mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-12-22 15:04:47 -08:00
Started to apply the adhesive... A triangle is rotating on a invisible super elastic rubberband and the camera is attached with ethereal paperclips.
This commit is contained in:
parent
4829622988
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2b71f57284
10
3.3.shader.frag
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10
3.3.shader.frag
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@ -0,0 +1,10 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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void main()
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{
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FragColor = vec4(ourColor, 1.0f);
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}
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11
3.3.shader.vert
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11
3.3.shader.vert
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@ -0,0 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 ourColor;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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}#pragma once
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15
5.1.transform.frag
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15
5.1.transform.frag
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@ -0,0 +1,15 @@
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#version 330 core
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out vec4 FragColor;
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// in vec2 TexCoord;
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// texture samplers
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// uniform sampler2D texture1;
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// uniform sampler2D texture2;
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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//FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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16
5.1.transform.vert
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16
5.1.transform.vert
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@ -0,0 +1,16 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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// layout (location = 1) in vec2 aTexCoord;
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// out vec2 TexCoord;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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// TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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15
6.3.coordinate_systems.frag
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15
6.3.coordinate_systems.frag
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@ -0,0 +1,15 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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18
6.3.coordinate_systems.vert
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18
6.3.coordinate_systems.vert
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@ -0,0 +1,18 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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// layout (location = 1) in vec2 aTexCoord;
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// out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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// TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
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}
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@ -12,6 +12,18 @@ This merely removes the need to use operators I don't like and wraps them in eas
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#pragma once
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#include <algorithm>
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#include <cstdarg>
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#include <exception>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <vector>
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// Macros
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#define sfn \
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@ -79,3 +91,12 @@ sfn Exit(ExitCode _code)
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{
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exit(int(_code));
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}
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// Error Stuff
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sfn ErrorRuntime(const Ref(std::runtime_error) _error)
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{
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std::cout << "Runtime error occurred: " << _error.what() << std::endl;
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return;
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}
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72
DGL.hpp
72
DGL.hpp
@ -1,19 +1,18 @@
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#pragma once
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// C++ STL
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#include <iostream>
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#include <stdexcept>
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#include <vector>
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// GL
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//#include <gl/GLU.h>
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#include <glew.h>
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#include <glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "DGL_FundamentalTypes.hpp"
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#include "DGL_MiscTypes.hpp"
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#include "DGL_Enum.hpp"
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#include "DGL_Shader.hpp"
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#include "DGL_Buffers.hpp"
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#include "DGL_Space.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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@ -45,18 +44,6 @@ namespace GL
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WindowRefList Windows;
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// Error Stuff
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sfn ErrorRuntime(Ref(std::runtime_error) _error)
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{
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cout << "Runtime error occurred: " << _error.what() << endl;
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return;
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}
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// Constants
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sfn constexpr NotShared () -> ptr<Window > { return NULL; }
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@ -64,15 +51,13 @@ namespace GL
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// Forward Declares
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sfn SwapBuffers(const ptr<Window> _window) -> void;
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// Functionality
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sfn SwapBuffers(const ptr<Window> _window) -> void
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{
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glfwSwapBuffers(_window);
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return;
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}
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sfn CanClose(const ptr<Window> _theWindow)
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{
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return glfwWindowShouldClose(_theWindow);
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@ -124,6 +109,16 @@ namespace GL
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return;
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}
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sfn DrawArrays(EPrimitives _primitive, gInt _startingIndex, gInt _numToRender)
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{
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glDrawArrays(GLenum(_primitive), _startingIndex, _numToRender); // Starting from vertex 0; 3 vertices total -> 1 triangle.
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}
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sfn DrawElements(EPrimitives _primitive, gSize _numElements, EDataType _dataType, DataPtr _offfsetAddressFromFirstIndex)
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{
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glDrawElements(GLenum(_primitive), _numElements, GLenum(_dataType), _offfsetAddressFromFirstIndex);
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}
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sfn GetTime() -> TimeValDec
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{
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return glfwGetTime();
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@ -146,7 +141,7 @@ namespace GL
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throw std::runtime_error("Failed to initialize GLFW");
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}
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}
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catch (std::runtime_error _error)
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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@ -177,7 +172,7 @@ namespace GL
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cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
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}
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catch (std::runtime_error _error)
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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@ -197,7 +192,7 @@ namespace GL
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/* Loop until the user closes the window */
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while (not CanClose(_window))
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{
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ClearBuffer();
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ClearBuffer(EFrameBuffer::Color);
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SwapBuffers(_window);
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@ -217,7 +212,14 @@ namespace GL
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if (deltaSinceClear > _interval)
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{
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ClearBuffer();
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ClearBuffer(EFrameBuffer::Color, EFrameBuffer::Depth);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
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//glMatrixMode(GL_MODELVIEW);
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//glLoadIdentity();
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_renderProcedure();
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@ -254,7 +256,7 @@ namespace GL
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throw std::runtime_error( Dref(ErrorMsg) );
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}
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}
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catch (std::runtime_error _error)
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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@ -264,6 +266,18 @@ namespace GL
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return;
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}
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sfn SetPolygonMode(EFace _desiredFaces, EMode _desiredMode)
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{
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glPolygonMode(GLenum(_desiredFaces), GLenum(_desiredMode));
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}
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sfn SwapBuffers(const ptr<Window> _window) -> void
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{
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glfwSwapBuffers(_window);
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return;
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}
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sfn TerminateGLFW()
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{
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glfwTerminate();
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namespace GL
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{
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sfn ClearBuffer()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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sfn BindBuffer(EBufferTarget _targetType, ID<Buffer> _buffer)
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sfn BindBuffer(const EBufferTarget _targetType, const ID<Buffer> _buffer)
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{
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glBindBuffer(GLenum(_targetType), _buffer);
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return;
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}
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sfn BindVertexArray(ptr<gUInt> _referenceToTrackArray)
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sfn BindVertexArray(const gUInt _referenceToTrackArray)
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{
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glBindVertexArray(Dref(_referenceToTrackArray));
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glBindVertexArray(_referenceToTrackArray);
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return;
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}
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template<typename TypeOfData>
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sfn BufferData(ptr<TypeOfData> _data, EBufferTarget _targetType, EBufferUsage _usageType)
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sfn BufferData(ptr<TypeOfData> _data, const EBufferTarget _targetType, const EBufferUsage _usageType)
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{
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glBufferData(GLenum(_targetType), sizeof(TypeOfData), _data, GLenum(_usageType));
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return;
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}
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template<typename... Type, typename = EFrameBuffer>
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sfn ClearBuffer(const Type... _buffersToClear)
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{
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glClear((gBitfield(_buffersToClear) | ...));
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return;
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}
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sfn DisableVertexAttributeArray(const gInt _vertexAttributeArrayIndex)
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{
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glDisableVertexAttribArray(_vertexAttributeArrayIndex);
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}
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sfn EnableVertexAttributeArray(const gInt _vertexAttributeArrayIndex)
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{
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glEnableVertexAttribArray(_vertexAttributeArrayIndex);
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}
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template<typename VertType>
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sfn FormatVertexAttributes
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(
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172
DGL_Enum.hpp
172
DGL_Enum.hpp
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StaticRead = GL_STATIC_READ
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};
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enum class ECompareMode
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{
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RefToTexture = GL_COMPARE_REF_TO_TEXTURE,
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None = GL_NONE
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};
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enum class EDataType
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{
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Byte = GL_BYTE ,
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@ -60,19 +66,56 @@ namespace GL
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Double = GL_DOUBLE
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};
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enum class EShaderType
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enum class EFace
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{
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Vertex = GL_VERTEX_SHADER ,
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Fragment = GL_FRAGMENT_SHADER
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Front = GL_FRONT,
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Back = GL_BACK,
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Front_and_Back = GL_FRONT_AND_BACK
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};
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enum class EFrameBuffer
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{
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Accumulation = GL_ACCUM_BUFFER_BIT ,
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Color = GL_COLOR_BUFFER_BIT ,
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Depth = GL_DEPTH_BUFFER_BIT ,
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Stencil = GL_STENCIL_BUFFER_BIT
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};
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enum class ELODBias
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{
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Max = GL_MAX_TEXTURE_LOD_BIAS
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};
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enum class EMaxFilter
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{
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Nearest = GL_NEAREST,
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Linear = GL_LINEAR
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};
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enum class EMinFilter
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{
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Nearest = GL_NEAREST ,
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Linear = GL_LINEAR ,
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NearestToNearest = GL_NEAREST_MIPMAP_NEAREST,
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LinearToNearest = GL_NEAREST_MIPMAP_LINEAR ,
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NearestToLinear = GL_NEAREST_MIPMAP_LINEAR ,
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LinearToLinear = GL_LINEAR_MIPMAP_LINEAR
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};
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enum class EMode
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{
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Point = GL_POINT,
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Line = GL_LINE ,
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Fill = GL_FILL
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};
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enum class EPrimitives
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{
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Points = GL_POINTS,
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Points = GL_POINTS,
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Lines = GL_LINES ,
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LineStrip = GL_LINE_STRIP,
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LineLoop = GL_LINE_LOOP ,
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Lines = GL_LINES ,
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LineStrip = GL_LINE_STRIP,
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LineLoop = GL_LINE_LOOP ,
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Triangles = GL_TRIANGLES ,
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TriangleStrip = GL_TRIANGLE_STRIP,
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@ -81,6 +124,119 @@ namespace GL
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Quads = GL_QUADS ,
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QuadsStrip = GL_QUAD_STRIP,
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Patches = GL_PATCHES
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Patches = GL_PATCHES,
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Polygon = GL_POLYGON
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};
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enum class EShaderInfo
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{
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Type = GL_SHADER_TYPE ,
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DeleteStatus = GL_DELETE_STATUS ,
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CompileStatus = GL_COMPILE_STATUS ,
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InfoLogLength = GL_INFO_LOG_LENGTH ,
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ShaderSourceLength = GL_SHADER_SOURCE_LENGTH
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};
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||||
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enum class EShaderProgramInfo
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{
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DeleteStatus = GL_DELETE_STATUS ,
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LinkStatus = GL_LINK_STATUS ,
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ValidateStatus = GL_VALIDATE_STATUS ,
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InfoLogLength = GL_INFO_LOG_LENGTH ,
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AttachedShaders = GL_ATTACHED_SHADERS ,
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ActiveAttributes = GL_ACTIVE_ATTRIBUTES ,
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ActiveAttributesMaxLength = GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ,
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ActiveUniforms = GL_ACTIVE_UNIFORMS ,
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TransformFeedbackActive = GL_TRANSFORM_FEEDBACK_BUFFER_MODE ,
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TransformFeedbackVaryings = GL_TRANSFORM_FEEDBACK_VARYING ,
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TransformFeedbackVaryingsMax = GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH,
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ShaderVerticiesMax = GL_GEOMETRY_VERTICES_OUT ,
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GeometryInputType = GL_GEOMETRY_INPUT_TYPE ,
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GeometryOutputType = GL_GEOMETRY_OUTPUT_TYPE
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};
|
||||
|
||||
enum class EShaderType
|
||||
{
|
||||
Vertex = GL_VERTEX_SHADER ,
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Fragment = GL_FRAGMENT_SHADER
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};
|
||||
|
||||
enum class EStencilMode
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||||
{
|
||||
DepthComponent = GL_DEPTH_COMPONENT,
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StencilIndex = GL_STENCIL_INDEX
|
||||
};
|
||||
|
||||
enum class ESWIZZLE
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||||
{
|
||||
Red = GL_RED ,
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Green = GL_GREEN,
|
||||
Blue = GL_BLUE ,
|
||||
Alpha = GL_ALPHA,
|
||||
Zero = GL_ZERO ,
|
||||
One = GL_ONE
|
||||
};
|
||||
|
||||
enum class ETexCompareFuncs
|
||||
{
|
||||
LessOrEqual = GL_LEQUAL ,
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||||
GreaterOrEqual = GL_GEQUAL ,
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||||
Less = GL_LESS ,
|
||||
Greater = GL_GREATER ,
|
||||
Equal = GL_EQUAL ,
|
||||
NotEqual = GL_NOTEQUAL,
|
||||
Always = GL_ALWAYS ,
|
||||
Never = GL_NEVER
|
||||
};
|
||||
|
||||
enum class ETextureMode
|
||||
{
|
||||
DepthStencil = GL_DEPTH_STENCIL_TEXTURE_MODE,
|
||||
MipmapLowest = GL_TEXTURE_BASE_LEVEL ,
|
||||
ComparisonOperator = GL_TEXTURE_COMPARE_FUNC ,
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||||
Comparision = GL_TEXTURE_COMPARE_MODE ,
|
||||
LevelOfDetailBias = GL_TEXTURE_LOD_BIAS ,
|
||||
MinimizingFilter = GL_TEXTURE_MIN_FILTER ,
|
||||
MagnificationFilter = GL_TEXTURE_MAG_FILTER ,
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||||
MinimumLOD = GL_TEXTURE_MIN_LOD ,
|
||||
MaximumLOD = GL_TEXTURE_MAX_LOD ,
|
||||
MipmapMax = GL_TEXTURE_MAX_LEVEL ,
|
||||
Swizzle_R = GL_TEXTURE_SWIZZLE_R ,
|
||||
Swizzle_G = GL_TEXTURE_SWIZZLE_G ,
|
||||
Swizzle_B = GL_TEXTURE_SWIZZLE_B ,
|
||||
Swizzle_A = GL_TEXTURE_SWIZZLE_A ,
|
||||
Swizzle_RGBA = GL_TEXTURE_SWIZZLE_RGBA ,
|
||||
Wrap_S = GL_TEXTURE_WRAP_S ,
|
||||
Wrap_T = GL_TEXTURE_WRAP_T ,
|
||||
Wrap_R = GL_TEXTURE_WRAP_R
|
||||
};
|
||||
|
||||
enum class ETextureType
|
||||
{
|
||||
_1D = GL_TEXTURE_1D,
|
||||
_2D = GL_TEXTURE_2D,
|
||||
_3D = GL_TEXTURE_3D,
|
||||
|
||||
Rectangle = GL_TEXTURE_RECTANGLE,
|
||||
Buffer = GL_TEXTURE_BUFFER ,
|
||||
|
||||
CubeMap = GL_TEXTURE_CUBE_MAP ,
|
||||
CubeMapArray = GL_TEXTURE_CUBE_MAP_ARRAY,
|
||||
|
||||
Array1D = GL_TEXTURE_1D_ARRAY,
|
||||
Array2D = GL_TEXTURE_2D_ARRAY,
|
||||
|
||||
Multisample = GL_TEXTURE_2D_MULTISAMPLE ,
|
||||
Multisample2D = GL_TEXTURE_2D_MULTISAMPLE_ARRAY
|
||||
};
|
||||
|
||||
enum class EWrap
|
||||
{
|
||||
ClampToEdge = GL_CLAMP_TO_EDGE ,
|
||||
ClampToBorder = GL_CLAMP_TO_BORDER ,
|
||||
MirroredRepeat = GL_MIRRORED_REPEAT ,
|
||||
Repeat = GL_REPEAT ,
|
||||
MirrorClampToEdge = GL_MIRROR_CLAMP_TO_EDGE
|
||||
};
|
||||
}
|
||||
|
@ -9,9 +9,10 @@ namespace GL
|
||||
{
|
||||
// Fundamental Types
|
||||
|
||||
using gChar = GLchar ;
|
||||
using gFloat = GLfloat;
|
||||
using gInt = GLint ;
|
||||
using gUInt = GLuint ;
|
||||
using gSize = GLsizei;
|
||||
using gChar = GLchar ;
|
||||
using gBitfield = GLbitfield;
|
||||
using gFloat = GLfloat ;
|
||||
using gInt = GLint ;
|
||||
using gUInt = GLuint ;
|
||||
using gSize = GLsizei ;
|
||||
}
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
// OpenGL
|
||||
#include <glew.h>
|
||||
#include <glm/detail/type_vec3.hpp>
|
||||
|
||||
|
||||
// Duck Tape
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
@ -13,17 +15,28 @@
|
||||
|
||||
namespace GL
|
||||
{
|
||||
// Made up types.
|
||||
namespace Generic
|
||||
{
|
||||
template<typename Type>
|
||||
using Vector3 = glm::tvec3<Type>;
|
||||
}
|
||||
|
||||
using DataPtr = ptr<GLvoid>;
|
||||
|
||||
template<typename ReferenceType>
|
||||
using ID = gUInt;
|
||||
|
||||
// ID Reference Types
|
||||
|
||||
class Buffer ;
|
||||
class Shader ;
|
||||
class Buffer;
|
||||
class Matrix;
|
||||
class Shader;
|
||||
class ShaderProgram;
|
||||
class VertexBuffer;
|
||||
class ElementBuffer;
|
||||
|
||||
using DataPtr = ptr<GLvoid>;
|
||||
using VertexBuffer = gUInt ;
|
||||
using Matrix4x4 = glm::mat4;
|
||||
|
||||
using Vector3 = glm::vec3;
|
||||
using Vector4 = glm::vec4;
|
||||
}
|
||||
|
14
DGL_Primitive.hpp
Normal file
14
DGL_Primitive.hpp
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "DGL_Space.hpp"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace GL
|
||||
{
|
||||
|
||||
struct Primitive
|
||||
{
|
||||
};
|
||||
}
|
269
DGL_Shader.hpp
269
DGL_Shader.hpp
@ -1,12 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
// C++
|
||||
#include <cstdarg>
|
||||
|
||||
//DGL
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
#include "DGL_MiscTypes.hpp"
|
||||
#include "DGL_Enum.hpp"
|
||||
#include "DGL_Space.hpp"
|
||||
|
||||
|
||||
|
||||
@ -36,8 +34,48 @@ namespace GL
|
||||
"}";
|
||||
|
||||
|
||||
// Default Shaders
|
||||
|
||||
ID<ShaderProgram> RawShader ,
|
||||
SimpleShader ,
|
||||
SimpleShader_Transformed ;
|
||||
|
||||
ID<CoordSpace> ScreenSpaceVarID;
|
||||
|
||||
|
||||
// Forward Declarations
|
||||
|
||||
sfn GetShaderInfo(ID<Shader> _shader , gSize _logLength , ptr<gSize> _infoLengthRef , RawString<gChar> _infoLogRef) -> void;
|
||||
sfn QueryShader (ID<Shader> _shaderToQuery, EShaderInfo _shaderInfoDesired, ptr<gInt > _requestedInfoObject ) -> void;
|
||||
sfn MakeShader(Ref(ID<Shader>) _shaderIDHolder, EShaderType _typeOfShader, uInt64 _numberOfStringElements, ptr<RawString<const gChar>> _sourceCode, ptr<const gInt> _lengthsOfStrings) -> void;
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, const ID<Shader> _vertexShader, const ID<Shader> _fragShader) -> void;
|
||||
|
||||
|
||||
|
||||
// Functions
|
||||
|
||||
sfn ActiveUniforms(ID<Shader> _shaderToQueryForUniforms) -> GLint
|
||||
{
|
||||
GLint uniforms;
|
||||
|
||||
glGetProgramiv(_shaderToQueryForUniforms, GL_ACTIVE_UNIFORMS, &uniforms);
|
||||
|
||||
for (int i = 0; i < uniforms; i++)
|
||||
{
|
||||
int name_len = -1, num = -1;
|
||||
|
||||
GLenum type = GL_ZERO;
|
||||
|
||||
char name[100];
|
||||
|
||||
glGetActiveUniform(_shaderToQueryForUniforms, GLuint(i), sizeof(name) - 1, &name_len, &num, &type, name);
|
||||
|
||||
name[name_len] = 0;
|
||||
}
|
||||
|
||||
return uniforms;
|
||||
}
|
||||
|
||||
sfn AttachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToAttach)
|
||||
{
|
||||
glAttachShader(_shaderProgram, _shaderToAttach);
|
||||
@ -52,10 +90,34 @@ namespace GL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn CompileShader(ID<Shader> _shaderToCompile)
|
||||
sfn CompileShader(const ID<Shader> _shaderToCompile)
|
||||
{
|
||||
glCompileShader(_shaderToCompile);
|
||||
|
||||
gInt Result = gInt(EBool::False);
|
||||
|
||||
gSize InfoLogLength;
|
||||
|
||||
QueryShader(_shaderToCompile, EShaderInfo::CompileStatus, Address(Result));
|
||||
|
||||
if (!Result)
|
||||
{
|
||||
QueryShader(_shaderToCompile, EShaderInfo::InfoLogLength, Address(InfoLogLength));
|
||||
|
||||
if (InfoLogLength > 0)
|
||||
{
|
||||
std::vector<char> ErrorMessage(InfoLogLength + 1);
|
||||
|
||||
GetShaderInfo(_shaderToCompile, InfoLogLength, nullptr, Address(ErrorMessage.at(0)));
|
||||
|
||||
throw std::runtime_error(Address(ErrorMessage.at(0)));
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("Shader compilation failed and did not get a proper info log.");
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@ -76,6 +138,30 @@ namespace GL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn DetachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToDetach)
|
||||
{
|
||||
glDetachShader(_shaderProgram, _shaderToDetach);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetShaderInfo(ID<Shader> _shader, gSize _logLength, ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
{
|
||||
glGetShaderInfoLog(_shader, _logLength, _infoLengthRef, _infoLogRef);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
{
|
||||
glGetProgramInfoLog(_shaderProgram, _logLength, _infoLengthRef, _infoLogRef);
|
||||
}
|
||||
|
||||
sfn GetUniformVariable(const ID<ShaderProgram> _programID, RawString<const char> _nameOfVariable) -> ID<Matrix>
|
||||
{
|
||||
return glGetUniformLocation(_programID, _nameOfVariable);
|
||||
}
|
||||
|
||||
sfn LinkProgramShader(ID<ShaderProgram> _shaderProgramToLink)
|
||||
{
|
||||
glLinkProgram(_shaderProgramToLink);
|
||||
@ -83,15 +169,127 @@ namespace GL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
|
||||
sfn QueryShader(ID<Shader> _shaderToQuery, EShaderInfo _shaderInfoDesired, ptr<gInt> _requestedInfoObject) -> void
|
||||
{
|
||||
glUseProgram(_shaderProgramToUse);
|
||||
|
||||
return;
|
||||
glGetShaderiv(_shaderToQuery, GLenum(_shaderInfoDesired), _requestedInfoObject);
|
||||
}
|
||||
|
||||
sfn QueryShaderProgram(ID<ShaderProgram> _shaderToQuery, EShaderProgramInfo _shaderProgramInfoDesired, ptr<gInt> _requestedInfoObject) -> void
|
||||
{
|
||||
glGetProgramiv(_shaderToQuery, GLenum(_shaderProgramInfoDesired), _requestedInfoObject);
|
||||
}
|
||||
|
||||
// Raw Tape
|
||||
sfn LoadShaders(RawString<const char> _vertexShaderFilePath, RawString<const char> _fragmentShaderFilePath) -> ID<ShaderProgram>
|
||||
{
|
||||
using std::cout ;
|
||||
using std::endl ;
|
||||
using std::ifstream ;
|
||||
using std::ios ;
|
||||
using std::string ;
|
||||
using std::stringstream;
|
||||
using std::vector ;
|
||||
|
||||
|
||||
string vertexShaderCode ;
|
||||
string fragmentShaderCode ;
|
||||
|
||||
ifstream vertexShaderFileStream ;
|
||||
ifstream fragmentShaderFileStream;
|
||||
|
||||
vertexShaderFileStream .open(_vertexShaderFilePath);
|
||||
fragmentShaderFileStream.open(_fragmentShaderFilePath);
|
||||
|
||||
try
|
||||
{
|
||||
if (vertexShaderFileStream.is_open() and fragmentShaderFileStream.is_open())
|
||||
{
|
||||
stringstream vertSourceStrStream;
|
||||
stringstream fragSourceStrStream;
|
||||
|
||||
vertSourceStrStream << vertexShaderFileStream .rdbuf();
|
||||
fragSourceStrStream << fragmentShaderFileStream.rdbuf();
|
||||
|
||||
vertexShaderFileStream .close();
|
||||
fragmentShaderFileStream.close();
|
||||
|
||||
vertexShaderCode = vertSourceStrStream.str();
|
||||
fragmentShaderCode = fragSourceStrStream.str();
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("Impossible to open% s.Are you in the right directory ? Don't forget to read the FAQ !");
|
||||
}
|
||||
|
||||
|
||||
RawString<const char> vertexSourcePtr = vertexShaderCode .c_str();
|
||||
RawString<const char> fragmentSourcePtr = fragmentShaderCode.c_str();
|
||||
|
||||
cout << "Compiling shader: " << _vertexShaderFilePath << endl;
|
||||
|
||||
ID<Shader> vertexShader = CreateShader(EShaderType::Vertex);
|
||||
|
||||
BindShaderSource(vertexShader, 1, Address(vertexSourcePtr), NULL);
|
||||
CompileShader (vertexShader );
|
||||
|
||||
cout << "Compiling shader: " << _fragmentShaderFilePath << endl;
|
||||
|
||||
ID<Shader> fragmentShader = CreateShader(EShaderType::Fragment);
|
||||
|
||||
BindShaderSource(fragmentShader, 1, Address(fragmentSourcePtr), NULL);
|
||||
CompileShader (fragmentShader );
|
||||
|
||||
|
||||
cout << "Making Shader Program and Linking..." << endl;
|
||||
|
||||
ID<ShaderProgram> generatedProgram;
|
||||
|
||||
MakeShaderProgram(generatedProgram, vertexShader, fragmentShader);
|
||||
|
||||
DeleteShader(vertexShader );
|
||||
DeleteShader(fragmentShader);
|
||||
|
||||
return generatedProgram;
|
||||
}
|
||||
catch (const std::runtime_error _error)
|
||||
{
|
||||
ErrorRuntime(_error);
|
||||
|
||||
Exit(ExitCode::Failed);
|
||||
}
|
||||
}
|
||||
|
||||
sfn LoadRawShader()
|
||||
{
|
||||
ID<Shader> VertexShader ;
|
||||
ID<Shader> FragmentShader;
|
||||
|
||||
MakeShader(VertexShader , EShaderType::Vertex , 1, Address(GL::RawVertextShaderSource ), NULL);
|
||||
MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(GL::RawFragmentShaderSource), NULL);
|
||||
|
||||
GL::MakeShaderProgram(RawShader, VertexShader, FragmentShader);
|
||||
|
||||
GL::DeleteShader(VertexShader );
|
||||
GL::DeleteShader(FragmentShader);
|
||||
}
|
||||
|
||||
sfn LoadSimpleShader()
|
||||
{
|
||||
SimpleShader = LoadShaders("SimpleVertexShader.vert", "SimpleFragmentShader.frag");
|
||||
}
|
||||
|
||||
sfn LoadSimpleShader_Transformed()
|
||||
{
|
||||
SimpleShader_Transformed = LoadShaders("SimpleTransform.vert", "SingleColor.frag");
|
||||
|
||||
ScreenSpaceVarID = GL::GetUniformVariable(GL::SimpleShader_Transformed, "modelViewProjection");
|
||||
}
|
||||
|
||||
sfn LoadDefaultShaders()
|
||||
{
|
||||
LoadRawShader ();
|
||||
LoadSimpleShader ();
|
||||
LoadSimpleShader_Transformed();
|
||||
}
|
||||
|
||||
sfn MakeShader
|
||||
(
|
||||
@ -101,6 +299,7 @@ namespace GL
|
||||
ptr<RawString<const gChar>> _sourceCode ,
|
||||
ptr< const gInt > _lengthsOfStrings
|
||||
)
|
||||
-> void
|
||||
{
|
||||
_shaderIDHolder = CreateShader(_typeOfShader);
|
||||
|
||||
@ -109,18 +308,54 @@ namespace GL
|
||||
CompileShader(_shaderIDHolder);
|
||||
}
|
||||
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, ID<Shader> _shadersToAttach...)
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, const ID<Shader> _vertexShader, const ID<Shader> _fragShader) -> void
|
||||
{
|
||||
_shaderProgramIDHolder = CreateShaderProgram();
|
||||
|
||||
va_list args;
|
||||
|
||||
va_start(args, _shadersToAttach);
|
||||
|
||||
AttachShader(_shaderProgramIDHolder, va_arg(args, ID<Shader>));
|
||||
|
||||
va_end(args);
|
||||
AttachShader(_shaderProgramIDHolder, _vertexShader);
|
||||
AttachShader(_shaderProgramIDHolder, _fragShader );
|
||||
|
||||
LinkProgramShader(_shaderProgramIDHolder);
|
||||
|
||||
gInt Result = false;
|
||||
|
||||
QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::LinkStatus, Address(Result));
|
||||
|
||||
if (!Result)
|
||||
{
|
||||
gInt infoLogLength;
|
||||
|
||||
QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::InfoLogLength, Address(infoLogLength));
|
||||
|
||||
if (infoLogLength > 0)
|
||||
{
|
||||
std::vector<char> ErrorMessage(infoLogLength + 1);
|
||||
|
||||
GetShaderProgramInfo(_shaderProgramIDHolder, infoLogLength, NULL, Address(ErrorMessage.at(0)));
|
||||
|
||||
throw std::runtime_error(Address(ErrorMessage.at(0)));
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("ShaderProgram compilation failed and did not get a proper info log.");
|
||||
}
|
||||
}
|
||||
|
||||
DetachShader(_shaderProgramIDHolder, _vertexShader);
|
||||
DetachShader(_shaderProgramIDHolder, _fragShader );
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetUniformVariable_MatrixVariableArray(const ID<Matrix> _matrixID, const gSize _numMatricies, const EBool _shouldTransposeValues, ptr<const float> _dataPtr)
|
||||
{
|
||||
glUniformMatrix4fv(_matrixID, _numMatricies, GLenum(_shouldTransposeValues), _dataPtr);
|
||||
}
|
||||
|
||||
sfn UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
|
||||
{
|
||||
glUseProgram(_shaderProgramToUse);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
116
DGL_Space.hpp
Normal file
116
DGL_Space.hpp
Normal file
@ -0,0 +1,116 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
#include "DGL_MiscTypes.hpp"
|
||||
|
||||
|
||||
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace GL
|
||||
{
|
||||
using CoordSpace = Matrix4x4;
|
||||
using Projection = Matrix4x4;
|
||||
|
||||
|
||||
// Function
|
||||
|
||||
template<typename Type>
|
||||
sfn CreateLookAtView(const Generic::Vector3<Type> _viewPosition, const Generic::Vector3<Type> _lookAtPosition, const Generic::Vector3<Type> _upDirection) -> Matrix4x4
|
||||
{
|
||||
return glm::lookAt(_viewPosition, _lookAtPosition, _upDirection);
|
||||
}
|
||||
|
||||
sfn CreateOrthographic(gFloat _leftScreenCoord, gFloat _rightScreenCoord, gFloat _bottomScreenCoord, gFloat _topScreenCoord, gFloat _nearPlane, gFloat _farPlane)
|
||||
{
|
||||
return glm::ortho(_leftScreenCoord, _rightScreenCoord, _bottomScreenCoord, _topScreenCoord, _nearPlane, _farPlane);
|
||||
}
|
||||
|
||||
template<typename FloatType>
|
||||
sfn CreatePerspective(const FloatType _fieldOfView, const FloatType _aspectRatio, const FloatType _nearPlane, const FloatType _farPlane)
|
||||
{
|
||||
return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane);
|
||||
}
|
||||
|
||||
sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4
|
||||
{
|
||||
return glm::rotate(_matrix, _rotationAngleAmount, _axis);
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
sfn ToRadians(const Ref(Type) _degrees) -> Type
|
||||
{
|
||||
return glm::radians(_degrees);
|
||||
}
|
||||
|
||||
struct ClippingPlanes
|
||||
{
|
||||
gFloat Near, Far;
|
||||
|
||||
ClippingPlanes(gFloat _near, gFloat _far) : Near(_near), Far(_far) {};
|
||||
};
|
||||
|
||||
namespace DefaultSpace
|
||||
{
|
||||
gFloat
|
||||
AspectRatio = 16.0f / 10.0f,
|
||||
FieldOfView = 90.0f ,
|
||||
NearClippingPlane = 0.1f ,
|
||||
FarClippingPlane = 100.0f ;
|
||||
|
||||
Vector3 CameraPosition(-3, 0, 0),
|
||||
LookAtPosition( 0, 0, 0),
|
||||
UpDirection ( 0, 1, 0) ;
|
||||
|
||||
gFloat ScreenWidth = 720.0f, ScreenHeight = 450.0f;
|
||||
}
|
||||
|
||||
struct Camera
|
||||
{
|
||||
gFloat AspectRatio, FieldOfView;
|
||||
|
||||
ClippingPlanes ClipSpace;
|
||||
|
||||
CoordSpace ViewPort;
|
||||
|
||||
Projection Orthographic, Perspective;
|
||||
|
||||
Vector3 Position, LookAtPosition, UpDirection;
|
||||
|
||||
|
||||
Camera
|
||||
(
|
||||
gFloat _aspectRatio ,
|
||||
gFloat _fieldOfView ,
|
||||
ClippingPlanes _clippingPlanes,
|
||||
Vector3 _position ,
|
||||
Vector3 _lookAtPosition,
|
||||
Vector3 _upDirection
|
||||
) :
|
||||
AspectRatio (_aspectRatio ),
|
||||
FieldOfView (_fieldOfView ),
|
||||
ClipSpace (_clippingPlanes),
|
||||
Position (_position ),
|
||||
LookAtPosition(_lookAtPosition),
|
||||
UpDirection (_upDirection )
|
||||
{
|
||||
ViewPort = CreateLookAtView(Position, LookAtPosition, UpDirection);
|
||||
|
||||
Orthographic = CreateOrthographic(0.0f, DefaultSpace::ScreenWidth, 0.0f, DefaultSpace::ScreenHeight, ClipSpace.Near, ClipSpace.Far);
|
||||
|
||||
Perspective = CreatePerspective<gFloat>(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far);
|
||||
}
|
||||
};
|
||||
|
||||
namespace DefaultSpace
|
||||
{
|
||||
Camera WorldCamera(AspectRatio, FieldOfView, ClippingPlanes(NearClippingPlane, FarClippingPlane), CameraPosition, LookAtPosition, UpDirection);
|
||||
|
||||
CoordSpace WorldSpace(Matrix4x4(1.0f));
|
||||
|
||||
CoordSpace Screenspace = WorldCamera.Perspective * WorldCamera.ViewPort * WorldSpace;
|
||||
}
|
||||
}
|
1
DGL_Variable.hpp
Normal file
1
DGL_Variable.hpp
Normal file
@ -0,0 +1 @@
|
||||
#pragma once
|
183
Execution.cpp
Normal file
183
Execution.cpp
Normal file
@ -0,0 +1,183 @@
|
||||
// Cpp STL
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
#include <memory>
|
||||
|
||||
|
||||
|
||||
// Project
|
||||
#include "DGL.hpp"
|
||||
#include "TriangleRaw.hpp"
|
||||
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
|
||||
namespace Execution
|
||||
{
|
||||
// C++ STL
|
||||
|
||||
using std::thread;
|
||||
|
||||
template<typename Type>
|
||||
using UPtr = std::unique_ptr<Type>;
|
||||
|
||||
template<typename Type, typename... ParamTypes>
|
||||
sfn MakeUPtr(rRef(ParamTypes)... _params) -> UPtr<Type>
|
||||
{
|
||||
return std::make_unique<Type>(_params...);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// GL
|
||||
|
||||
using GL::TimeValDec;
|
||||
using GL::Window ;
|
||||
using GL::Matrix ;
|
||||
using GL::Matrix4x4 ;
|
||||
using GL::Vector3 ;
|
||||
using GL::gFloat ;
|
||||
|
||||
|
||||
bool Exist = true;
|
||||
|
||||
TimeValDec CycleStart, CycleEnd, DeltaTime, InputPollingInterval = 1.0f / 240.0f, RenderInterval = 1.0f / 60.0f;
|
||||
|
||||
UPtr<thread> BasicLoop, BasicTimedLoop;
|
||||
|
||||
|
||||
|
||||
// Testing
|
||||
|
||||
// Foward Declares
|
||||
|
||||
sfn RenderProcedure () -> void;
|
||||
sfn PrepareRenderObjects() -> void;
|
||||
|
||||
sfn CreateWindow_BasicLoop()
|
||||
{
|
||||
GL::InitalizeGLFW();
|
||||
|
||||
deduce windowObj = GL::CreateWindow(720, 450, "Assignment 1: RawLoop", GL::WindowedMode(), GL::NotShared());
|
||||
|
||||
GL::SetCurrentContext(windowObj);
|
||||
|
||||
GL::RunBasicWindowLoop(windowObj);
|
||||
}
|
||||
|
||||
sfn CreateWindow_TimedRender()
|
||||
{
|
||||
GL::InitalizeGLFW();
|
||||
|
||||
deduce windowObj = GL::CreateWindow(720, 540, "Assignment 1: Timed Render", GL::WindowedMode(), GL::NotShared());
|
||||
|
||||
GL::SetCurrentContext(windowObj);
|
||||
|
||||
GL::InitalizeGLEW();
|
||||
|
||||
PrepareRenderObjects();
|
||||
|
||||
GL::RunBasicWindowLoop_Timed(windowObj, 1.0 / 60.0, Address(RenderProcedure));
|
||||
}
|
||||
|
||||
sfn PrepareRenderObjects() -> void
|
||||
{
|
||||
RAW_SetupBuffers();
|
||||
|
||||
RAW_BindAndBufferDataToIDs();
|
||||
|
||||
GL::LoadDefaultShaders();
|
||||
|
||||
GL::FormatVertexAttributes<Vertex3>(VertexAttributeIndex, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::True);
|
||||
|
||||
GL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
|
||||
|
||||
GL::BindVertexArray(0);
|
||||
}
|
||||
|
||||
sfn Cycler(FnPtr<void> _inputProcedure, FnPtr<void> _renderProcedure)
|
||||
{
|
||||
while (Exist)
|
||||
{
|
||||
CycleStart = GL::GetTime();
|
||||
|
||||
if (DeltaTime >= InputPollingInterval)
|
||||
{
|
||||
GL::PollEvents();
|
||||
|
||||
_inputProcedure();
|
||||
}
|
||||
|
||||
if (DeltaTime >= RenderInterval)
|
||||
{
|
||||
_renderProcedure();
|
||||
}
|
||||
|
||||
CycleEnd = GL::GetTime();
|
||||
|
||||
DeltaTime = DeltaTime + CycleEnd - CycleStart;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn InputProcedure()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
sfn RenderProcedure() -> void
|
||||
{
|
||||
GL::EnableVertexAttributeArray(VertexAttributeIndex);
|
||||
|
||||
GL::SetPolygonMode(GL::EFace::Front_and_Back, GL::EMode::Fill);
|
||||
|
||||
GL::DefaultSpace::WorldSpace = GL::Rotate(GL::DefaultSpace::WorldSpace, 0.0035f, Vector3(0.0f, 0.5f, 0.0f));
|
||||
|
||||
GL::DefaultSpace::Screenspace = GL::DefaultSpace::WorldCamera.Perspective * GL::DefaultSpace::WorldCamera.ViewPort * GL::DefaultSpace::WorldSpace;
|
||||
|
||||
GL::UseProgramShader(GL::SimpleShader_Transformed);
|
||||
|
||||
GL::SetUniformVariable_MatrixVariableArray(GL::ScreenSpaceVarID, 1, GL::EBool::False, Address(GL::DefaultSpace::Screenspace[0][0]));
|
||||
|
||||
GL::BindVertexArray(VertexArrayObj);
|
||||
|
||||
GL::DrawArrays(GL::EPrimitives::Triangles, 0, TriangleRaw::VertexCount());
|
||||
|
||||
GL::DisableVertexAttributeArray(VertexAttributeIndex);
|
||||
}
|
||||
|
||||
sfn PrepWorkspace()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Runtime Execution: Loop must be specified here to use.
|
||||
|
||||
sfn Execute() -> ExitCode
|
||||
{
|
||||
/*PrepWorkspace();*/
|
||||
|
||||
//Cycler(Address(InputProcedure), Address(RenderProcedure));
|
||||
|
||||
CreateWindow_TimedRender();
|
||||
|
||||
GL::TerminateGLFW();
|
||||
|
||||
return ExitCode::Success;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
return int(Execution::Execute());
|
||||
}
|
||||
|
203
ShaderFromTut.hpp
Normal file
203
ShaderFromTut.hpp
Normal file
@ -0,0 +1,203 @@
|
||||
|
||||
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
//#include <glad/glad.h>
|
||||
#include <glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include "DGL.hpp"
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
// constructor generates the shader on the fly
|
||||
// ------------------------------------------------------------------------
|
||||
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr)
|
||||
{
|
||||
// 1. retrieve the vertex/fragment source code from filePath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::string geometryCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
std::ifstream gShaderFile;
|
||||
// ensure ifstream objects can throw exceptions:
|
||||
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
gShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
// open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
// read file's buffer contents into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
// if geometry shader path is present, also load a geometry shader
|
||||
if (geometryPath != nullptr)
|
||||
{
|
||||
gShaderFile.open(geometryPath);
|
||||
std::stringstream gShaderStream;
|
||||
gShaderStream << gShaderFile.rdbuf();
|
||||
gShaderFile.close();
|
||||
geometryCode = gShaderStream.str();
|
||||
}
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
|
||||
}
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
// 2. compile shaders
|
||||
unsigned int vertex, fragment;
|
||||
// vertex shader
|
||||
|
||||
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
// fragment Shader
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
// if geometry shader is given, compile geometry shader
|
||||
unsigned int geometry;
|
||||
if (geometryPath != nullptr)
|
||||
{
|
||||
const char* gShaderCode = geometryCode.c_str();
|
||||
geometry = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometry, 1, &gShaderCode, NULL);
|
||||
glCompileShader(geometry);
|
||||
checkCompileErrors(geometry, "GEOMETRY");
|
||||
}
|
||||
|
||||
GL::MakeShaderProgram(ID, vertex, fragment);
|
||||
|
||||
// shader Program
|
||||
/* ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
if (geometryPath != nullptr)
|
||||
glAttachShader(ID, geometry);
|
||||
glLinkProgram(ID);*/
|
||||
checkCompileErrors(ID, "PROGRAM");
|
||||
// delete the shaders as they're linked into our program now and no longer necessery
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
if (geometryPath != nullptr)
|
||||
glDeleteShader(geometry);
|
||||
|
||||
}
|
||||
// activate the shader
|
||||
// ------------------------------------------------------------------------
|
||||
void use()
|
||||
{
|
||||
glUseProgram(ID);
|
||||
}
|
||||
// utility uniform functions
|
||||
// ------------------------------------------------------------------------
|
||||
void setBool(const std::string& name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setInt(const std::string& name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setFloat(const std::string& name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec2(const std::string& name, const glm::vec2& value) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec2(const std::string& name, float x, float y) const
|
||||
{
|
||||
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec3(const std::string& name, const glm::vec3& value) const
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec3(const std::string& name, float x, float y, float z) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string& name, const glm::vec4& value) const
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec4(const std::string& name, float x, float y, float z, float w)
|
||||
{
|
||||
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat2(const std::string& name, const glm::mat2& mat) const
|
||||
{
|
||||
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat3(const std::string& name, const glm::mat3& mat) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat4(const std::string& name, const glm::mat4& mat) const
|
||||
{
|
||||
deduce bullshit = glGetUniformLocation(ID, name.c_str());
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
private:
|
||||
// utility function for checking shader compilation/linking errors.
|
||||
// ------------------------------------------------------------------------
|
||||
void checkCompileErrors(GLuint shader, std::string type)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if (type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
12
SimpleFragmentShader.frag
Normal file
12
SimpleFragmentShader.frag
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
|
||||
|
||||
out vec3 color;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec3(0.345, 0.345, 1);
|
||||
}
|
15
SimpleTransform.vert
Normal file
15
SimpleTransform.vert
Normal file
@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
// uniform mat4 model;
|
||||
// uniform mat4 view;
|
||||
// uniform mat4 projection;
|
||||
|
||||
uniform mat4 modelViewProjection;
|
||||
|
||||
void main()
|
||||
{
|
||||
//gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
|
||||
gl_Position = modelViewProjection * vec4(aPos, 1.0);
|
||||
}
|
13
SimpleVertexShader.vert
Normal file
13
SimpleVertexShader.vert
Normal file
@ -0,0 +1,13 @@
|
||||
#version 330 core
|
||||
|
||||
|
||||
|
||||
layout (location = 0) in vec3 vertexPosition_modelSpace;
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelSpace;
|
||||
gl_Position.w = 1.0 ;
|
||||
}
|
12
SingleColor.frag
Normal file
12
SingleColor.frag
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
// Output data
|
||||
out vec3 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// Output color = red
|
||||
color = vec3(1,0,0);
|
||||
|
||||
}
|
160
TriangleRaw.hpp
Normal file
160
TriangleRaw.hpp
Normal file
@ -0,0 +1,160 @@
|
||||
#pragma once
|
||||
|
||||
#include "DGL.hpp"
|
||||
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
using GL::gFloat;
|
||||
using GL::VertexBuffer;
|
||||
using GL::EBufferTarget;
|
||||
using GL::EBufferUsage;
|
||||
using GL::Buffer;
|
||||
using GL::ID;
|
||||
using GL::gInt;
|
||||
using GL::gSize;
|
||||
|
||||
|
||||
|
||||
// This will identify our vertex buffer
|
||||
ID<Buffer> VertexBufferObj;
|
||||
|
||||
struct Vertex3
|
||||
{
|
||||
gFloat x, y, z;
|
||||
|
||||
static constexpr sfn ValueCount() -> gSize { return 3; }
|
||||
};
|
||||
|
||||
struct TriangleRaw
|
||||
{
|
||||
Vertex3 a, b, c;
|
||||
|
||||
static constexpr sfn VertexCount() -> gSize { return 3; }
|
||||
};
|
||||
|
||||
|
||||
TriangleRaw EquilateralTriangleVerticies =
|
||||
{
|
||||
{ -1.0f, -1.0f, 0.0f },
|
||||
{ 1.0f, -1.0f, 0.0f },
|
||||
{ 0.0f, 1.0f, 0.0f }
|
||||
};
|
||||
|
||||
|
||||
struct RectangleRaw
|
||||
{
|
||||
TriangleRaw first, second;
|
||||
|
||||
static constexpr sfn VertexCount() -> gSize { return 6; }
|
||||
};
|
||||
|
||||
|
||||
RectangleRaw SquareVerticies =
|
||||
{
|
||||
{
|
||||
{ -0.5f, -0.5f, 0.0f },
|
||||
{ 0.5f, -0.5f, 0.0f },
|
||||
{ 0.0f, 0.5f, 0.0f }
|
||||
},
|
||||
{
|
||||
{ 0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, 0.5f, 0.0f }
|
||||
}
|
||||
};
|
||||
|
||||
ID<VertexBuffer> VertexArrayObj;
|
||||
|
||||
struct RectangleCompressed
|
||||
{
|
||||
Vertex3 a, b, c, d;
|
||||
|
||||
static constexpr sfn VertexCount() -> gSize { return 4; }
|
||||
};
|
||||
|
||||
struct TriIndex
|
||||
{
|
||||
gInt a, b, c;
|
||||
};
|
||||
|
||||
struct RectangleIndices
|
||||
{
|
||||
TriIndex first, second;
|
||||
};
|
||||
|
||||
|
||||
RectangleCompressed rectCompress =
|
||||
{
|
||||
{ 0.5f, 0.5f, 0.0f },
|
||||
{ 0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, 0.5f, 0.0f }
|
||||
};
|
||||
|
||||
RectangleIndices rectIndices =
|
||||
{
|
||||
{ 0, 1, 3 },
|
||||
{ 1, 2, 3 }
|
||||
};
|
||||
|
||||
using GL::ElementBuffer;
|
||||
|
||||
ID<ElementBuffer> ElemBufferObj;
|
||||
|
||||
struct Vertex2
|
||||
{
|
||||
gFloat x, y;
|
||||
};
|
||||
|
||||
struct TriTexCoords
|
||||
{
|
||||
Vertex2 a, b, c;
|
||||
};
|
||||
|
||||
|
||||
TriTexCoords textureCoords =
|
||||
{
|
||||
{ 0.0f, 0.0f },
|
||||
{ 1.0f, 0.0f },
|
||||
{ 0.5f, 1.0f }
|
||||
};
|
||||
|
||||
|
||||
sfn RAW_SetupBuffers()
|
||||
{
|
||||
GL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
|
||||
GL::GenerateBuffers (Address(VertexBufferObj), 1);
|
||||
GL::GenerateBuffers (Address(ElemBufferObj ), 1);
|
||||
}
|
||||
|
||||
sfn RAW_SetupTriangleBuffer()
|
||||
{
|
||||
GL::GenerateBuffers(Address(VertexBufferObj), 1);
|
||||
}
|
||||
|
||||
sfn RAW_BindAndBufferDataToIDs()
|
||||
{
|
||||
GL::BindVertexArray(VertexArrayObj);
|
||||
|
||||
GL::BindBuffer(EBufferTarget::VertexAttributes, VertexBufferObj);
|
||||
|
||||
GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
//GL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
//GL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
|
||||
|
||||
//GL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
}
|
||||
|
||||
GL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
|
||||
|
||||
using GL::EBool ;
|
||||
using GL::EDataType;
|
||||
|
||||
constexpr sfn ZeroOffset() -> ptr<void>
|
||||
{
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user