diff options
Diffstat (limited to 'src/rendering')
| -rw-r--r-- | src/rendering/framebuffer.cpp | 246 | ||||
| -rw-r--r-- | src/rendering/framebuffer.h | 37 | ||||
| -rw-r--r-- | src/rendering/index_buffer.cpp | 39 | ||||
| -rw-r--r-- | src/rendering/index_buffer.h | 13 | ||||
| -rw-r--r-- | src/rendering/renderer.cpp | 128 | ||||
| -rw-r--r-- | src/rendering/renderer.h | 43 | ||||
| -rw-r--r-- | src/rendering/shader.cpp | 324 | ||||
| -rw-r--r-- | src/rendering/shader.h | 58 | ||||
| -rw-r--r-- | src/rendering/texture.cpp | 318 | ||||
| -rw-r--r-- | src/rendering/texture.h | 57 | ||||
| -rw-r--r-- | src/rendering/texture_manager.cpp | 6 | ||||
| -rw-r--r-- | src/rendering/uniform_buffer.cpp | 41 | ||||
| -rw-r--r-- | src/rendering/uniform_buffer.h | 12 | ||||
| -rw-r--r-- | src/rendering/vertex_array.cpp | 67 | ||||
| -rw-r--r-- | src/rendering/vertex_array.h | 23 | ||||
| -rw-r--r-- | src/rendering/vertex_buffer.cpp | 51 | ||||
| -rw-r--r-- | src/rendering/vertex_buffer.h | 29 |
17 files changed, 1256 insertions, 236 deletions
diff --git a/src/rendering/framebuffer.cpp b/src/rendering/framebuffer.cpp index 089c31e..3da4b48 100644 --- a/src/rendering/framebuffer.cpp +++ b/src/rendering/framebuffer.cpp @@ -1,17 +1,251 @@ #include "framebuffer.h" -#include "renderer.h" +#include "core/log.h" -#include "platform/opengl/opengl_framebuffer.h" +#include <glad/glad.h> namespace Donut { - auto Framebuffer::create(const FramebufferSpecification& spec) -> Ref<Framebuffer> + namespace Utils + { + static GLenum TextureTarget(bool multisampled) + { + return multisampled ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; + } + + static void bind_texture(bool multisampled, uint32_t id) + { + glBindTexture(TextureTarget(multisampled), id); + } + + static void CreateTextures(bool multisampled, uint32_t* out_id, uint32_t count) + { + // glCreateTextures is 4.5 DSA; macOS caps at 4.1. Callers bind each + // texture (with the correct target) before use. + glGenTextures(count, out_id); + } + + static void AttachColorTexture(uint32_t id, int samples, GLenum internal_format, GLenum format, uint32_t width, uint32_t height, int index) + { + bool multisampled = samples > 1; + if (multisampled) + { + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internal_format, width, height, GL_FALSE); + } + else + { + // Integer color formats require an integer pixel type even when + // data is null, or macOS's strict core profile rejects the call. + GLenum type = (format == GL_RED_INTEGER) ? GL_INT : GL_UNSIGNED_BYTE; + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, TextureTarget(multisampled), id, 0); + } + + static void AttachDepthTexture(uint32_t id, int samples, GLenum format, GLenum attachment_type, uint32_t width, uint32_t height) + { + bool multisampled = samples > 1; + if (multisampled) + { + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, GL_FALSE); + } + else + { + // glTexStorage2D is 4.2; use mutable storage for macOS (4.1). + GLenum depth_format = (format == GL_DEPTH24_STENCIL8) ? GL_DEPTH_STENCIL : GL_DEPTH_COMPONENT; + GLenum depth_type = (format == GL_DEPTH24_STENCIL8) ? GL_UNSIGNED_INT_24_8 : GL_FLOAT; + glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, depth_format, depth_type, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + + glFramebufferTexture2D(GL_FRAMEBUFFER, attachment_type, TextureTarget(multisampled), id, 0); + } + + static bool IsDepthFormat(FramebufferTextureFormat format) + { + switch (format) + { + case FramebufferTextureFormat::DEPTH24STENCIL8: return true; + } + return false; + } + + static GLenum DonutFBTextureFormatToGL(FramebufferTextureFormat format) + { + switch (format) + { + case FramebufferTextureFormat::RGBA8: return GL_RGBA8; + case FramebufferTextureFormat::RED_INTEGER: return GL_RED_INTEGER; + } + + return 0; + } + } + + Framebuffer::Framebuffer(const FramebufferSpecification& spec) + : m_specification(spec) + { + for (auto spec : m_specification.attachments.attachments) + { + if (!Utils::IsDepthFormat(spec.texture_format)) + m_color_attachment_specifications.emplace_back(spec); + else + m_depth_attachment_specification = spec; + } + + invalidate(); + } + + Framebuffer::~Framebuffer() + { + glDeleteFramebuffers(1, &m_renderer_id); + glDeleteTextures(static_cast<GLsizei>(m_color_attachments.size()), m_color_attachments.data()); + glDeleteTextures(1, &m_depth_attachment); + } + + auto Framebuffer::invalidate() -> void { - switch (Renderer::get_api()) + if (m_renderer_id) + { + glDeleteFramebuffers(1, &m_renderer_id); + glDeleteTextures(static_cast<GLsizei>(m_color_attachments.size()), m_color_attachments.data()); + glDeleteTextures(1, &m_depth_attachment); + + m_color_attachments.clear(); + m_depth_attachment = 0; + } + + glGenFramebuffers(1, &m_renderer_id); // glCreateFramebuffers is 4.5 DSA; unavailable on macOS 4.1 + glBindFramebuffer(GL_FRAMEBUFFER, m_renderer_id); + + bool multisample = m_specification.Samples > 1; + + if (m_color_attachment_specifications.size()) { - case RendererAPI::API::OpenGL: return create_ref<OpenGLFramebuffer>(spec); + m_color_attachments.resize(m_color_attachment_specifications.size()); + Utils::CreateTextures(multisample, m_color_attachments.data(), static_cast<uint32_t>(m_color_attachments.size())); + + for (size_t i = 0; i < m_color_attachments.size(); i++) + { + Utils::bind_texture(multisample, m_color_attachments[i]); + switch (m_color_attachment_specifications[i].texture_format) + { + case FramebufferTextureFormat::RGBA8: + Utils::AttachColorTexture(m_color_attachments[i], m_specification.Samples, GL_RGBA8, GL_RGBA, m_specification.Width, m_specification.Height, static_cast<int>(i)); + break; + case FramebufferTextureFormat::RED_INTEGER: + Utils::AttachColorTexture(m_color_attachments[i], m_specification.Samples, GL_R32I, GL_RED_INTEGER, m_specification.Width, m_specification.Height, static_cast<int>(i)); + break; + } + } } - return nullptr; + if (m_depth_attachment_specification.texture_format != FramebufferTextureFormat::None) + { + Utils::CreateTextures(multisample, &m_depth_attachment, 1); + Utils::bind_texture(multisample, m_depth_attachment); + switch (m_depth_attachment_specification.texture_format) + { + case FramebufferTextureFormat::DEPTH24STENCIL8: + Utils::AttachDepthTexture(m_depth_attachment, m_specification.Samples, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, m_specification.Width, m_specification.Height); + break; + } + } + + if (m_color_attachments.size() > 1) + { + GLenum buffers[4] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; + glDrawBuffers(static_cast<GLsizei>(m_color_attachments.size()), buffers); + } + else if (m_color_attachments.empty()) + glDrawBuffer(GL_NONE); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + { + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + switch (status) + { + case GL_FRAMEBUFFER_UNDEFINED: + DONUT_ERROR("Framebuffer is undefined"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: + DONUT_ERROR("Framebuffer has incomplete attachment"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: + DONUT_ERROR("Framebuffer is missing attachment"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: + DONUT_ERROR("Framebuffer has incomplete draw buffer"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: + DONUT_ERROR("Framebuffer has incomplete read buffer"); + break; + case GL_FRAMEBUFFER_UNSUPPORTED: + DONUT_ERROR("Framebuffer format is unsupported"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: + DONUT_ERROR("Framebuffer has incomplete multisample"); + break; + case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: + DONUT_ERROR("Framebuffer has incomplete layer targets"); + break; + default: + DONUT_ERROR("Framebuffer is incomplete (unknown error: {})", status); + break; + } + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } + + auto Framebuffer::bind() -> void + { + glBindFramebuffer(GL_FRAMEBUFFER, m_renderer_id); + glViewport(0, 0, m_specification.Width, m_specification.Height); + } + + auto Framebuffer::unbind() -> void + { + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } + + auto Framebuffer::resize(uint32_t width, uint32_t height) -> void + { + m_specification.Width = width; + m_specification.Height = height; + + invalidate(); + } + + auto Framebuffer::read_pixel(uint32_t attachment_index, int x, int y) -> int + { + glReadBuffer(GL_COLOR_ATTACHMENT0 + attachment_index); + int pixel_data; + glReadPixels(x, y, 1, 1, GL_RED_INTEGER, GL_INT, &pixel_data); + return pixel_data; + } + + auto Framebuffer::clear_attachment(uint32_t attachment_index, int value) -> void + { + // glClearTexImage is 4.4 and unavailable on macOS. clear the integer + // attachment by binding this framebuffer and clearing its draw buffer. + glBindFramebuffer(GL_FRAMEBUFFER, m_renderer_id); + glClearBufferiv(GL_COLOR, static_cast<GLint>(attachment_index), &value); + } + + auto Framebuffer::create(const FramebufferSpecification& spec) -> Ref<Framebuffer> + { + return create_ref<Framebuffer>(spec); } }; diff --git a/src/rendering/framebuffer.h b/src/rendering/framebuffer.h index a01a81b..cf1fbef 100644 --- a/src/rendering/framebuffer.h +++ b/src/rendering/framebuffer.h @@ -3,17 +3,19 @@ #include "core/memory.h" #include "texture.h" +#include <vector> + namespace Donut { enum class FramebufferTextureFormat { None = 0, - + RGBA8, RED_INTEGER, - + DEPTH24STENCIL8, - + Depth = DEPTH24STENCIL8 }; @@ -47,19 +49,32 @@ namespace Donut class Framebuffer { public: - virtual ~Framebuffer() = default; + Framebuffer(const FramebufferSpecification& spec); + ~Framebuffer(); - virtual auto bind() -> void = 0; - virtual auto unbind() -> void = 0; + auto bind() -> void; + auto unbind() -> void; - virtual auto resize(uint32_t width, uint32_t height) -> void = 0; - virtual auto read_pixel(uint32_t attachment_index, int x, int y) -> int = 0; + auto resize(uint32_t width, uint32_t height) -> void; + auto read_pixel(uint32_t attachment_index, int x, int y) -> int; - virtual auto clear_attachment(uint32_t attachment_index, int value) -> void = 0; - virtual auto get_color_attachment_renderer_id(uint32_t index = 0) const -> uint32_t = 0; + auto clear_attachment(uint32_t attachment_index, int value) -> void; + auto get_color_attachment_renderer_id(uint32_t index = 0) const -> uint32_t { return m_color_attachments[index]; } - virtual auto get_specification() const -> const FramebufferSpecification& = 0; + auto get_specification() const -> const FramebufferSpecification& { return m_specification; } static auto create(const FramebufferSpecification& spec) -> Ref<Framebuffer>; + + private: + auto invalidate() -> void; + + uint32_t m_renderer_id = 0; + FramebufferSpecification m_specification; + + std::vector<FramebufferTextureSpecification> m_color_attachment_specifications; + FramebufferTextureSpecification m_depth_attachment_specification = FramebufferTextureFormat::None; + + std::vector<uint32_t> m_color_attachments; + uint32_t m_depth_attachment = 0; }; }; diff --git a/src/rendering/index_buffer.cpp b/src/rendering/index_buffer.cpp index 9603c72..2c933e0 100644 --- a/src/rendering/index_buffer.cpp +++ b/src/rendering/index_buffer.cpp @@ -1,21 +1,34 @@ #include "index_buffer.h" -#include "renderer.h" -#include "platform/opengl/opengl_index_buffer.h" -#include "platform/vulkan/vulkan_index_buffer.h" +#include <glad/glad.h> -namespace Donut +namespace Donut { + IndexBuffer::IndexBuffer(const uint32_t* indices, uint32_t count) + : m_count(count) + { + glGenBuffers(1, &m_renderer_id); // glCreateBuffers is 4.5 DSA; unavailable on macOS 4.1 + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_renderer_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(uint32_t), indices, GL_STATIC_DRAW); + } + + IndexBuffer::~IndexBuffer() + { + glDeleteBuffers(1, &m_renderer_id); + } + + auto IndexBuffer::bind() const -> void + { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_renderer_id); + } + + auto IndexBuffer::unbind() const -> void + { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + auto IndexBuffer::create(const uint32_t* indices, uint32_t count) -> IndexBuffer* { - switch (Renderer::get_api()) - { - case RendererAPI::API::OpenGL: - return new OpenGLIndexBuffer(indices, count); - case RendererAPI::API::Vulkan: - return new VulkanIndexBuffer((uint32_t*)indices, count); - default: - return nullptr; - } + return new IndexBuffer(indices, count); } }; diff --git a/src/rendering/index_buffer.h b/src/rendering/index_buffer.h index 8389f2d..0b1b2b6 100644 --- a/src/rendering/index_buffer.h +++ b/src/rendering/index_buffer.h @@ -7,12 +7,17 @@ namespace Donut class IndexBuffer { public: - virtual ~IndexBuffer() = default; + IndexBuffer(const uint32_t* indices, uint32_t count); + ~IndexBuffer(); - virtual auto bind() const -> void = 0; - virtual auto unbind() const -> void = 0; - virtual auto get_count() const -> uint32_t = 0; + auto bind() const -> void; + auto unbind() const -> void; + auto get_count() const -> uint32_t { return m_count; } static auto create(const uint32_t* indices, uint32_t count) -> IndexBuffer*; + + private: + uint32_t m_renderer_id = 0; + uint32_t m_count = 0; }; }; diff --git a/src/rendering/renderer.cpp b/src/rendering/renderer.cpp index 28b7962..1c82447 100644 --- a/src/rendering/renderer.cpp +++ b/src/rendering/renderer.cpp @@ -1,26 +1,130 @@ #include "renderer.h" -#include "platform/opengl/opengl_renderer_api.h" -#include "platform/vulkan/vulkan_renderer_api.h" +#include "core/log.h" +#include <glad/glad.h> +#include <GLFW/glfw3.h> #include <glm/gtc/matrix_transform.hpp> -namespace Donut +namespace Donut { + RendererAPI::API RendererAPI::s_api = RendererAPI::API::OpenGL; + auto RendererAPI::create() -> Scope<RendererAPI> - { - switch (s_api) + { + return create_scope<RendererAPI>(); + } + + auto RendererAPI::init() -> void + { + if (!glfwGetCurrentContext()) + { + DONUT_ERROR("No OpenGL context is current! Cannot initialize GLAD."); + return; + } + + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { - case API::OpenGL: - return create_scope<OpenGLRendererAPI>(); - case API::Vulkan: - return create_scope<VulkanRendererAPI>(); - default: - return nullptr; + DONUT_ERROR("Failed to initialize GLAD!"); + return; } + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CCW); } - RendererAPI::API RendererAPI::s_api = RendererAPI::API::OpenGL; + auto RendererAPI::set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void + { + glViewport(x, y, width, height); + } + + auto RendererAPI::set_clear_color(const glm::vec4& color) -> void + { + glClearColor(color.r, color.g, color.b, color.a); + } + + auto RendererAPI::clear() -> void + { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + + auto RendererAPI::enable_depth_test() -> void + { + glEnable(GL_DEPTH_TEST); + } + + auto RendererAPI::disable_depth_test() -> void + { + glDisable(GL_DEPTH_TEST); + } + + auto RendererAPI::set_face_culling(bool enabled) -> void + { + if (enabled) + { + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CCW); + } + else + glDisable(GL_CULL_FACE); + } + + auto RendererAPI::enable_blending() -> void + { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + auto RendererAPI::disable_blending() -> void + { + glDisable(GL_BLEND); + } + + auto RendererAPI::draw_indexed(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void + { + uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count(); + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr); + glBindTexture(GL_TEXTURE_2D, 0); + } + + auto RendererAPI::draw_arrays(uint32_t vertex_count, uint32_t first) -> void + { + glDrawArrays(GL_TRIANGLES, first, vertex_count); + } + + auto RendererAPI::draw_lines(const Ref<VertexArray>& vertex_array, uint32_t index_count) -> void + { + uint32_t count = index_count ? index_count : vertex_array->get_index_buffer()->get_count(); + glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, nullptr); + } + + auto RendererAPI::bind_texture(uint32_t texture_id, uint32_t slot) -> void + { + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(GL_TEXTURE_2D, texture_id); + } + + auto RendererAPI::bind_image_texture(uint32_t texture_id, uint32_t slot, bool read_only) -> void + { + // Image load/store is OpenGL 4.2; the pointer is null on macOS (4.1). + if (glBindImageTexture == nullptr) + return; + glBindImageTexture(slot, texture_id, 0, GL_FALSE, 0, + read_only ? GL_READ_ONLY : GL_WRITE_ONLY, GL_RGBA8); + } + + auto RendererAPI::read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, + uint32_t format, uint32_t type, void* pixels) -> void + { + glReadPixels(x, y, width, height, format, type, pixels); + } auto Renderer::init() -> void { diff --git a/src/rendering/renderer.h b/src/rendering/renderer.h index 189723d..d7855a4 100644 --- a/src/rendering/renderer.h +++ b/src/rendering/renderer.h @@ -9,6 +9,8 @@ namespace Donut { + // Single concrete backend: the OpenGL renderer. (Vulkan runs through its own + // dedicated VulkanRenderer, not this immediate-mode command layer.) class RendererAPI { public: @@ -20,31 +22,26 @@ namespace Donut }; public: - virtual ~RendererAPI() = default; + RendererAPI() = default; + ~RendererAPI() = default; - virtual auto init() -> void = 0; - virtual auto set_viewport(uint32_t x, uint32_t y, - uint32_t width, uint32_t height) -> void = 0; - virtual auto set_clear_color(const glm::vec4& color) -> void = 0; - virtual auto clear() -> void = 0; - virtual auto enable_depth_test() -> void = 0; - virtual auto disable_depth_test() -> void = 0; - virtual auto set_face_culling(bool enabled) -> void = 0; - virtual auto enable_blending() -> void = 0; - virtual auto disable_blending() -> void = 0; + auto init() -> void; + auto set_viewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) -> void; + auto set_clear_color(const glm::vec4& color) -> void; + auto clear() -> void; + auto enable_depth_test() -> void; + auto disable_depth_test() -> void; + auto set_face_culling(bool enabled) -> void; + auto enable_blending() -> void; + auto disable_blending() -> void; - virtual auto draw_indexed(const Ref<VertexArray>& vertex_array, - uint32_t index_count = 0) -> void = 0; - - virtual auto draw_arrays(uint32_t vertex_count, uint32_t first = 0) -> void = 0; - virtual auto draw_lines(const Ref<VertexArray>& vertex_array, - uint32_t index_count = 0) -> void = 0; - virtual auto bind_texture(uint32_t texture_id, uint32_t slot = 0) -> void = 0; - virtual auto bind_image_texture(uint32_t texture_id, - uint32_t slot = 0, - bool read_only = false) -> void = 0; - virtual auto read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, - uint32_t format, uint32_t type, void* pixels) -> void = 0; + auto draw_indexed(const Ref<VertexArray>& vertex_array, uint32_t index_count = 0) -> void; + auto draw_arrays(uint32_t vertex_count, uint32_t first = 0) -> void; + auto draw_lines(const Ref<VertexArray>& vertex_array, uint32_t index_count = 0) -> void; + auto bind_texture(uint32_t texture_id, uint32_t slot = 0) -> void; + auto bind_image_texture(uint32_t texture_id, uint32_t slot = 0, bool read_only = false) -> void; + auto read_pixels(uint32_t x, uint32_t y, uint32_t width, uint32_t height, + uint32_t format, uint32_t type, void* pixels) -> void; inline static auto get_api() -> API { return s_api; } inline static auto set_api(API api) -> void { s_api = api; } diff --git a/src/rendering/shader.cpp b/src/rendering/shader.cpp index 167b855..80015e6 100644 --- a/src/rendering/shader.cpp +++ b/src/rendering/shader.cpp @@ -1,48 +1,318 @@ #include "shader.h" -#include "renderer.h" -#include "platform/opengl/opengl_shader.h" -#include "platform/vulkan/vulkan_shader.h" +#include <glad/glad.h> +#include <glm/gtc/type_ptr.hpp> + +#include <fstream> +#include <iostream> namespace Donut { - auto Shader::create(const std::string& filepath) -> Shader* + static uint32_t ShaderTypeFromString(const std::string& type) + { + if (type == "vertex") + return GL_VERTEX_SHADER; + if (type == "fragment" || type == "pixel") + return GL_FRAGMENT_SHADER; + if (type == "compute") + return GL_COMPUTE_SHADER; + return 0; + } + + // Shaders are authored in Slang and compiled to assets/shaders/generated/ + // <name>.glsl by tools/compile-shaders.sh. Given a legacy ".../<name>.glsl" + // path, prefer that generated file when present; otherwise fall back to the + // hand-written GLSL (e.g. shaders not yet ported to Slang). + static std::string ResolveShaderPath(const std::string& filepath) + { + size_t slash = filepath.find_last_of("/\\"); + std::string dir = (slash == std::string::npos) ? std::string() : filepath.substr(0, slash + 1); + std::string file = (slash == std::string::npos) ? filepath : filepath.substr(slash + 1); + size_t dot = file.rfind('.'); + std::string base = (dot == std::string::npos) ? file : file.substr(0, dot); + + std::string generated = dir + "generated/" + base + ".glsl"; + std::ifstream test(generated); + if (test.good()) + return generated; + return filepath; + } + + Shader::Shader(const std::string& filepath) + { + std::string resolved = ResolveShaderPath(filepath); + m_is_slang = (resolved != filepath); + std::string source = read_file(resolved); + auto shader_sources = pre_process(source); + compile(shader_sources); + + auto last_slash = filepath.find_last_of("/\\"); + last_slash = last_slash == std::string::npos ? 0 : last_slash + 1; + auto last_dot = filepath.rfind('.'); + auto count = last_dot == std::string::npos ? filepath.size() - last_slash : last_dot - last_slash; + m_name = filepath.substr(last_slash, count); + } + + Shader::Shader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) + : m_name(name) + { + std::unordered_map<uint32_t, std::string> sources; + sources[GL_VERTEX_SHADER] = vertex_src; + sources[GL_FRAGMENT_SHADER] = fragment_src; + compile(sources); + } + + Shader::Shader(const std::string& name, const std::string& compute_src) + : m_name(name) + { + std::unordered_map<uint32_t, std::string> sources; + sources[GL_COMPUTE_SHADER] = compute_src; + compile(sources); + } + + Shader::~Shader() + { + glDeleteProgram(m_renderer_id); + } + + auto Shader::read_file(const std::string& filepath) -> std::string { - switch (Renderer::get_api()) + std::string result; + std::ifstream in(filepath, std::ios::in | + std::ios::binary); + + if (in) { - case RendererAPI::API::OpenGL: - return new OpenGLShader(filepath); - case RendererAPI::API::Vulkan: - return new VulkanShader(filepath); - default: - return nullptr; + in.seekg(0, std::ios::end); + size_t size = in.tellg(); + if (size != -1) + { + result.resize(size); + in.seekg(0, std::ios::beg); + in.read(&result[0], size); + } } + return result; } - auto Shader::create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader* + auto Shader::pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string> { - switch (Renderer::get_api()) + std::unordered_map<uint32_t, std::string> shader_sources; + + const char* type_token = "#type"; + size_t type_token_length = strlen(type_token); + size_t pos = source.find(type_token, 0); + + while (pos != std::string::npos) { - case RendererAPI::API::OpenGL: - return new OpenGLShader(name, vertex_src, fragment_src); - case RendererAPI::API::Vulkan: - return new VulkanShader(name, vertex_src, fragment_src); - default: - return nullptr; + size_t eol = source.find_first_of("\r\n", pos); + size_t begin = pos + type_token_length + 1; + std::string type = source.substr(begin, eol - begin); + + size_t next_line_pos = source.find_first_not_of("\r\n", eol); + pos = source.find(type_token, next_line_pos); + shader_sources[ShaderTypeFromString(type)] = (pos == std::string::npos) ? source.substr(next_line_pos) : + source.substr(next_line_pos, pos - next_line_pos); } + + return shader_sources; } - auto Shader::create_compute(const std::string& name, const std::string& compute_src) -> Shader* + auto Shader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void { - switch (Renderer::get_api()) + uint32_t program = glCreateProgram(); + std::vector<uint32_t> glShaderIDs(shader_sources.size()); + for (auto& kv : shader_sources) + { + uint32_t type = kv.first; + const std::string& source = kv.second; + + uint32_t shader = glCreateShader(type); + const char* source_c_str = source.c_str(); + glShaderSource(shader, 1, &source_c_str, 0); + glCompileShader(shader); + + int is_compiled = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &is_compiled); + if (is_compiled == GL_FALSE) + { + int max_length = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length); + std::vector<char> info_log(max_length); + glGetShaderInfoLog(shader, max_length, &max_length, &info_log[0]); + glDeleteShader(shader); + for (auto id : glShaderIDs) + glDeleteShader(id); + glDeleteProgram(program); + m_renderer_id = 0; + // info_log.data() is null when the driver returns an empty log + // (e.g. macOS rejecting a compute shader); streaming a null + // char* into std::cout calls strlen(NULL) and crashes. + const char* log = info_log.empty() ? "" : info_log.data(); + std::cout << "Shader compilation failure!" << std::endl << log << std::endl; + return; + } + glAttachShader(program, shader); + glShaderIDs.push_back(shader); + } + + m_renderer_id = program; + glLinkProgram(m_renderer_id); + + int is_linked = 0; + glGetProgramiv(m_renderer_id, GL_LINK_STATUS, (int*)&is_linked); + if (is_linked == GL_FALSE) { - case RendererAPI::API::OpenGL: - return new OpenGLShader(name, compute_src); - case RendererAPI::API::Vulkan: - return new VulkanShader(name, compute_src); - default: - return nullptr; + int max_length = 0; + glGetProgramiv(m_renderer_id, GL_INFO_LOG_LENGTH, &max_length); + std::vector<char> info_log(max_length); + glGetProgramInfoLog(m_renderer_id, max_length, &max_length, &info_log[0]); + glDeleteProgram(m_renderer_id); + for (auto id : glShaderIDs) + glDeleteShader(id); + m_renderer_id = 0; + const char* log = info_log.empty() ? "" : info_log.data(); + std::cout << "Shader link failure!" << std::endl << log << std::endl; + return; } + + for (auto id : glShaderIDs) + { + glDetachShader(m_renderer_id, id); + glDeleteShader(id); + } + } + + auto Shader::bind() const -> void + { + glUseProgram(m_renderer_id); + } + + auto Shader::unbind() const -> void + { + glUseProgram(0); + } + + auto Shader::set_int(const std::string& name, int value) -> void + { + upload_uniform_int(name, value); + } + + auto Shader::set_int_array(const std::string& name, int* values, uint32_t count) -> void + { + upload_uniform_int_array(name, values, count); + } + + auto Shader::set_float(const std::string& name, float value) -> void + { + upload_uniform_float(name, value); + } + + auto Shader::set_float2(const std::string& name, const glm::vec2& value) -> void + { + upload_uniform_float2(name, value); + } + + auto Shader::set_float3(const std::string& name, const glm::vec3& value) -> void + { + upload_uniform_float3(name, value); + } + + auto Shader::set_float4(const std::string& name, const glm::vec4& value) -> void + { + upload_uniform_float4(name, value); + } + + auto Shader::set_mat4(const std::string& name, const glm::mat4& value) -> void + { + upload_uniform_mat4(name, value); + } + + auto Shader::upload_uniform_int(const std::string& name, int value) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform1i(location, value); + } + + auto Shader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform1iv(location, count, values); + } + + auto Shader::upload_uniform_float(const std::string& name, float value) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform1f(location, value); + } + + auto Shader::upload_uniform_float2(const std::string& name, const glm::vec2& value) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform2f(location, value.x, value.y); + } + + auto Shader::upload_uniform_float3(const std::string& name, const glm::vec3& value) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform3f(location, value.x, value.y, value.z); + } + + auto Shader::upload_uniform_float4(const std::string& name, const glm::vec4& value) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniform4f(location, value.x, value.y, value.z, value.w); + } + + auto Shader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniformMatrix3fv(location, 1, m_is_slang ? GL_TRUE : GL_FALSE, glm::value_ptr(matrix)); + } + + auto Shader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix) -> void + { + int location = glGetUniformLocation(m_renderer_id, name.c_str()); + glUniformMatrix4fv(location, 1, m_is_slang ? GL_TRUE : GL_FALSE, glm::value_ptr(matrix)); + } + + auto Shader::dispatch(uint32_t x, uint32_t y, uint32_t z) -> void + { + // Compute shaders require OpenGL 4.3+. On drivers that cap out earlier + // (e.g. macOS, which is frozen at 4.1) glDispatchCompute is never + // loaded and the pointer is null. Guard so we no-op instead of crash. + if (m_renderer_id == 0 || glDispatchCompute == nullptr) + return; + glDispatchCompute(x, y, z); + } + + auto Shader::dispatch_indirect(uint32_t offset) -> void + { + if (m_renderer_id == 0 || glDispatchComputeIndirect == nullptr) + return; + glDispatchComputeIndirect(offset); + } + + auto Shader::memory_barrier(uint32_t barriers) -> void + { + if (glMemoryBarrier == nullptr) + return; + glMemoryBarrier(barriers); + } + + auto Shader::create(const std::string& filepath) -> Shader* + { + return new Shader(filepath); + } + + auto Shader::create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader* + { + return new Shader(name, vertex_src, fragment_src); + } + + auto Shader::create_compute(const std::string& name, const std::string& compute_src) -> Shader* + { + return new Shader(name, compute_src); } auto ShaderLibrary::add(const Ref<Shader>& shader) -> void diff --git a/src/rendering/shader.h b/src/rendering/shader.h index bc3fd9a..409aca3 100644 --- a/src/rendering/shader.h +++ b/src/rendering/shader.h @@ -11,34 +11,58 @@ #define TEXTURE_FETCH_BARRIER_BIT 0x00000008 #define IMAGE_ACCESS_BARRIER_BIT 0x00000020 -namespace Donut +namespace Donut { class Shader { public: - virtual ~Shader() = default; + Shader(const std::string& filepath); + Shader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src); + Shader(const std::string& name, const std::string& compute_src); + ~Shader(); - virtual auto bind() const -> void = 0; - virtual auto unbind() const -> void = 0; + auto bind() const -> void; + auto unbind() const -> void; - virtual auto set_int( const std::string& name, int value) -> void = 0; - virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void = 0; - virtual auto set_float( const std::string& name, float value) -> void = 0; - virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void = 0; - virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void = 0; - virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void = 0; - virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void = 0; + auto set_int( const std::string& name, int value) -> void; + auto set_int_array(const std::string& name, int* values, uint32_t count) -> void; + auto set_float( const std::string& name, float value) -> void; + auto set_float2( const std::string& name, const glm::vec2& value) -> void; + auto set_float3( const std::string& name, const glm::vec3& value) -> void; + auto set_float4( const std::string& name, const glm::vec4& value) -> void; + auto set_mat4( const std::string& name, const glm::mat4& value) -> void; - virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void = 0; - virtual auto dispatch_indirect(uint32_t offset = 0) -> void = 0; - virtual auto memory_barrier(uint32_t barriers) -> void = 0; + auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void; + auto dispatch_indirect(uint32_t offset = 0) -> void; + auto memory_barrier(uint32_t barriers) -> void; - virtual auto get_name() const -> const std::string& = 0; - virtual auto get_renderer_id() const -> uint32_t = 0; + auto get_name() const -> const std::string& { return m_name; } + auto get_renderer_id() const -> uint32_t { return m_renderer_id; } + + auto upload_uniform_int( const std::string& name, int value) -> void; + auto upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void; + auto upload_uniform_float( const std::string& name, float value) -> void; + auto upload_uniform_float2( const std::string& name, const glm::vec2& value) -> void; + auto upload_uniform_float3( const std::string& name, const glm::vec3& value) -> void; + auto upload_uniform_float4( const std::string& name, const glm::vec4& value) -> void; + auto upload_uniform_mat3( const std::string& name, const glm::mat3& matrix) -> void; + auto upload_uniform_mat4( const std::string& name, const glm::mat4& matrix) -> void; static auto create(const std::string& filepath) -> Shader*; static auto create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*; static auto create_compute(const std::string& name, const std::string& compute_src) -> Shader*; + + private: + auto read_file(const std::string& filepath) -> std::string; + auto pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string>; + auto compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void; + + uint32_t m_renderer_id = 0; + std::string m_name; + // True when loaded from a Slang-compiled GLSL. Slang expects row-major + // matrix data, so matrix uniforms are transposed on upload (glm is + // column-major) to keep all matrix math correct. + bool m_is_slang = false; }; class ShaderLibrary @@ -49,7 +73,7 @@ namespace Donut auto load(const std::string& filepath) -> Ref<Shader>; auto load(const std::string& name, const std::string& filepath) -> Ref<Shader>; - Ref<Shader> Get(const std::string& name); + auto Get(const std::string& name) -> Ref<Shader>; auto exists(const std::string& name) const -> bool; private: diff --git a/src/rendering/texture.cpp b/src/rendering/texture.cpp index 2470e46..12e07f1 100644 --- a/src/rendering/texture.cpp +++ b/src/rendering/texture.cpp @@ -1,68 +1,296 @@ #include "texture.h" -#include "renderer.h" -#include "platform/opengl/opengl_texture.h" -#include "platform/vulkan/vulkan_texture.h" +#include "shader.h" +#include "core/log.h" + +#include <glad/glad.h> + +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> +#include <glm/gtc/type_ptr.hpp> + +// NOTE: This file targets OpenGL 4.1 (the maximum macOS exposes). It uses the +// classic bind-based texture API rather than 4.5 Direct State Access +// (glCreateTextures / glTextureStorage2D / glTextureParameteri / glBindTextureUnit), +// none of which exist on macOS. It also hosts the single STB_IMAGE_IMPLEMENTATION +// for the whole build (the Vulkan backend links stbi_loadf from here too). namespace Donut { - auto Texture2D::create(uint32_t width, uint32_t height) -> Ref<Texture2D> + Texture2D::Texture2D(uint32_t width, uint32_t height) + : m_width(width), m_height(height) { - switch (Renderer::get_api()) + m_internal_format = GL_RGBA8; + m_data_format = GL_RGBA; + + glGenTextures(1, &m_renderer_id); + glBindTexture(GL_TEXTURE_2D, m_renderer_id); + glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_UNSIGNED_BYTE, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + + Texture2D::Texture2D(const std::string& path) + : m_path(path) + { + m_width = 1; + m_height = 1; + m_internal_format = GL_RGBA8; + m_data_format = GL_RGBA; + + glGenTextures(1, &m_renderer_id); + glBindTexture(GL_TEXTURE_2D, m_renderer_id); + glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_UNSIGNED_BYTE, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + uint32_t white_pixel = 0xFFFFFFFF; + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, m_data_format, GL_UNSIGNED_BYTE, &white_pixel); + + DONUT_INFO("Created default texture (stb_image not available for loading: ", path, ")"); + } + + Texture2D::~Texture2D() + { + glDeleteTextures(1, &m_renderer_id); + } + + auto Texture2D::set_data(void* data, uint32_t size) -> void + { + uint32_t bpp = m_data_format == GL_RGBA ? 4 : 3; + if (size != m_width * m_height * bpp) { - case RendererAPI::API::OpenGL: - return create_ref<OpenGLTexture2D>(width, height); - case RendererAPI::API::Vulkan: - return create_ref<VulkanTexture2D>(width, height); - case RendererAPI::API::None: - return nullptr; - default: - return nullptr; + DONUT_ERROR("Data must be entire texture!"); + return; } + + glBindTexture(GL_TEXTURE_2D, m_renderer_id); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, m_data_format, GL_UNSIGNED_BYTE, data); } - auto Texture2D::create(const std::string& path) -> Ref<Texture2D> + auto Texture2D::bind(uint32_t slot) const -> void { - switch (Renderer::get_api()) + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(GL_TEXTURE_2D, m_renderer_id); + } + + auto Texture2D::bind_as_image(uint32_t slot, bool read_only) const -> void + { + // Image load/store is OpenGL 4.2 and unavailable on macOS. Guard the + // function pointer so this degrades to a no-op instead of crashing. + if (glBindImageTexture == nullptr) + return; + GLenum access = read_only ? GL_READ_ONLY : GL_WRITE_ONLY; + glBindImageTexture(slot, m_renderer_id, 0, GL_FALSE, 0, access, m_internal_format); + } + + CubemapTexture::CubemapTexture(uint32_t width, uint32_t height) + : m_width(width), m_height(height) + { + m_internal_format = GL_RGBA16F; + m_data_format = GL_RGBA; + + glGenTextures(1, &m_renderer_id); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); + for (uint32_t i = 0; i < 6; ++i) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_FLOAT, nullptr); + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + } + + CubemapTexture::CubemapTexture(const std::string& path) + : m_path(path) + { + m_width = 1024; + m_height = 1024; + m_internal_format = GL_RGBA16F; + m_data_format = GL_RGBA; + + glGenTextures(1, &m_renderer_id); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); + for (uint32_t i = 0; i < 6; ++i) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_FLOAT, nullptr); + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + LoadHDRI(path); + } + + CubemapTexture::~CubemapTexture() + { + glDeleteTextures(1, &m_renderer_id); + } + + auto CubemapTexture::LoadHDRI(const std::string& path) -> void + { + stbi_set_flip_vertically_on_load(true); + int width, height, channels; + float* hdr_data = stbi_loadf(path.c_str(), &width, &height, &channels, 3); + + if (!hdr_data) { - case RendererAPI::API::OpenGL: - return create_ref<OpenGLTexture2D>(path); - case RendererAPI::API::Vulkan: - return create_ref<VulkanTexture2D>(path); - case RendererAPI::API::None: - return nullptr; - default: - return nullptr; + DONUT_ERROR("Failed to load HDRI: {}", path); + float default_sky[6 * 4] = + { + 0.5f, 0.7f, 1.0f, 1.0f, // Right + 0.5f, 0.7f, 1.0f, 1.0f, // Left + 0.5f, 0.7f, 1.0f, 1.0f, // Top + 0.5f, 0.7f, 1.0f, 1.0f, // Bottom + 0.5f, 0.7f, 1.0f, 1.0f, // Front + 0.5f, 0.7f, 1.0f, 1.0f // Back + }; + + glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); + for (int i = 0; i < 6; ++i) + glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 1, 1, GL_RGBA, GL_FLOAT, &default_sky[i * 4]); + return; } + + convert_equirectangular_to_cubemap(hdr_data, width, height); + stbi_image_free(hdr_data); + + DONUT_INFO("Successfully loaded HDRI: {} ({}x{})", path, width, height); } - auto CubemapTexture::create(uint32_t width, uint32_t height) -> Ref<CubemapTexture> + auto CubemapTexture::convert_equirectangular_to_cubemap(float* hdr_data, int width, int height) -> void { - switch (Renderer::get_api()) + uint32_t capture_fbo, capture_rbo; + glGenFramebuffers(1, &capture_fbo); + glGenRenderbuffers(1, &capture_rbo); + + glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo); + glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, m_width, m_height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rbo); + + uint32_t hdr_texture; + glGenTextures(1, &hdr_texture); + glBindTexture(GL_TEXTURE_2D, hdr_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, hdr_data); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + auto equirect_shader = Shader::create("assets/shaders/EquirectToCubemap.glsl"); + if (!equirect_shader) { - case RendererAPI::API::OpenGL: - return create_ref<OpenGLCubemapTexture>(width, height); - case RendererAPI::API::Vulkan: - return create_ref<VulkanCubemapTexture>(width, height); - case RendererAPI::API::None: - return nullptr; - default: - return nullptr; + DONUT_ERROR("Failed to create equirectangular to cubemap shader"); + return; } + + uint32_t shader_program = equirect_shader->get_renderer_id(); + + float vertices[] = + { + -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f + }; + + uint32_t cube_vao, cube_vbo; + glGenVertexArrays(1, &cube_vao); + glGenBuffers(1, &cube_vbo); + glBindVertexArray(cube_vao); + glBindBuffer(GL_ARRAY_BUFFER, cube_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); + + glm::mat4 capture_projection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f); + glm::mat4 capture_views[] = + { + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)), + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)), + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)), + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)), + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)), + glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)) + }; + + glUseProgram(shader_program); + glUniform1i(glGetUniformLocation(shader_program, "u_EquirectangularMap"), 0); + // EquirectToCubemap is authored in Slang (row-major); transpose glm's + // column-major matrices on upload (GL_TRUE) to match. + glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_Projection"), 1, GL_TRUE, &capture_projection[0][0]); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, hdr_texture); + + glViewport(0, 0, m_width, m_height); + glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo); + for (unsigned int i = 0; i < 6; ++i) + { + glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_View"), 1, GL_TRUE, &capture_views[i][0][0]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, m_renderer_id, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glBindVertexArray(cube_vao); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + glBindVertexArray(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glDeleteVertexArrays(1, &cube_vao); + glDeleteBuffers(1, &cube_vbo); + glDeleteTextures(1, &hdr_texture); + glDeleteFramebuffers(1, &capture_fbo); + glDeleteRenderbuffers(1, &capture_rbo); + } + + auto CubemapTexture::set_data(void* data, uint32_t size) -> void + { + DONUT_WARN("set_data not implemented for cubemaps"); + } + + auto CubemapTexture::bind(uint32_t slot) const -> void + { + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); + } + + auto CubemapTexture::bind_as_image(uint32_t slot, bool read_only) const -> void + { + if (glBindImageTexture == nullptr) + return; + GLenum access = read_only ? GL_READ_ONLY : GL_WRITE_ONLY; + glBindImageTexture(slot, m_renderer_id, 0, GL_TRUE, 0, access, m_internal_format); + } + + auto Texture2D::create(uint32_t width, uint32_t height) -> Ref<Texture2D> + { + return create_ref<Texture2D>(width, height); + } + + auto Texture2D::create(const std::string& path) -> Ref<Texture2D> + { + return create_ref<Texture2D>(path); + } + + auto CubemapTexture::create(uint32_t width, uint32_t height) -> Ref<CubemapTexture> + { + return create_ref<CubemapTexture>(width, height); } auto CubemapTexture::create_from_hdri(const std::string& path) -> Ref<CubemapTexture> { - switch (Renderer::get_api()) - { - case RendererAPI::API::OpenGL: - return create_ref<OpenGLCubemapTexture>(path); - case RendererAPI::API::Vulkan: - return create_ref<VulkanCubemapTexture>(path); - case RendererAPI::API::None: - return nullptr; - default: - return nullptr; - } + return create_ref<CubemapTexture>(path); } -};
\ No newline at end of file +}; diff --git a/src/rendering/texture.h b/src/rendering/texture.h index e9b3e0a..5f68c78 100644 --- a/src/rendering/texture.h +++ b/src/rendering/texture.h @@ -3,6 +3,7 @@ #include "core/memory.h" #include <string> +#include <cstdint> #include <glm/glm.hpp> namespace Donut @@ -18,25 +19,65 @@ namespace Donut virtual auto set_data(void* data, uint32_t size) -> void = 0; virtual auto bind(uint32_t slot = 0) const -> void = 0; - virtual void bind_as_image(uint32_t slot = 0, - bool read_only = false) const = 0; + virtual auto bind_as_image(uint32_t slot = 0, bool read_only = false) const -> void = 0; - virtual bool operator==(const Texture& other) const = 0; + virtual auto operator==(const Texture& other) const -> bool = 0; }; - class Texture2D - : public Texture + class Texture2D : public Texture { public: + Texture2D(uint32_t width, uint32_t height); + Texture2D(const std::string& path); + ~Texture2D(); + + auto get_width() const -> uint32_t override { return m_width; } + auto get_height() const -> uint32_t override { return m_height; } + auto get_renderer_id() const -> uint32_t override { return m_renderer_id; } + + auto set_data(void* data, uint32_t size) -> void override; + auto bind(uint32_t slot = 0) const -> void override; + auto bind_as_image(uint32_t slot = 0, bool read_only = false) const -> void override; + + auto operator==(const Texture& other) const -> bool override { return m_renderer_id == other.get_renderer_id(); } + static auto create(uint32_t width, uint32_t height) -> Ref<Texture2D>; static auto create(const std::string& path) -> Ref<Texture2D>; + + private: + std::string m_path; + uint32_t m_width = 0, m_height = 0; + uint32_t m_renderer_id = 0; + uint32_t m_internal_format = 0, m_data_format = 0; // GLenum values }; - class CubemapTexture - : public Texture + class CubemapTexture : public Texture { public: + CubemapTexture(uint32_t width, uint32_t height); + CubemapTexture(const std::string& path); + ~CubemapTexture(); + + auto get_width() const -> uint32_t override { return m_width; } + auto get_height() const -> uint32_t override { return m_height; } + auto get_renderer_id() const -> uint32_t override { return m_renderer_id; } + + auto set_data(void* data, uint32_t size) -> void override; + auto bind(uint32_t slot = 0) const -> void override; + auto bind_as_image(uint32_t slot = 0, bool read_only = false) const -> void override; + + auto operator==(const Texture& other) const -> bool override { return m_renderer_id == other.get_renderer_id(); } + static auto create(uint32_t width, uint32_t height) -> Ref<CubemapTexture>; static auto create_from_hdri(const std::string& path) -> Ref<CubemapTexture>; + + private: + auto LoadHDRI(const std::string& path) -> void; + auto convert_equirectangular_to_cubemap(float* hdr_data, int width, int height) -> void; + + std::string m_path; + uint32_t m_width = 0, m_height = 0; + uint32_t m_renderer_id = 0; + uint32_t m_internal_format = 0, m_data_format = 0; // GLenum values }; -};
\ No newline at end of file +}; diff --git a/src/rendering/texture_manager.cpp b/src/rendering/texture_manager.cpp index ad2c68b..3afba0d 100644 --- a/src/rendering/texture_manager.cpp +++ b/src/rendering/texture_manager.cpp @@ -1,13 +1,13 @@ #include "texture_manager.h" -#include "platform/opengl/opengl_texture.h" -#include "platform/opengl/opengl_renderer_api.h" +#include "renderer.h" + #include <glad/glad.h> namespace Donut { auto TextureManager::create_texture(uint32_t width, uint32_t height) -> Ref<Texture2D> { - return create_ref<OpenGLTexture2D>(width, height); + return create_ref<Texture2D>(width, height); } auto TextureManager::bind_texture(uint32_t texture_id, uint32_t slot) -> void diff --git a/src/rendering/uniform_buffer.cpp b/src/rendering/uniform_buffer.cpp index c344aec..c4118b8 100644 --- a/src/rendering/uniform_buffer.cpp +++ b/src/rendering/uniform_buffer.cpp @@ -1,23 +1,36 @@ #include "uniform_buffer.h" -#include "renderer.h" -#include "platform/opengl/opengl_uniform_buffer.h" -#include "platform/vulkan/vulkan_uniform_buffer.h" +#include <glad/glad.h> namespace Donut { + UniformBuffer::UniformBuffer(uint32_t size, uint32_t binding) + : m_size(size), m_binding(binding) + { + glGenBuffers(1, &m_renderer_id); + glBindBuffer(GL_UNIFORM_BUFFER, m_renderer_id); + glBufferData(GL_UNIFORM_BUFFER, size, nullptr, GL_DYNAMIC_DRAW); + glBindBufferBase(GL_UNIFORM_BUFFER, binding, m_renderer_id); + } + + UniformBuffer::~UniformBuffer() + { + glDeleteBuffers(1, &m_renderer_id); + } + + auto UniformBuffer::set_data(const void* data, uint32_t size, uint32_t offset) -> void + { + glBindBuffer(GL_UNIFORM_BUFFER, m_renderer_id); + glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data); + } + + auto UniformBuffer::bind(uint32_t binding) -> void + { + glBindBufferBase(GL_UNIFORM_BUFFER, binding, m_renderer_id); + } + auto UniformBuffer::create(uint32_t size, uint32_t binding) -> Ref<UniformBuffer> { - switch (Renderer::get_api()) - { - case RendererAPI::API::OpenGL: - return create_ref<OpenGLUniformBuffer>(size, binding); - case RendererAPI::API::Vulkan: - return create_ref<VulkanUniformBuffer>(size, binding); - case RendererAPI::API::None: - return nullptr; - default: - return nullptr; - } + return create_ref<UniformBuffer>(size, binding); } }; diff --git a/src/rendering/uniform_buffer.h b/src/rendering/uniform_buffer.h index eb28e53..b5617b9 100644 --- a/src/rendering/uniform_buffer.h +++ b/src/rendering/uniform_buffer.h @@ -8,11 +8,17 @@ namespace Donut class UniformBuffer { public: - virtual ~UniformBuffer() = default; + UniformBuffer(uint32_t size, uint32_t binding); + ~UniformBuffer(); - virtual auto set_data(const void* data, uint32_t size, uint32_t offset = 0) -> void = 0; - virtual auto bind(uint32_t binding) -> void = 0; + auto set_data(const void* data, uint32_t size, uint32_t offset = 0) -> void; + auto bind(uint32_t binding) -> void; static auto create(uint32_t size, uint32_t binding) -> Ref<UniformBuffer>; + + private: + uint32_t m_renderer_id = 0; + uint32_t m_size = 0; + uint32_t m_binding = 0; }; }; diff --git a/src/rendering/vertex_array.cpp b/src/rendering/vertex_array.cpp index 8045707..cddcf35 100644 --- a/src/rendering/vertex_array.cpp +++ b/src/rendering/vertex_array.cpp @@ -1,32 +1,61 @@ -#include "vertex_array.h" -#include "renderer.h" +#include <glad/glad.h> -#include "platform/opengl/opengl_vertex_array.h" -#include "platform/vulkan/vulkan_vertex_array.h" +#include "vertex_array.h" namespace Donut { - auto VertexBufferElement::get_size_of_type(uint32_t type) -> uint32_t + VertexArray::VertexArray() + { + // glCreateVertexArrays is 4.5 DSA; macOS caps at 4.1. glGenVertexArrays + // reserves the name and the VAO is created on first bind (done below). + glGenVertexArrays(1, &m_renderer_id); + } + + VertexArray::~VertexArray() + { + glDeleteVertexArrays(1, &m_renderer_id); + } + + auto VertexArray::bind() const -> void + { + glBindVertexArray(m_renderer_id); + } + + auto VertexArray::unbind() const -> void { - switch (type) + glBindVertexArray(0); + } + + auto VertexArray::add_vertex_buffer(const Ref<VertexBuffer>& vertex_buffer) -> void + { + glBindVertexArray(m_renderer_id); + vertex_buffer->bind(); + + const auto& layout = vertex_buffer->get_layout(); + for (const auto& element : layout.get_elements()) { - case 0x1406: return 4; // GL_FLOAT - case 0x1405: return 4; // GL_UNSIGNED_INT - case 0x1401: return 1; // GL_UNSIGNED_BYTE - default: return 0; + glEnableVertexAttribArray(m_vertex_buffer_index); + glVertexAttribPointer(m_vertex_buffer_index, + element.count, + element.type, + element.normalized ? GL_TRUE : GL_FALSE, + layout.get_stride(), + reinterpret_cast<const void*>(static_cast<uintptr_t>(element.offset))); + m_vertex_buffer_index++; } + + m_vertex_buffers.push_back(vertex_buffer); + } + + auto VertexArray::set_index_buffer(const Ref<IndexBuffer>& index_buffer) -> void + { + glBindVertexArray(m_renderer_id); + index_buffer->bind(); + m_index_buffer = index_buffer; } auto VertexArray::create() -> VertexArray* { - switch (Renderer::get_api()) - { - case RendererAPI::API::OpenGL: - return new OpenGLVertexArray(); - case RendererAPI::API::Vulkan: - return new VulkanVertexArray(); - default: - return nullptr; - } + return new VertexArray(); } }; diff --git a/src/rendering/vertex_array.h b/src/rendering/vertex_array.h index 921df56..1f06758 100644 --- a/src/rendering/vertex_array.h +++ b/src/rendering/vertex_array.h @@ -9,20 +9,27 @@ namespace Donut { - class VertexArray + class VertexArray { public: - virtual ~VertexArray() = default; + VertexArray(); + ~VertexArray(); - virtual auto bind() const -> void = 0; - virtual auto unbind() const -> void = 0; + auto bind() const -> void; + auto unbind() const -> void; - virtual auto add_vertex_buffer(const Ref<VertexBuffer>& vertex_buffer) -> void = 0; - virtual auto set_index_buffer(const Ref<IndexBuffer>& index_buffer) -> void = 0; + auto add_vertex_buffer(const Ref<VertexBuffer>& vertex_buffer) -> void; + auto set_index_buffer(const Ref<IndexBuffer>& index_buffer) -> void; - virtual auto get_vertex_buffers() const -> const std::vector<Ref<VertexBuffer>>& = 0; - virtual auto get_index_buffer() const -> const Ref<IndexBuffer>& = 0; + auto get_vertex_buffers() const -> const std::vector<Ref<VertexBuffer>>& { return m_vertex_buffers; } + auto get_index_buffer() const -> const Ref<IndexBuffer>& { return m_index_buffer; } static auto create() -> VertexArray*; + + private: + uint32_t m_renderer_id = 0; + uint32_t m_vertex_buffer_index = 0; + std::vector<Ref<VertexBuffer>> m_vertex_buffers; + Ref<IndexBuffer> m_index_buffer; }; }; diff --git a/src/rendering/vertex_buffer.cpp b/src/rendering/vertex_buffer.cpp index 354d0cd..1bc471c 100644 --- a/src/rendering/vertex_buffer.cpp +++ b/src/rendering/vertex_buffer.cpp @@ -1,21 +1,50 @@ #include "vertex_buffer.h" -#include "renderer.h" -#include "platform/opengl/opengl_vertex_buffer.h" -#include "platform/vulkan/vulkan_vertex_buffer.h" +#include <glad/glad.h> namespace Donut { - auto VertexBuffer::create(const void* data, uint32_t size) -> VertexBuffer* + auto VertexBufferElement::get_size_of_type(uint32_t type) -> uint32_t { - switch (Renderer::get_api()) + switch (type) { - case RendererAPI::API::OpenGL: - return new OpenGLVertexBuffer(data, size); - case RendererAPI::API::Vulkan: - return new VulkanVertexBuffer((float*)data, size); - default: - return nullptr; + case 0x1406: return 4; // GL_FLOAT + case 0x1405: return 4; // GL_UNSIGNED_INT + case 0x1401: return 1; // GL_UNSIGNED_BYTE + default: return 0; } } + + VertexBuffer::VertexBuffer(const void* data, uint32_t size) + { + glGenBuffers(1, &m_renderer_id); // glCreateBuffers is 4.5 DSA; unavailable on macOS 4.1 + glBindBuffer(GL_ARRAY_BUFFER, m_renderer_id); + glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW); + } + + VertexBuffer::~VertexBuffer() + { + glDeleteBuffers(1, &m_renderer_id); + } + + auto VertexBuffer::bind() const -> void + { + glBindBuffer(GL_ARRAY_BUFFER, m_renderer_id); + } + + auto VertexBuffer::unbind() const -> void + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + + auto VertexBuffer::set_data(const void* data, uint32_t size) -> void + { + glBindBuffer(GL_ARRAY_BUFFER, m_renderer_id); + glBufferSubData(GL_ARRAY_BUFFER, 0, size, data); + } + + auto VertexBuffer::create(const void* data, uint32_t size) -> VertexBuffer* + { + return new VertexBuffer(data, size); + } }; diff --git a/src/rendering/vertex_buffer.h b/src/rendering/vertex_buffer.h index 6be7e34..4e61700 100644 --- a/src/rendering/vertex_buffer.h +++ b/src/rendering/vertex_buffer.h @@ -3,9 +3,9 @@ #include <cstdint> #include <vector> -namespace Donut +namespace Donut { - struct VertexBufferElement + struct VertexBufferElement { uint32_t type; uint32_t count; @@ -22,27 +22,27 @@ namespace Donut ~VertexBufferLayout() = default; template<typename T> - auto push(uint32_t count) -> void + auto push(uint32_t count) -> void { static_assert(false); } template<> - void push<float>(uint32_t count) + void push<float>(uint32_t count) { m_elements.push_back({ 0x1406, count, 0, m_stride }); // GL_FLOAT m_stride += count * VertexBufferElement::get_size_of_type(0x1406); } template<> - void push<uint32_t>(uint32_t count) + void push<uint32_t>(uint32_t count) { m_elements.push_back({ 0x1405, count, 0, m_stride }); // GL_UNSIGNED_INT m_stride += count * VertexBufferElement::get_size_of_type(0x1405); } template<> - void push<uint8_t>(uint32_t count) + void push<uint8_t>(uint32_t count) { m_elements.push_back({ 0x1401, count, 1, m_stride }); // GL_UNSIGNED_BYTE m_stride += count * VertexBufferElement::get_size_of_type(0x1401); @@ -59,15 +59,20 @@ namespace Donut class VertexBuffer { public: - virtual ~VertexBuffer() = default; + VertexBuffer(const void* data, uint32_t size); + ~VertexBuffer(); - virtual auto bind() const -> void = 0; - virtual auto unbind() const -> void = 0; - virtual auto set_data(const void* data, uint32_t size) -> void = 0; + auto bind() const -> void; + auto unbind() const -> void; + auto set_data(const void* data, uint32_t size) -> void; - virtual auto get_layout() const -> const VertexBufferLayout& = 0; - virtual auto set_layout(const VertexBufferLayout& layout) -> void = 0; + auto get_layout() const -> const VertexBufferLayout& { return m_layout; } + auto set_layout(const VertexBufferLayout& layout) -> void { m_layout = layout; } static auto create(const void* data, uint32_t size) -> VertexBuffer*; + + private: + uint32_t m_renderer_id = 0; + VertexBufferLayout m_layout; }; }; |
