #endif
GLFWwindow* window = glfwCreateWindow(1280, 720, "TerraVisor", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(1280, 720, "TerraVisor", nullptr, nullptr);
if(!window) { if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl; std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate(); glfwTerminate();
return -1; return nullptr;
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
return window;
}
bool InitializeGlew() {
glewExperimental = GL_TRUE; glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK) { if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl; std::cerr << "Failed to initialize GLEW" << std::endl;
return -1; return false;
} }
return true;
}
Scene::Init(); void InitializeImGui(GLFWwindow* window) {
//Init ImGui
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 150"); ImGui_ImplOpenGL3_Init("#version 150");
}
auto lastFrameTime = std::chrono::high_resolution_clock::now(); void CleanupImGui() {
while (!glfwWindowShouldClose(window)) {
auto frameStart = std::chrono::high_resolution_clock::now();
Scene::Idle();
Scene::Display(window);
glfwPollEvents();
auto frameEnd = std::chrono::high_resolution_clock::now();
auto frameDuration = frameEnd - frameStart;
if (frameDuration < FRAME_DURATION) {
std::this_thread::sleep_for(FRAME_DURATION - frameDuration);
}
auto currentFrameTime = std::chrono::high_resolution_clock::now();
auto actualFrameDuration = std::chrono::duration_cast<std::chrono::milliseconds>(currentFrameTime - lastFrameTime).count();
lastFrameTime = currentFrameTime;
}
// Cleanup ImGui
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
}
void MainLoop(GLFWwindow* window, Scene& scene) {
auto last_frame_time = std::chrono::high_resolution_clock::now();
while (!glfwWindowShouldClose(window)) {
auto frame_start = std::chrono::high_resolution_clock::now();
scene.Idle();
scene.Display(window);
glfwPollEvents();
auto frame_end = std::chrono::high_resolution_clock::now();
auto frame_duration = frame_end - frame_start;
if (frame_duration < kFrameDuration) {
std::this_thread::sleep_for(kFrameDuration - frame_duration);
}
auto current_frame_time = std::chrono::high_resolution_clock::now();
auto actual_frame_duration = std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time - last_frame_time).count();
last_frame_time = current_frame_time;
}
}
} // namespace
int main() {
if (!InitializeGlfw()) return -1;
GLFWwindow* window = CreateGlfwWindow();
if (!window) return -1;
if (!InitializeGlew()) return -1;
Scene scene;
scene.Init();
InitializeImGui(window);
MainLoop(window, scene);
CleanupImGui();
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }

View File

@ -19,53 +19,88 @@
#include "scene.h" #include "scene.h"
#include "Uniforms.h" #include "Uniforms.h"
#include "InitShader.h" //Functions for loading shaders from text files #include "InitShader.h" //Functions for loading shaders from text files
//#include "LoadMesh.h" //Functions for creating OpenGL buffers from mesh files
//#include "LoadTexture.h" //Functions for creating OpenGL textures from image files
//#include "VideoRecorder.h" //Functions for saving videos
#include "DebugCallback.h" #include "DebugCallback.h"
#include "PlatformUtils.h" #include "PlatformUtils.h"
static const std::string vertex_shader("shaders/vertex.glsl"); namespace {
static const std::string fragment_shader("shaders/fragment.glsl");
GLuint shader_program = -1;
float angle = 0.0f; const std::string kVertexShaderPath = "shaders/vertex.glsl";
float scale = 1.0f; const std::string kFragmentShaderPath = "shaders/fragment.glsl";
namespace Camera { } // namespace
glm::mat4 V, P;
float Aspect = 1.0f; Scene::Scene() : shader_program_(-1), vao_(-1), angle_(0.0f), scale_(1.0f), aspect_(1280.0f / 720.0f), near_z_(0.1f), far_z_(100.0f), fov_(glm::pi<float>() / 4.0f) {};
float NearZ = 0.1f;
float FarZ = 100.0f;
float Fov = glm::pi<float>() / 4.0f;
void UpdateP() { Scene::~Scene() {
P = glm::perspective(Fov, Aspect, NearZ, FarZ); glDeleteProgram(shader_program_);
glDeleteVertexArrays(1, &vao_);
}
void Scene::Init() {
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
//InitTri();
InitBuffers();
ReloadShader();
UpdateCamera();
Uniforms::Init();
}
void Scene::InitBuffers() {
GLuint vbo;
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
}
void Scene::ReloadShader() {
GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kFragmentShaderPath.c_str());
if (new_shader == -1) {
DEBUG_BREAK();
glClearColor(1.0f, 0.0f, 1.0f, 0.0f);
} else {
glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
if (shader_program_ != -1) {
glDeleteProgram(shader_program_);
}
shader_program_ = new_shader;
} }
} }
void Scene::Display(GLFWwindow* window) { void Scene::Display(GLFWwindow* window) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Camera::V = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); view_matrix_ = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
Uniforms::SceneData.PV = Camera::P * Camera::V; Uniforms::SceneData.PV = projection_matrix_ * view_matrix_; // Projection-View matrix
Uniforms::BufferSceneData(); Uniforms::BufferSceneData();
glUseProgram(shader_program); glm::mat4 model_matrix = glm::rotate(angle_, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale_));
glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(model_matrix));
glm::mat4 M = glm::rotate(angle, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale)); glUseProgram(shader_program_);
glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(M)); glBindVertexArray(vao_);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glBindVertexArray(mesh_data.mVao);
//glDrawElements(GL_TRIANGLES, mesh_data.mSubmesh[0].mNumIndices, GL_UNSIGNED_INT, 0);
Scene::DrawGUI(window);
DrawGui(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
void Scene::DrawGUI(GLFWwindow* window) { void Scene::DrawGui(GLFWwindow* window) {
// Begin ImGui frame // Begin ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
@ -97,16 +132,13 @@ void Scene::DrawGUI(GLFWwindow* window) {
ImGui::PopStyleVar(3); ImGui::PopStyleVar(3);
// Submit the DockSpace // Submit the DockSpace
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
{
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
} }
if (ImGui::BeginMenuBar()) if (ImGui::BeginMenuBar()) {
{ if (ImGui::BeginMenu("Options")) {
if (ImGui::BeginMenu("Options"))
{
ImGui::Text("Nothing Here Yet, Check Back Later!"); ImGui::Text("Nothing Here Yet, Check Back Later!");
ImGui::EndMenu(); ImGui::EndMenu();
@ -119,8 +151,7 @@ void Scene::DrawGUI(GLFWwindow* window) {
//Draw Gui //Draw Gui
ImGui::Begin("Terrain Controls"); ImGui::Begin("Terrain Controls");
if (ImGui::Button("Quit")) if (ImGui::Button("Quit")) {
{
glfwSetWindowShouldClose(window, GLFW_TRUE); glfwSetWindowShouldClose(window, GLFW_TRUE);
} }
@ -132,34 +163,181 @@ void Scene::DrawGUI(GLFWwindow* window) {
} }
void Scene::Idle() { void Scene::Idle() {
} }
void Scene::ReloadShader() void Scene::UpdateCamera() {
{ projection_matrix_ = glm::perspective(fov_, aspect_, near_z_, far_z_);
GLuint new_shader = InitShader(vertex_shader.c_str(), fragment_shader.c_str());
if (new_shader == -1) // loading failed
{
DEBUG_BREAK(); //alert user by breaking and showing debugger
glClearColor(1.0f, 0.0f, 1.0f, 0.0f); //change clear color if shader can't be compiled
}
else
{
glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
if (shader_program != -1)
{
glDeleteProgram(shader_program);
}
shader_program = new_shader;
}
} }
void Scene::Init() { // namespace scene {
glewInit();
glEnable(GL_DEPTH_TEST); // const int kInitWindowWidth = 1280;
glEnable(GL_CULL_FACE); // const int kInitWindowHeight = 720;
ReloadShader(); // static const std::string kVertexShader("shaders/vertex.glsl");
} // static const std::string kFragmentShader("shaders/fragment.glsl");
// GLuint shader_program = -1;
// // Vertex data for a basic triangle. Testing use only
// float vertices[] = {
// -0.5f, -0.5f, 0.0f,
// 0.5f, -0.5f, 0.0f,
// 0.0f, 0.5f, 0.0f
// };
// unsigned int VAO = -1;
// float angle = 0.0f;
// float scale = 1.0f;
// namespace camera {
// glm::mat4 V, P;
// float aspect = static_cast<float>(kInitWindowWidth) / static_cast<float>(kInitWindowHeight);
// float near_z = 0.1f;
// float far_z = 100.0f;
// float fov = glm::pi<float>() / 4.0f;
// void UpdateP() {
// P = glm::perspective(fov, aspect, near_z, far_z);
// }
// } // namespace camera
// // Temp function to test shader pipline with basic triangle
// void InitTri() {
// unsigned int vbo;
// glGenBuffers(1, &vbo);
// glBindBuffer(GL_ARRAY_BUFFER, vbo);
// glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// glGenVertexArrays(1, &VAO);
// glBindVertexArray(VAO);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// }
// void Display(GLFWwindow* window) {
// // Clear the color and depth buffers
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// camera::V = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Uniforms::SceneData.PV = camera::P * camera::V; // Projection-View matrix
// Uniforms::BufferSceneData();
// // Model matrix
// glm::mat4 M = glm::rotate(angle, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale));
// glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(M));
// glUseProgram(shader_program);
// glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 3);
// DrawGUI(window);
// glfwSwapBuffers(window);
// }
// void DrawGUI(GLFWwindow* window) {
// // Begin ImGui frame
// ImGui_ImplOpenGL3_NewFrame();
// ImGui_ImplGlfw_NewFrame();
// // Enable docking
// ImGuiIO& io = ImGui::GetIO();
// io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// ImGui::NewFrame();
// static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
// // Add menu bar
// ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
// // Style windows
// const ImGuiViewport* viewport = ImGui::GetMainViewport();
// ImGui::SetNextWindowPos(viewport->WorkPos);
// ImGui::SetNextWindowSize(viewport->WorkSize);
// ImGui::SetNextWindowViewport(viewport->ID);
// ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
// ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
// window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
// window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
// window_flags |= ImGuiWindowFlags_NoBackground;
// ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
// ImGui::Begin("TerraVisor", nullptr, window_flags);
// ImGui::PopStyleVar(3);
// // Submit the DockSpace
// if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
// ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
// ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
// }
// if (ImGui::BeginMenuBar()) {
// if (ImGui::BeginMenu("Options")) {
// ImGui::Text("Nothing Here Yet, Check Back Later!");
// ImGui::EndMenu();
// }
// ImGui::EndMenuBar();
// }
// ImGui::End();
// //Draw Gui
// ImGui::Begin("Terrain Controls");
// if (ImGui::Button("Quit")) {
// glfwSetWindowShouldClose(window, GLFW_TRUE);
// }
// ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
// ImGui::End();
// ImGui::Render();
// ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// }
// void Idle() {
// // Idle function to update the scene when no rendering is performed.
// }
// void ReloadShader()
// {
// GLuint new_shader = InitShader(kVertexShader.c_str(), kFragmentShader.c_str());
// if (new_shader == -1) { // loading failed
// DEBUG_BREAK(); //alert user by breaking and showing debugger
// glClearColor(1.0f, 0.0f, 1.0f, 0.0f); //change clear color if shader can't be compiled
// }
// else {
// glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
// if (shader_program != -1) {
// glDeleteProgram(shader_program);
// }
// shader_program = new_shader;
// }
// }
// void Init() {
// glewInit();
// glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// InitTri();
// ReloadShader();
// camera::UpdateP();
// Uniforms::Init();
// }
// } // namespace scene