From 4b7213d37ba172a91504afa4a50f4ef331535455 Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 21:11:44 +0200 Subject: refactor: move the GL shader and texture into platform/opengl --- src/rendering/shader.cpp | 344 ---------------------------------------------- src/rendering/shader.h | 79 ----------- src/rendering/texture.cpp | 286 -------------------------------------- src/rendering/texture.h | 83 ----------- 4 files changed, 792 deletions(-) delete mode 100644 src/rendering/shader.cpp delete mode 100644 src/rendering/shader.h delete mode 100644 src/rendering/texture.cpp delete mode 100644 src/rendering/texture.h (limited to 'src/rendering') diff --git a/src/rendering/shader.cpp b/src/rendering/shader.cpp deleted file mode 100644 index 34a2857..0000000 --- a/src/rendering/shader.cpp +++ /dev/null @@ -1,344 +0,0 @@ -#include "shader.h" - -#include -#include - -#include -#include - -namespace Donut -{ - 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; - } - - 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 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 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 - { - std::string result; - std::ifstream in(filepath, std::ios::in | - std::ios::binary); - - if (in) - { - 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::pre_process(const std::string& source) -> std::unordered_map - { - std::unordered_map 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) - { - 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::compile(const std::unordered_map& shader_sources) -> void - { - uint32_t program = glCreateProgram(); - std::vector 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 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; - 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) - { - int max_length = 0; - glGetProgramiv(m_renderer_id, GL_INFO_LOG_LENGTH, &max_length); - std::vector 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 - { - 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) -> void - { - auto& name = shader->get_name(); - add(name, shader); - } - - auto ShaderLibrary::add(const std::string& name, const Ref& shader) -> void - { - m_shaders[name] = shader; - } - - auto ShaderLibrary::load(const std::string& filepath) -> Ref - { - auto shader = Ref(Shader::create(filepath)); - add(shader); - return shader; - } - - auto ShaderLibrary::load(const std::string& name, const std::string& filepath) -> Ref - { - auto shader = Ref(Shader::create(filepath)); - add(name, shader); - return shader; - } - - auto ShaderLibrary::get(const std::string& name) -> Ref - { - if (exists(name)) - return m_shaders[name]; - return nullptr; - } - - auto ShaderLibrary::exists(const std::string& name) const -> bool - { - return m_shaders.find(name) != m_shaders.end(); - } -}; diff --git a/src/rendering/shader.h b/src/rendering/shader.h deleted file mode 100644 index c974ec4..0000000 --- a/src/rendering/shader.h +++ /dev/null @@ -1,79 +0,0 @@ -#pragma once - -#include "core/memory.h" - -#include -#include -#include - -#define SHADER_STORAGE_BARRIER_BIT 0x00002000 -#define UNIFORM_BARRIER_BIT 0x00000004 -#define TEXTURE_FETCH_BARRIER_BIT 0x00000008 -#define IMAGE_ACCESS_BARRIER_BIT 0x00000020 - -namespace Donut -{ - class Shader - { - public: - 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(); - - auto bind() const -> void; - auto unbind() const -> void; - - 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; - - 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; - - 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; - auto compile(const std::unordered_map& shader_sources) -> void; - - uint32_t m_renderer_id = 0; - std::string m_name; - bool m_is_slang = false; - }; - - class ShaderLibrary - { - public: - auto add(const Ref& shader) -> void; - auto add(const std::string& name, const Ref& shader) -> void; - auto load(const std::string& filepath) -> Ref; - auto load(const std::string& name, const std::string& filepath) -> Ref; - - auto get(const std::string& name) -> Ref; - - auto exists(const std::string& name) const -> bool; - private: - std::unordered_map> m_shaders; - }; -}; diff --git a/src/rendering/texture.cpp b/src/rendering/texture.cpp deleted file mode 100644 index 07455fe..0000000 --- a/src/rendering/texture.cpp +++ /dev/null @@ -1,286 +0,0 @@ -#include "texture.h" - -#include "shader.h" -#include "core/log.h" - -#include - -#define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" -#include -#include -#include - -namespace Donut -{ - Texture2D::Texture2D(uint32_t width, uint32_t height) - : m_width(width), m_height(height) - { - 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) - { - 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::bind(uint32_t slot) const -> void - { - glActiveTexture(GL_TEXTURE0 + slot); - glBindTexture(GL_TEXTURE_2D, m_renderer_id); - } - - auto Texture2D::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_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); - - load_hdri(path); - } - - CubemapTexture::~CubemapTexture() - { - glDeleteTextures(1, &m_renderer_id); - } - - auto CubemapTexture::load_hdri(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) - { - DONUT_ERROR("Failed to load HDRI: {}", path); - float default_sky[6 * 4] = - { - 0.5f, 0.7f, 1.0f, 1.0f, - 0.5f, 0.7f, 1.0f, 1.0f, - 0.5f, 0.7f, 1.0f, 1.0f, - 0.5f, 0.7f, 1.0f, 1.0f, - 0.5f, 0.7f, 1.0f, 1.0f, - 0.5f, 0.7f, 1.0f, 1.0f - }; - - 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::convert_equirectangular_to_cubemap(float* hdr_data, int width, int height) -> void - { - 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/equirect_to_cubemap.glsl"); - if (!equirect_shader) - { - 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); - 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 - { - return create_ref(width, height); - } - - auto Texture2D::create(const std::string& path) -> Ref - { - return create_ref(path); - } - - auto CubemapTexture::create(uint32_t width, uint32_t height) -> Ref - { - return create_ref(width, height); - } - - auto CubemapTexture::create_from_hdri(const std::string& path) -> Ref - { - return create_ref(path); - } -}; diff --git a/src/rendering/texture.h b/src/rendering/texture.h deleted file mode 100644 index e508dc9..0000000 --- a/src/rendering/texture.h +++ /dev/null @@ -1,83 +0,0 @@ -#pragma once - -#include "core/memory.h" - -#include -#include -#include - -namespace Donut -{ - class Texture - { - public: - virtual ~Texture() = default; - - virtual auto get_width() const -> uint32_t = 0; - virtual auto get_height() const -> uint32_t = 0; - virtual auto get_renderer_id() const -> uint32_t = 0; - - virtual auto set_data(void* data, uint32_t size) -> void = 0; - virtual auto bind(uint32_t slot = 0) const -> void = 0; - virtual auto bind_as_image(uint32_t slot = 0, bool read_only = false) const -> void = 0; - - virtual auto operator==(const Texture& other) const -> bool = 0; - }; - - 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; - static auto create(const std::string& path) -> Ref; - - 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; - }; - - 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; - static auto create_from_hdri(const std::string& path) -> Ref; - - private: - auto load_hdri(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; - }; -}; -- cgit v1.3