Implemented Uniform Buffer objects. and moved shader code to sprite renderer.

This commit is contained in:
2025-01-22 08:36:25 -07:00
parent 530734d159
commit 42d792e9f4
4 changed files with 89 additions and 88 deletions

View File

@ -2,6 +2,32 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include "Log.h" #include "Log.h"
#include "deff.h"
const char* vertexShaderSource = "#version 330 core\n"
"#extension GL_ARB_explicit_uniform_location: enable\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec4 color;\n"
"layout (std140) uniform matricies \n"
"{\n"
" mat4 projection;\n"
" mat4 view;\n"
"};\n"
"layout (location = 2) in mat4 model;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = projection * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" vertexColor = color;\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}\0";
SpriteRenderer::SpriteRenderer() { SpriteRenderer::SpriteRenderer() {
//Generate Resources //Generate Resources
@ -49,6 +75,51 @@ SpriteRenderer::SpriteRenderer() {
glVertexAttribDivisor(5, 1); glVertexAttribDivisor(5, 1);
glBindVertexArray(0); glBindVertexArray(0);
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
ERR("Vertex Shader Compile Failed: {}", infoLog);
return;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
ERR("Fragment Shader Compile Failed: {}", infoLog);
return;
}
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
ERR("Program Link Failed: {}", infoLog);
return;
}
glUseProgram(shaderProgram);
unsigned int proj_index = glGetUniformBlockIndex(shaderProgram, "matricies");
glUniformBlockBinding(shaderProgram, proj_index, PROJ_MAT_UNIFORM_BUFFER);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
INFO("Sprite renderer initialized"); INFO("Sprite renderer initialized");
} }
@ -57,6 +128,7 @@ SpriteRenderer::~SpriteRenderer() {
unsigned int buffers[] = { VBO, EBO, instanceVBO }; unsigned int buffers[] = { VBO, EBO, instanceVBO };
glDeleteBuffers(3, buffers); glDeleteBuffers(3, buffers);
glDeleteVertexArrays(1, &VAO); glDeleteVertexArrays(1, &VAO);
glDeleteProgram(shaderProgram);
} }
void SpriteRenderer::drawSprite(glm::mat4 transform) { void SpriteRenderer::drawSprite(glm::mat4 transform) {
@ -67,6 +139,7 @@ void SpriteRenderer::flush() {
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO); glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * matrices.size(), matrices.data(), GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * matrices.size(), matrices.data(), GL_STREAM_DRAW);
glBindVertexArray(VAO); glBindVertexArray(VAO);
glUseProgram(shaderProgram);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, matrices.size()); glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, matrices.size());
glBindVertexArray(0); glBindVertexArray(0);
glFinish(); glFinish();

View File

@ -4,7 +4,7 @@
class SpriteRenderer { class SpriteRenderer {
private: private:
unsigned int VAO, VBO, EBO, instanceVBO; unsigned int VAO, VBO, EBO, instanceVBO, shaderProgram;
std::vector<glm::mat4> matrices; std::vector<glm::mat4> matrices;
public: public:

View File

@ -1,4 +1,3 @@
#pragma once #pragma once
#define UNIFORM_PROJ_MAT 0 #define PROJ_MAT_UNIFORM_BUFFER 0
#define UNIFORM_MODEL_MAT 1

View File

@ -1,3 +1,5 @@
#include "glm/ext/matrix_float4x4.hpp"
#include "glm/ext/matrix_transform.hpp"
#define GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "Window.h" #include "Window.h"
@ -18,49 +20,14 @@ int OpenGLVersion;
spdlog::logger logger("none"); spdlog::logger logger("none");
std::mutex ready; std::mutex ready;
float square[] = {
1.0f, 1.0f, 0.0f, // top right
1.0f, -1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f // top left
};
unsigned int squareIndices[]{
0, 1, 3,
1, 2, 3
};
float squareColors[] = {
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f
};
const char* vertexShaderSource = "#version 330 core\n"
"#extension GL_ARB_explicit_uniform_location: enable\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec4 color;\n"
"layout (location = 0) uniform mat4 projection;\n"
"layout (location = 2) in mat4 model;\n"
"out vec4 vertexColor;\n"
"void main()\n"
"{\n"
" gl_Position = projection * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" vertexColor = color;\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}\0";
bool running = true; bool running = true;
Window* window; Window* window;
unsigned int shaderProgram; unsigned int uniformBuffer;
struct matricies {
glm::mat4 projection;
glm::mat4 view;
};
void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userparam) { void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userparam) {
if (type == GL_DEBUG_TYPE_ERROR) { if (type == GL_DEBUG_TYPE_ERROR) {
@ -118,55 +85,17 @@ void renderInit() {
//window->setWindowedFullscreen(); //window->setWindowedFullscreen();
openGLContextInit(); openGLContextInit();
unsigned int vertexShader; glGenBuffers(1, &uniformBuffer);
vertexShader = glCreateShader(GL_VERTEX_SHADER); glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
ERR("Vertex Shader Compile Failed: {}", infoLog);
return;
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
ERR("Fragment Shader Compile Failed: {}", infoLog);
return;
}
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
ERR("Program Link Failed: {}", infoLog);
return;
}
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4)*2, new matricies{glm::ortho(0.0f, 800.0f, 600.0f, 0.0f), glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0))}, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, PROJ_MAT_UNIFORM_BUFFER, uniformBuffer);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glUniformMatrix4fv(UNIFORM_PROJ_MAT, 1, GL_FALSE, glm::value_ptr(glm::ortho(0.0f, 800.0f, 600.0f, 0.0f)));
} }
void deinit() { void deinit() {
glDeleteProgram(shaderProgram);
glfwTerminate(); glfwTerminate();
} }