Squashed 'vendor/gl/' content from commit 0235739
git-subtree-dir: vendor/gl git-subtree-split: 02357397e4f0f82afc00a8b59c73332a4c996db1
This commit is contained in:
commit
f65df21278
15
CMakeLists.txt
Normal file
15
CMakeLists.txt
Normal file
@ -0,0 +1,15 @@
|
||||
project(gl)
|
||||
|
||||
set(HEADER_FILES
|
||||
GlBuffers.h
|
||||
GlDebug.h
|
||||
GlFrameBuffer.h
|
||||
GlGeometry.h
|
||||
GlLighting.h
|
||||
GlMethods.h
|
||||
GlShaders.h
|
||||
GlVertexArrays.h
|
||||
)
|
||||
|
||||
add_library(gl STATIC ${HEADER_FILES})
|
||||
set_target_properties(gl PROPERTIES LINKER_LANGUAGE CXX)
|
178
GlBuffers.h
Normal file
178
GlBuffers.h
Normal file
@ -0,0 +1,178 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include <vector>
|
||||
#include <cassert>
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#include <memory>
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||||
|
||||
namespace gl {
|
||||
|
||||
template<GLenum BufferType>
|
||||
class Buffer {
|
||||
GLuint buffer;
|
||||
|
||||
public:
|
||||
|
||||
Buffer() :
|
||||
buffer(0) {
|
||||
glGenBuffers(1, &buffer);
|
||||
assert(buffer != 0);
|
||||
}
|
||||
|
||||
Buffer(Buffer && other) :
|
||||
buffer(0) {
|
||||
std::swap(other.buffer, buffer);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Buffer(const std::vector<T> & data) :
|
||||
buffer(0) {
|
||||
glGenBuffers(1, &buffer);
|
||||
|
||||
bind();
|
||||
load(data.size() * sizeof(T), &data[0]);
|
||||
unbind();
|
||||
}
|
||||
|
||||
template<typename T, size_t SIZE>
|
||||
Buffer(T (&array)[SIZE]) :
|
||||
buffer(0) {
|
||||
glGenBuffers(1, &buffer);
|
||||
bind();
|
||||
load(SIZE * sizeof(T), array);
|
||||
unbind();
|
||||
}
|
||||
|
||||
// template<typename T> Buffer(const std::vector<T> & data);0
|
||||
// template<typename T, size_t SIZE> Buffer(const T (&array)[SIZE]);
|
||||
|
||||
virtual ~Buffer() {
|
||||
glDeleteBuffers(1, &buffer);
|
||||
}
|
||||
|
||||
void load(size_t size, const void * data, GLenum usage = GL_STATIC_DRAW) {
|
||||
glBufferData(BufferType, size, data, usage);
|
||||
}
|
||||
|
||||
void bind() const {
|
||||
glBindBuffer(BufferType, buffer);
|
||||
}
|
||||
|
||||
static void unbind() {
|
||||
glBindBuffer(BufferType, 0);
|
||||
}
|
||||
};
|
||||
|
||||
typedef Buffer<GL_ELEMENT_ARRAY_BUFFER> IndexBuffer;
|
||||
typedef std::shared_ptr<IndexBuffer> IndexBufferPtr;
|
||||
|
||||
typedef Buffer<GL_ARRAY_BUFFER> VertexBuffer;
|
||||
typedef std::shared_ptr<VertexBuffer> VertexBufferPtr;
|
||||
|
||||
class BufferLoader {
|
||||
public:
|
||||
virtual ~BufferLoader() {
|
||||
}
|
||||
virtual const GLvoid* getData() const = 0;
|
||||
virtual GLsizeiptr getSize() const = 0;
|
||||
};
|
||||
|
||||
template<class T> class VectorLoader: public BufferLoader {
|
||||
public:
|
||||
typedef std::vector<T> V;
|
||||
const V & data;
|
||||
VectorLoader(const V & data) :
|
||||
data(data) {
|
||||
}
|
||||
|
||||
const GLvoid* getData() const {
|
||||
const T * ptr = &(this->data[0]);
|
||||
return ptr;
|
||||
}
|
||||
|
||||
GLsizeiptr getSize() const {
|
||||
return sizeof(T) * data.size();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
template<typename T> VectorLoader<T> makeVectorLoader(
|
||||
const std::vector<T> & vector) {
|
||||
return VectorLoader<T>(vector);
|
||||
}
|
||||
|
||||
template<typename T, size_t SIZE> class ArrayLoader: public BufferLoader {
|
||||
public:
|
||||
const T * data;
|
||||
|
||||
ArrayLoader(const T * data) :
|
||||
data(data) {
|
||||
}
|
||||
|
||||
const GLvoid* getData() const {
|
||||
return (const GLvoid*)data;
|
||||
}
|
||||
|
||||
GLsizeiptr getSize() const {
|
||||
return sizeof(T) * SIZE;
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, size_t SIZE> ArrayLoader<T, SIZE> makeArrayLoader(
|
||||
T * pointer) {
|
||||
return ArrayLoader<T, SIZE>(pointer);
|
||||
}
|
||||
|
||||
template<typename T, size_t SIZE> ArrayLoader<T, SIZE> makeArrayLoader(
|
||||
T(&array)[SIZE]) {
|
||||
return ArrayLoader<T, SIZE>(array);
|
||||
}
|
||||
|
||||
|
||||
|
||||
template <GLenum BufferType>
|
||||
Buffer<BufferType> & operator <<(Buffer<BufferType> & buffer, const BufferLoader & loader) {
|
||||
buffer.bind();
|
||||
buffer.load(loader.getSize(), loader.getData());
|
||||
Buffer<BufferType>::unbind();
|
||||
GL_CHECK_ERROR;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
template <GLenum BufferType>
|
||||
Buffer<BufferType> & operator <<(Buffer<BufferType> & buffer, BufferLoader && loader) {
|
||||
GL_CHECK_ERROR;
|
||||
buffer.bind();
|
||||
GL_CHECK_ERROR;
|
||||
buffer.load(loader.getSize(), loader.getData());
|
||||
GL_CHECK_ERROR;
|
||||
Buffer<BufferType>::unbind();
|
||||
GL_CHECK_ERROR;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
|
||||
} // gl
|
||||
|
77
GlDebug.h
Normal file
77
GlDebug.h
Normal file
@ -0,0 +1,77 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#ifdef WIN32
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <ostream>
|
||||
#include <cstdarg>
|
||||
#include <string>
|
||||
#include <cstring>
|
||||
|
||||
#ifdef WIN32
|
||||
#pragma warning(disable: 4996)
|
||||
#define snprintf _snprintf
|
||||
#endif
|
||||
|
||||
namespace gl {
|
||||
|
||||
class error : public std::runtime_error {
|
||||
public:
|
||||
GLenum errorCode;
|
||||
|
||||
error(GLenum errorCode)
|
||||
: errorCode(errorCode), runtime_error("OpenGL Error") {
|
||||
}
|
||||
|
||||
static inline void check() {
|
||||
GLenum errorCode = glGetError();
|
||||
if (errorCode != 0) {
|
||||
throw error(errorCode);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class shader_error : public std::runtime_error {
|
||||
public:
|
||||
GLuint shader;
|
||||
shader_error(GLuint shader, const std::string & log)
|
||||
: shader(shader), runtime_error("OpenGL Shader Error: " + log) {
|
||||
}
|
||||
|
||||
static inline void check() {
|
||||
GLenum errorCode = glGetError();
|
||||
if (errorCode != 0) {
|
||||
throw error(errorCode);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#define GL_CHECK_ERROR gl::error::check()
|
167
GlFrameBuffer.h
Normal file
167
GlFrameBuffer.h
Normal file
@ -0,0 +1,167 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include "GlTexture.h"
|
||||
#include "GlDebug.h"
|
||||
|
||||
namespace gl {
|
||||
|
||||
struct FrameBuffer {
|
||||
GLuint frameBuffer;
|
||||
|
||||
FrameBuffer() : frameBuffer(0) {
|
||||
glGenFramebuffers(1, &frameBuffer);
|
||||
}
|
||||
|
||||
virtual ~FrameBuffer() {
|
||||
if (frameBuffer) {
|
||||
glDeleteFramebuffers(1, &frameBuffer);
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
}
|
||||
|
||||
void bind(GLenum target = GL_FRAMEBUFFER) {
|
||||
glBindFramebuffer(target, frameBuffer);
|
||||
}
|
||||
|
||||
static void unbind(GLenum target = GL_FRAMEBUFFER) {
|
||||
glBindFramebuffer(target, 0);
|
||||
}
|
||||
|
||||
static bool checkStatus(GLenum target = GL_FRAMEBUFFER) {
|
||||
GLuint status = glCheckFramebufferStatus(target);
|
||||
switch(status) {
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
return true;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
||||
std::cerr << "framebuffer incomplete attachment" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
||||
std::cerr << "framebuffer missing attachment" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
||||
std::cerr << "framebuffer incomplete draw buffer" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
||||
std::cerr << "framebuffer incomplete read buffer" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
||||
std::cerr << "framebuffer incomplete multisample" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS :
|
||||
std::cerr << "framebuffer incomplete layer targets" << std::endl;
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:
|
||||
std::cerr << "framebuffer unsupported internal format or image" << std::endl;
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cerr << "other framebuffer error" << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
template <GLenum TextureType, GLenum TextureFormat>
|
||||
void attach(int attachPoint, std::shared_ptr<Texture<TextureType, TextureFormat> > & texture) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, attachPoint, TextureType, *texture, 0);
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<FrameBuffer> FrameBufferPtr;
|
||||
|
||||
template <GLenum ColorFormat = GL_RGBA8>
|
||||
struct TFrameBufferWrapper {
|
||||
typedef Texture<GL_TEXTURE_2D, ColorFormat> ColorTexture;
|
||||
FrameBufferPtr frameBuffer;
|
||||
typename ColorTexture::Ptr color;
|
||||
Texture2dDepth::Ptr depth;
|
||||
glm::ivec2 size;
|
||||
|
||||
void init(const glm::ivec2 & size) {
|
||||
this->size = size;
|
||||
GL_CHECK_ERROR;
|
||||
if (!frameBuffer) {
|
||||
frameBuffer = FrameBufferPtr(new FrameBuffer());
|
||||
}
|
||||
frameBuffer->bind();
|
||||
GL_CHECK_ERROR;
|
||||
|
||||
if (!color) {
|
||||
color = typename ColorTexture::Ptr(new ColorTexture());
|
||||
color->bind();
|
||||
color->parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
color->parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
color->parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
color->parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
color->storage2d(size);
|
||||
Texture2d::unbind();
|
||||
}
|
||||
frameBuffer->attach(GL_COLOR_ATTACHMENT0, color);
|
||||
GL_CHECK_ERROR;
|
||||
|
||||
if (!depth) {
|
||||
depth = Texture2dDepth::Ptr(new Texture2dDepth());
|
||||
depth->bind();
|
||||
depth->storage2d(size);
|
||||
Texture2dDepth::unbind();
|
||||
}
|
||||
frameBuffer->attach(GL_DEPTH_ATTACHMENT, depth);
|
||||
GL_CHECK_ERROR;
|
||||
|
||||
|
||||
if (!frameBuffer->checkStatus()) {
|
||||
throw std::runtime_error("Bad framebuffer creation");
|
||||
}
|
||||
GL_CHECK_ERROR;
|
||||
FrameBuffer::unbind();
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
|
||||
void activate() {
|
||||
frameBuffer->bind();
|
||||
viewport(size);
|
||||
}
|
||||
|
||||
static void deactivate() {
|
||||
FrameBuffer::unbind();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
typedef TFrameBufferWrapper<> FrameBufferWrapper;
|
||||
|
||||
} // gl
|
||||
|
||||
|
167
GlGeometry.h
Normal file
167
GlGeometry.h
Normal file
@ -0,0 +1,167 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include "GlBuffers.h"
|
||||
#include "GlVertexArrays.h"
|
||||
|
||||
namespace gl {
|
||||
|
||||
class Geometry;
|
||||
|
||||
typedef std::shared_ptr<Geometry> GeometryPtr;
|
||||
|
||||
class Geometry {
|
||||
public:
|
||||
static const int VERTEX_ATTRIBUTE_SIZE = 4;
|
||||
static const int BYTES_PER_ATTRIBUTE = (sizeof(float)
|
||||
* VERTEX_ATTRIBUTE_SIZE);
|
||||
enum Flag {
|
||||
HAS_NORMAL = 0x01,
|
||||
HAS_COLOR = 0x02,
|
||||
HAS_TEXTURE = 0x04,
|
||||
};
|
||||
|
||||
VertexBufferPtr vertices;
|
||||
IndexBufferPtr indices;
|
||||
VertexArrayPtr vertexArray;
|
||||
|
||||
unsigned int elements;
|
||||
GLenum elementType;
|
||||
unsigned int verticesPerElement;
|
||||
unsigned int flags;
|
||||
|
||||
void bindVertexArray() {
|
||||
vertexArray->bind();
|
||||
}
|
||||
|
||||
static void unbindVertexArray() {
|
||||
gl::VertexArray::unbind();
|
||||
}
|
||||
|
||||
static unsigned int getStride(unsigned int flags) {
|
||||
int result = VERTEX_ATTRIBUTE_SIZE;
|
||||
if (flags & Geometry::Flag::HAS_NORMAL) {
|
||||
result += VERTEX_ATTRIBUTE_SIZE;
|
||||
}
|
||||
if (flags & Geometry::Flag::HAS_COLOR) {
|
||||
result += VERTEX_ATTRIBUTE_SIZE;
|
||||
}
|
||||
if (flags & Geometry::Flag::HAS_TEXTURE) {
|
||||
result += VERTEX_ATTRIBUTE_SIZE;
|
||||
}
|
||||
return result * sizeof(float);
|
||||
}
|
||||
|
||||
unsigned int getStride() {
|
||||
return getStride(flags);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
glDrawElements(elementType, elements * verticesPerElement,
|
||||
GL_UNSIGNED_INT, (void*) 0);
|
||||
}
|
||||
|
||||
Geometry(
|
||||
const std::vector<glm::vec4> & in_vertices,
|
||||
const std::vector<GLuint> & in_indices,
|
||||
unsigned int elements = 0,
|
||||
unsigned int flags = 0,
|
||||
GLenum elementType = GL_TRIANGLES,
|
||||
unsigned int verticesPerElement = 3)
|
||||
: elements(elements),
|
||||
elementType(elementType),
|
||||
flags(flags),
|
||||
vertexArray(new gl::VertexArray()),
|
||||
verticesPerElement(verticesPerElement) {
|
||||
vertices = VertexBufferPtr(new VertexBuffer());
|
||||
*vertices << VectorLoader<glm::vec4>(in_vertices);
|
||||
indices = IndexBufferPtr(new IndexBuffer());
|
||||
*indices << VectorLoader<GLuint>(in_indices);
|
||||
buildVertexArray();
|
||||
}
|
||||
|
||||
Geometry(
|
||||
const gl::VertexBufferPtr in_vertices,
|
||||
const gl::IndexBufferPtr in_indices,
|
||||
unsigned int elements = 0,
|
||||
unsigned int flags = 0,
|
||||
GLenum elementType = GL_TRIANGLES,
|
||||
unsigned int verticesPerElement = 3)
|
||||
: vertices(in_vertices),
|
||||
indices(in_indices),
|
||||
elements(elements),
|
||||
flags(flags),
|
||||
vertexArray(new gl::VertexArray()),
|
||||
elementType(elementType),
|
||||
verticesPerElement(verticesPerElement) {
|
||||
buildVertexArray();
|
||||
}
|
||||
|
||||
void buildVertexArray() {
|
||||
vertexArray->bind();
|
||||
{
|
||||
indices->bind();
|
||||
vertices->bind();
|
||||
GL_CHECK_ERROR;
|
||||
unsigned int stride = getStride(flags);
|
||||
GLfloat * offset = 0;
|
||||
glEnableVertexAttribArray(gl::Attribute::Position);
|
||||
glVertexAttribPointer(gl::Attribute::Position, 3, GL_FLOAT, GL_FALSE,
|
||||
stride, offset);
|
||||
GL_CHECK_ERROR;
|
||||
|
||||
if (flags & HAS_NORMAL) {
|
||||
offset += VERTEX_ATTRIBUTE_SIZE;
|
||||
glEnableVertexAttribArray(gl::Attribute::Normal);
|
||||
glVertexAttribPointer(gl::Attribute::Normal, 3, GL_FLOAT, GL_FALSE,
|
||||
stride, offset);
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
|
||||
if (flags & HAS_COLOR) {
|
||||
offset += VERTEX_ATTRIBUTE_SIZE;
|
||||
glEnableVertexAttribArray(gl::Attribute::Color);
|
||||
glVertexAttribPointer(gl::Attribute::Color, 3, GL_FLOAT, GL_FALSE,
|
||||
stride, offset);
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
|
||||
if (flags & HAS_TEXTURE) {
|
||||
offset += VERTEX_ATTRIBUTE_SIZE;
|
||||
glEnableVertexAttribArray(gl::Attribute::TexCoord0);
|
||||
glVertexAttribPointer(gl::Attribute::TexCoord0, 2, GL_FLOAT,
|
||||
GL_FALSE, stride, offset);
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
}
|
||||
VertexArray::unbind();
|
||||
IndexBuffer::unbind();
|
||||
VertexBuffer::unbind();
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // gl
|
||||
|
83
GlLighting.h
Normal file
83
GlLighting.h
Normal file
@ -0,0 +1,83 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include "GlShaders.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
namespace gl {
|
||||
|
||||
struct Light {
|
||||
glm::vec4 position;
|
||||
glm::vec4 color;
|
||||
|
||||
Light(const glm::vec4 & position = glm::vec4(1), const glm::vec4 & color =
|
||||
glm::vec4(1)) {
|
||||
this->position = position;
|
||||
this->color = color;
|
||||
}
|
||||
};
|
||||
|
||||
class Lights {
|
||||
std::vector<glm::vec4> lightPositions;
|
||||
std::vector<glm::vec4> lightColors;
|
||||
glm::vec4 ambient;
|
||||
|
||||
public:
|
||||
// Singleton class
|
||||
Lights()
|
||||
: ambient(glm::vec4(0.2, 0.2, 0.2, 1.0)) {
|
||||
addLight();
|
||||
}
|
||||
|
||||
void apply(Program & renderProgram) {
|
||||
renderProgram.setUniform("Ambient", ambient);
|
||||
renderProgram.setUniform("LightCount", (GLint)lightPositions.size());
|
||||
if (!lightPositions.empty()) {
|
||||
renderProgram.setUniform4fv("LightPosition[0]", lightPositions);
|
||||
renderProgram.setUniform4fv("LightColor[0]", lightColors);
|
||||
}
|
||||
}
|
||||
|
||||
void apply(ProgramPtr & program) {
|
||||
apply(*program);
|
||||
}
|
||||
|
||||
void addLight(const glm::vec4 & position = glm::vec4(1),
|
||||
const glm::vec4 & color = glm::vec4(1)) {
|
||||
lightPositions.push_back(position);
|
||||
lightColors.push_back(color);
|
||||
}
|
||||
|
||||
void addLight(const Light & light) {
|
||||
addLight(light.position, light.color);
|
||||
}
|
||||
|
||||
void setAmbient(const glm::vec4 & ambient) {
|
||||
this->ambient = ambient;
|
||||
}
|
||||
};
|
||||
|
||||
} // gl
|
306
GlMethods.h
Normal file
306
GlMethods.h
Normal file
@ -0,0 +1,306 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
#include <vector>
|
||||
|
||||
namespace gl {
|
||||
namespace Error {
|
||||
enum {
|
||||
NONE = GL_NO_ERROR,
|
||||
INVALID_ENUM = GL_INVALID_ENUM,
|
||||
INVALID_VALUE = GL_INVALID_VALUE,
|
||||
INVALID_OPERATION = GL_INVALID_OPERATION,
|
||||
// STACK_OVERFLOW = GL_STACK_OVERFLOW,
|
||||
// STACK_UNDERFLOW = GL_STACK_UNDERFLOW,
|
||||
OUT_OF_MEMORY = GL_OUT_OF_MEMORY,
|
||||
};
|
||||
}
|
||||
|
||||
namespace DrawMode {
|
||||
enum {
|
||||
POINTS = GL_POINTS,
|
||||
LINE_STRIP = GL_LINE_STRIP,
|
||||
LINE_LOOP = GL_LINE_LOOP,
|
||||
LINES = GL_LINES,
|
||||
LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY,
|
||||
LINES_ADJACENCY = GL_LINES_ADJACENCY,
|
||||
TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
|
||||
TRIANGLE_FAN = GL_TRIANGLE_FAN,
|
||||
TRIANGLES = GL_TRIANGLES,
|
||||
TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY,
|
||||
TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY,
|
||||
PATCHES = GL_PATCHES,
|
||||
};
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, GLfloat a) {
|
||||
glUniform1f(location, a);
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, GLint a) {
|
||||
glUniform1i(location, a);
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, const glm::vec2 & a) {
|
||||
glUniform2f(location, a.x, a.y);
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, const glm::vec4 & a) {
|
||||
glUniform4f(location, a.x, a.y, a.z, a.w);
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, const std::vector<glm::vec4> & a) {
|
||||
glUniform4fv(location, (GLsizei) a.size(), &(a[0][0]));
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, const glm::vec3 & a) {
|
||||
glUniform3f(location, a.x, a.y, a.z);
|
||||
}
|
||||
|
||||
inline void uniform(GLint location, const glm::mat4 & a) {
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(a));
|
||||
}
|
||||
|
||||
inline void lineWidth(GLfloat width) {
|
||||
glLineWidth(width);
|
||||
}
|
||||
|
||||
inline void clearColor(const glm::vec4 & c) {
|
||||
glClearColor(c.r, c.g, c.b, c.a);
|
||||
}
|
||||
|
||||
inline void clearColor(const glm::vec3 & c) {
|
||||
glClearColor(c.r, c.g, c.b, 1.0);
|
||||
}
|
||||
|
||||
inline void scissor(const glm::ivec2 & v, const glm::ivec2 & size) {
|
||||
glScissor(v.x, v.y, size.x, size.y);
|
||||
}
|
||||
|
||||
inline void viewport( const glm::ivec2 & pos, const glm::ivec2 & size ) {
|
||||
glViewport(pos.x, pos.y, size.x, size.y);
|
||||
}
|
||||
|
||||
inline void viewport( const glm::ivec2 & size ) {
|
||||
viewport(glm::ivec2(), size);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace glm {
|
||||
template <typename T>
|
||||
inline float aspect(T const & size) {
|
||||
return (float) size.x / (float)size.y;
|
||||
}
|
||||
}
|
||||
|
||||
// inline void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha );
|
||||
// inline void AlphaFunc( GLenum func, GLclampf ref );
|
||||
// inline void BlendFunc( GLenum sfactor, GLenum dfactor );
|
||||
// inline void LogicOp( GLenum opcode );
|
||||
// inline void CullFace( GLenum mode );
|
||||
// inline void FrontFace( GLenum mode );
|
||||
// inline void PointSize( GLfloat size );
|
||||
// inline void LineStipple( GLint factor, GLushort pattern );
|
||||
// inline void PolygonMode( GLenum face, GLenum mode );
|
||||
// inline void PolygonOffset( GLfloat factor, GLfloat units );
|
||||
// inline void PolygonStipple( const GLubyte *mask );
|
||||
// inline void GetPolygonStipple( GLubyte *mask );
|
||||
// inline void EdgeFlag( GLboolean flag );
|
||||
// inline void EdgeFlagv( const GLboolean *flag );
|
||||
// inline void ClipPlane( GLenum plane, const GLdouble *equation );
|
||||
// inline void GetClipPlane( GLenum plane, GLdouble *equation );
|
||||
// inline void DrawBuffer( GLenum mode );
|
||||
// inline void ReadBuffer( GLenum mode );
|
||||
// inline void Enable( GLenum cap );
|
||||
// inline void Disable( GLenum cap );
|
||||
// inline bool IsEnabled( GLenum cap );
|
||||
// inline void EnableClientState( GLenum cap ); /* 1.1 */
|
||||
// inline void DisableClientState( GLenum cap ); /* 1.1 */
|
||||
// inline void GetBooleanv( GLenum pname, GLboolean *params );
|
||||
// inline void GetDoublev( GLenum pname, GLdouble *params );
|
||||
// inline void GetFloatv( GLenum pname, GLfloat *params );
|
||||
// inline void GetIntegerv( GLenum pname, GLint *params );
|
||||
// inline void PushAttrib( GLbitfield mask );
|
||||
// inline void PopAttrib( void );
|
||||
// inline void PushClientAttrib( GLbitfield mask ); /* 1.1 */
|
||||
// inline void PopClientAttrib( void ); /* 1.1 */
|
||||
// inline int32_tRenderMode( GLenum mode );
|
||||
// GLAPI GLenum GLAPIENTRY glGetError( void );
|
||||
// GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name );
|
||||
// inline void Finish( void );
|
||||
// inline void Flush( void );
|
||||
// inline void Hint( GLenum target, GLenum mode );
|
||||
// inline void ClearDepth( GLclampd depth );
|
||||
// inline void DepthFunc( GLenum func );
|
||||
// inline void DepthMask( GLboolean flag );
|
||||
// inline void DepthRange( GLclampd near_val, GLclampd far_val );
|
||||
// inline void ClearAccum( const glm::vec4 & color );
|
||||
// inline void VertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
|
||||
// inline void NormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr );
|
||||
// inline void ColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
|
||||
// inline void IndexPointer( GLenum type, GLsizei stride, const GLvoid *ptr );
|
||||
// inline void TexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
|
||||
// inline void EdgeFlagPointer( GLsizei stride, const GLvoid *ptr );
|
||||
// inline void GetPointerv( GLenum pname, GLvoid **params );
|
||||
// inline void ArrayElement( GLint i );
|
||||
// inline void DrawArrays( GLenum mode, GLint first, GLsizei count );
|
||||
// inline void DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices );
|
||||
// inline void InterleavedArrays( GLenum format, GLsizei stride, const GLvoid *pointer );
|
||||
// inline void ShadeModel( GLenum mode );
|
||||
// inline void PixelZoom( GLfloat xfactor, GLfloat yfactor );
|
||||
// inline void PixelStoref( GLenum pname, GLfloat param );
|
||||
// inline void PixelStorei( GLenum pname, GLint param );
|
||||
// inline void PixelTransferf( GLenum pname, GLfloat param );
|
||||
// inline void PixelTransferi( GLenum pname, GLint param );
|
||||
// inline void PixelMapfv( GLenum map, GLsizei mapsize, const GLfloat *values );
|
||||
// inline void PixelMapuiv( GLenum map, GLsizei mapsize, const GLuint *values );
|
||||
// inline void PixelMapusv( GLenum map, GLsizei mapsize, const GLushort *values );
|
||||
// inline void GetPixelMapfv( GLenum map, GLfloat *values );
|
||||
// inline void GetPixelMapuiv( GLenum map, GLuint *values );
|
||||
// inline void GetPixelMapusv( GLenum map, GLushort *values );
|
||||
// inline void Bitmap( const glm::ivec2 & size, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap );
|
||||
// inline void ReadPixels( const glm::ivec2 & v, const glm::ivec2 & size, GLenum format, GLenum type, GLvoid *pixels );
|
||||
// inline void DrawPixels( const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void CopyPixels( const glm::ivec2 & v, const glm::ivec2 & size, GLenum type );
|
||||
// inline void StencilFunc( GLenum func, GLint ref, GLuint mask );
|
||||
// inline void StencilMask( GLuint mask );
|
||||
// inline void StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
|
||||
// inline void ClearStencil( GLint s );
|
||||
// inline void TexGend( GLenum coord, GLenum pname, GLdouble param );
|
||||
// inline void TexGenf( GLenum coord, GLenum pname, GLfloat param );
|
||||
// inline void TexGeni( GLenum coord, GLenum pname, GLint param );
|
||||
// inline void TexGendv( GLenum coord, GLenum pname, const GLdouble *params );
|
||||
// inline void TexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
|
||||
// inline void TexGeniv( GLenum coord, GLenum pname, const GLint *params );
|
||||
// inline void GetTexGendv( GLenum coord, GLenum pname, GLdouble *params );
|
||||
// inline void GetTexGenfv( GLenum coord, GLenum pname, GLfloat *params );
|
||||
// inline void GetTexGeniv( GLenum coord, GLenum pname, GLint *params );
|
||||
// inline void TexEnvf( GLenum target, GLenum pname, GLfloat param );
|
||||
// inline void TexEnvi( GLenum target, GLenum pname, GLint param );
|
||||
// inline void TexEnvfv( GLenum target, GLenum pname, const GLfloat *params );
|
||||
// inline void TexEnviv( GLenum target, GLenum pname, const GLint *params );
|
||||
// inline void GetTexEnvfv( GLenum target, GLenum pname, GLfloat *params );
|
||||
// inline void GetTexEnviv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void TexParameterf( GLenum target, GLenum pname, GLfloat param );
|
||||
// inline void TexParameteri( GLenum target, GLenum pname, GLint param );
|
||||
// inline void TexParameterfv( GLenum target, GLenum pname, const GLfloat *params );
|
||||
// inline void TexParameteriv( GLenum target, GLenum pname, const GLint *params );
|
||||
// inline void GetTexParameterfv( GLenum target, GLenum pname, GLfloat *params);
|
||||
// inline void GetTexParameteriv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void GetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params );
|
||||
// inline void GetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params );
|
||||
// inline void TexImage1D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void TexImage2D( GLenum target, GLint level, GLint internalFormat, const glm::ivec2 & size, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void GetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels );
|
||||
// inline void GenTextures( GLsizei n, GLuint *textures );
|
||||
// inline void DeleteTextures( GLsizei n, const GLuint *textures);
|
||||
// inline void BindTexture( GLenum target, GLuint texture );
|
||||
// inline void PrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities );
|
||||
// inline bool AreTexturesResident( GLsizei n, const GLuint *textures, GLboolean *residences );
|
||||
// inline bool IsTexture( GLuint texture );
|
||||
// inline void TexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void TexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void CopyTexImage1D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & v, GLsizei width, GLint border );
|
||||
// inline void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & v, const glm::ivec2 & size, GLint border );
|
||||
// inline void CopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, const glm::ivec2 & v, GLsizei width );
|
||||
// inline void CopyTexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & v, const glm::ivec2 & size );
|
||||
// inline void Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points );
|
||||
// inline void Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points );
|
||||
// inline void Map2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points );
|
||||
// inline void Map2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points );
|
||||
// inline void GetMapdv( GLenum target, GLenum query, GLdouble *v );
|
||||
// inline void GetMapfv( GLenum target, GLenum query, GLfloat *v );
|
||||
// inline void GetMapiv( GLenum target, GLenum query, GLint *v );
|
||||
// inline void EvalCoord1d( GLdouble u );
|
||||
// inline void EvalCoord1f( GLfloat u );
|
||||
// inline void EvalCoord2d( GLdouble u, GLdouble v );
|
||||
// inline void EvalCoord2f( GLfloat u, GLfloat v );
|
||||
// inline void MapGrid1d( GLint un, GLdouble u1, GLdouble u2 );
|
||||
// inline void MapGrid1f( GLint un, GLfloat u1, GLfloat u2 );
|
||||
// inline void MapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 );
|
||||
// inline void MapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 );
|
||||
// inline void EvalPoint1( GLint i );
|
||||
// inline void EvalPoint2( GLint i, GLint j );
|
||||
// inline void EvalMesh1( GLenum mode, GLint i1, GLint i2 );
|
||||
// inline void EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
|
||||
// inline void Fogf( GLenum pname, GLfloat param );
|
||||
// inline void Fogi( GLenum pname, GLint param );
|
||||
// inline void Fogfv( GLenum pname, const GLfloat *params );
|
||||
// inline void Fogiv( GLenum pname, const GLint *params );
|
||||
// inline void FeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer );
|
||||
// inline void PassThrough( GLfloat token );
|
||||
// inline void SelectBuffer( GLsizei size, GLuint *buffer );
|
||||
// inline void InitNames( void );
|
||||
// inline void LoadName( GLuint name );
|
||||
// inline void PushName( GLuint name );
|
||||
// inline void PopName( void );
|
||||
// inline void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
|
||||
// inline void TexImage3D( GLenum target, GLint level, GLint internalFormat, const glm::ivec3 & size, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
|
||||
// inline void TexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, const glm::ivec3 & size, GLenum format, GLenum type, const GLvoid *pixels);
|
||||
// inline void CopyTexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, GLint x, GLint y, const glm::ivec2 & size );
|
||||
// inline void ColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table );
|
||||
// inline void ColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data );
|
||||
// inline void ColorTableParameteriv(GLenum target, GLenum pname, const GLint *params);
|
||||
// inline void ColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params);
|
||||
// inline void CopyColorSubTable( GLenum target, GLsizei start, const glm::ivec2 & v, GLsizei width );
|
||||
// inline void CopyColorTable( GLenum target, GLenum internalformat, const glm::ivec2 & v, GLsizei width );
|
||||
// inline void GetColorTable( GLenum target, GLenum format, GLenum type, GLvoid *table );
|
||||
// inline void GetColorTableParameterfv( GLenum target, GLenum pname, GLfloat *params );
|
||||
// inline void GetColorTableParameteriv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void BlendEquation( GLenum mode );
|
||||
// inline void BlendColor( const glm::vec4 & c );
|
||||
// inline void Histogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink );
|
||||
// inline void ResetHistogram( GLenum target );
|
||||
// inline void GetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values );
|
||||
// inline void GetHistogramParameterfv( GLenum target, GLenum pname, GLfloat *params );
|
||||
// inline void GetHistogramParameteriv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void Minmax( GLenum target, GLenum internalformat, GLboolean sink );
|
||||
// inline void ResetMinmax( GLenum target );
|
||||
// inline void GetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values );
|
||||
// inline void GetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat *params );
|
||||
// inline void GetMinmaxParameteriv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void ConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image );
|
||||
// inline void ConvolutionFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *image );
|
||||
// inline void ConvolutionParameterf( GLenum target, GLenum pname, GLfloat params );
|
||||
// inline void ConvolutionParameterfv( GLenum target, GLenum pname, const GLfloat *params );
|
||||
// inline void ConvolutionParameteri( GLenum target, GLenum pname, GLint params );
|
||||
// inline void ConvolutionParameteriv( GLenum target, GLenum pname, const GLint *params );
|
||||
// inline void CopyConvolutionFilter1D( GLenum target, GLenum internalformat, const glm::ivec2 & v, GLsizei width );
|
||||
// inline void CopyConvolutionFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & v, const glm::ivec2 & size);
|
||||
// inline void GetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid *image );
|
||||
// inline void GetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat *params );
|
||||
// inline void GetConvolutionParameteriv( GLenum target, GLenum pname, GLint *params );
|
||||
// inline void SeparableFilter2D( GLenum target, GLenum internalformat, const glm::ivec2 & size, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column );
|
||||
// inline void GetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span );
|
||||
// inline void ActiveTexture( GLenum texture );
|
||||
// inline void ClientActiveTexture( GLenum texture );
|
||||
// inline void CompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, const glm::ivec2 & size, GLint border, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void CompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, const glm::ivec3 & size, GLint border, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void CompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void CompressedTexSubImage2D( GLenum target, GLint level, const glm::ivec2 & offset, const glm::ivec2 & size, GLenum format, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void CompressedTexSubImage3D( GLenum target, GLint level, const glm::ivec3 & offset, const glm::ivec3 & size, GLenum format, GLsizei imageSize, const GLvoid *data );
|
||||
// inline void GetCompressedTexImage( GLenum target, GLint lod, GLvoid *img );
|
||||
// inline void LoadTransposeMatrixd( const GLdouble m[16] );
|
||||
// inline void LoadTransposeMatrixf( const GLfloat m[16] );
|
||||
// inline void MultTransposeMatrixd( const GLdouble m[16] );
|
||||
// inline void MultTransposeMatrixf( const GLfloat m[16] );
|
||||
// inline void SampleCoverage( GLclampf value, GLboolean invert );
|
73
GlQuery.h
Normal file
73
GlQuery.h
Normal file
@ -0,0 +1,73 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace gl {
|
||||
template <
|
||||
typename GenFunction,
|
||||
typename DelFunction,
|
||||
typename BindFunction>
|
||||
class Object {
|
||||
GLuint id;
|
||||
const GenFunction gen;
|
||||
const DelFunction del;
|
||||
const BindFunction bind;
|
||||
public:
|
||||
Object(GenFunction g, DelFunction del, BindFunction bind) : gen(g), del(del), bind(bind) {
|
||||
}
|
||||
};
|
||||
|
||||
template <GLenum QueryType = GL_TIME_ELAPSED> class Query {
|
||||
GLuint query;
|
||||
public:
|
||||
Query() {
|
||||
glGenQueries(1, &query);
|
||||
}
|
||||
|
||||
virtual ~Query() {
|
||||
glDeleteQueries(1, &query);
|
||||
query = 0;
|
||||
}
|
||||
|
||||
void begin() {
|
||||
glBeginQuery(QueryType, query);
|
||||
}
|
||||
|
||||
static void end() {
|
||||
glEndQuery(QueryType);
|
||||
}
|
||||
|
||||
bool available() {
|
||||
GLint result;
|
||||
glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &result);
|
||||
return result == GL_TRUE;
|
||||
}
|
||||
|
||||
GLint getReult() {
|
||||
GLint result = -1;
|
||||
glGetQueryObjectiv(query, GL_QUERY_RESULT, &result);
|
||||
return result;
|
||||
}
|
||||
};
|
||||
|
||||
typedef Query<GL_TIME_ELAPSED> TimeQuery;
|
||||
typedef std::shared_ptr<gl::TimeQuery> TimeQueryPtr;
|
||||
|
||||
}
|
329
GlShaders.h
Normal file
329
GlShaders.h
Normal file
@ -0,0 +1,329 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include <stdexcept>
|
||||
#include <set>
|
||||
#include <memory>
|
||||
|
||||
namespace gl {
|
||||
|
||||
struct Var {
|
||||
std::string name;
|
||||
GLint size;
|
||||
GLenum type;
|
||||
GLuint id;
|
||||
GLint location;
|
||||
|
||||
// for map usage
|
||||
Var()
|
||||
: location(0), type(0), size(0), id(0) {
|
||||
}
|
||||
Var(bool uniform, GLuint program, GLuint id) {
|
||||
this->id = id;
|
||||
static GLchar MY_BUFFER[8192];
|
||||
GLsizei bufSize = 8192;
|
||||
if (uniform) {
|
||||
glGetActiveUniform(program, id, bufSize, &bufSize, &size, &type,
|
||||
MY_BUFFER);
|
||||
} else {
|
||||
glGetActiveAttrib(program, id, bufSize, &bufSize, &size, &type,
|
||||
MY_BUFFER);
|
||||
}
|
||||
name = std::string(MY_BUFFER, bufSize);
|
||||
if (uniform) {
|
||||
location = glGetUniformLocation(program, name.c_str());
|
||||
} else {
|
||||
location = glGetAttribLocation(program, name.c_str());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class Shader {
|
||||
friend class Program;
|
||||
GLenum type;
|
||||
GLuint shader;
|
||||
std::string source;
|
||||
|
||||
public:
|
||||
Shader(GLenum type, const std::string & source)
|
||||
: type(type), shader(0), source(source) {
|
||||
|
||||
// Create the shader object
|
||||
GLuint newShader = glCreateShader(type);
|
||||
if (newShader == 0) {
|
||||
throw std::runtime_error("Unable to create shader object");
|
||||
}
|
||||
|
||||
{
|
||||
static const char * c_str;
|
||||
// std::string shaderSrc = Files::read(fileName);
|
||||
// Load the shader source
|
||||
glShaderSource(newShader, 1, &(c_str = source.c_str()), NULL);
|
||||
}
|
||||
|
||||
// Compile the shader
|
||||
glCompileShader(newShader);
|
||||
|
||||
// Check the compile status
|
||||
GLint compiled;
|
||||
glGetShaderiv(newShader, GL_COMPILE_STATUS, &compiled);
|
||||
if (!compiled) {
|
||||
std::string log = getLog(newShader);
|
||||
throw shader_error(shader, log);
|
||||
}
|
||||
|
||||
if (0 != shader) {
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
shader = newShader;
|
||||
}
|
||||
|
||||
virtual ~Shader() {
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
static std::string getLog(GLuint shader) {
|
||||
std::string log;
|
||||
GLint infoLen = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
|
||||
if (infoLen > 1) {
|
||||
char* infoLog = new char[infoLen];
|
||||
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
|
||||
log = std::string(infoLog);
|
||||
delete[] infoLog;
|
||||
}
|
||||
return log;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Shader> ShaderPtr;
|
||||
|
||||
namespace Attribute {
|
||||
enum {
|
||||
Position = 0,
|
||||
TexCoord0 = 1,
|
||||
Normal = 2,
|
||||
Color = 3,
|
||||
TexCoord1 = 4,
|
||||
};
|
||||
}
|
||||
|
||||
class Program {
|
||||
typedef std::map<std::string, Var> Map;
|
||||
typedef std::set<std::string> Set;
|
||||
|
||||
ShaderPtr vs;
|
||||
ShaderPtr fs;
|
||||
GLuint program;
|
||||
Map uniforms;
|
||||
Map attributes;
|
||||
Set configuredUniforms;
|
||||
public:
|
||||
GLint getUniformLocation(const std::string & name) const {
|
||||
return uniforms.count(name) ? uniforms.at(name).location : -1;
|
||||
}
|
||||
|
||||
GLint getAttributeLocation(const std::string & name) const {
|
||||
return attributes.count(name) ? attributes.at(name).location : -1;
|
||||
}
|
||||
|
||||
public:
|
||||
static std::string getLog(GLuint program) {
|
||||
std::string log;
|
||||
GLint infoLen = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
|
||||
|
||||
if (infoLen > 1) {
|
||||
char* infoLog = new char[infoLen];
|
||||
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
|
||||
log = std::string(infoLog);
|
||||
delete[] infoLog;
|
||||
}
|
||||
return log;
|
||||
}
|
||||
|
||||
public:
|
||||
Program(const ShaderPtr & vs, const ShaderPtr & fs)
|
||||
: vs(vs), fs(fs), program(0) {
|
||||
if (0 != program) {
|
||||
glDeleteProgram(program);
|
||||
program = 0;
|
||||
}
|
||||
|
||||
// Create the program object
|
||||
program = glCreateProgram();
|
||||
|
||||
if (program == 0)
|
||||
throw std::runtime_error("Failed to allocate gl program");
|
||||
|
||||
glAttachShader(program, vs->shader);
|
||||
glAttachShader(program, fs->shader);
|
||||
|
||||
// Bind vPosition to attribute 0
|
||||
glBindAttribLocation(program, 0, "vPosition");
|
||||
|
||||
// Link the newProgram
|
||||
glLinkProgram(program);
|
||||
|
||||
// Check the link status
|
||||
GLint linked;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
std::string log = getLog(program);
|
||||
throw std::runtime_error(log);
|
||||
}
|
||||
|
||||
int numVars;
|
||||
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numVars);
|
||||
for (int i = 0; i < numVars; ++i) {
|
||||
Var var(false, program, i);
|
||||
// SAY("Found attribute %s at location %d", var.name.c_str(), var.location);
|
||||
attributes[var.name] = var;
|
||||
}
|
||||
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numVars);
|
||||
for (int i = 0; i < numVars; ++i) {
|
||||
Var var(true, program, i);
|
||||
//SAY("Found uniform %s at location %d", var.name.c_str(), var.location);
|
||||
uniforms[var.name] = var;
|
||||
}
|
||||
}
|
||||
|
||||
virtual ~Program() {
|
||||
glDeleteProgram(program);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, GLfloat a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform1f(location, a);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, GLint a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform1i(location, a);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, bool a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform1i(location, a ? 1 : 0);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, const glm::vec2 & a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform2f(location, a.x, a.y);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, const glm::vec3 & a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform3f(location, a.x, a.y, a.z);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, const glm::vec4 & a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform4f(location, a.x, a.y, a.z, a.w);
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, const std::vector<glm::vec4> & a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniform4fv(location, (GLsizei) a.size(), &(a[0][0]));
|
||||
}
|
||||
|
||||
void setUniform(const std::string & name, const glm::mat4 & a) {
|
||||
configuredUniforms.insert(name);
|
||||
GLint location = getUniformLocation(name);
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(a));
|
||||
}
|
||||
|
||||
inline void setUniform1f(const std::string & name, GLfloat a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform1i(const std::string & name, GLint a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform2f(const std::string & name, const glm::vec2 & a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform4f(const std::string & name, const glm::vec4 & a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform3f(const std::string & name, const glm::vec3 & a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform4fv(const std::string & name, const std::vector<glm::vec4> & a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
inline void setUniform4x4f(const std::string & name, const glm::mat4 & a) {
|
||||
setUniform(name, a);
|
||||
}
|
||||
|
||||
void checkConfigured() {
|
||||
Set existingUniforms;
|
||||
// Option #2
|
||||
std::for_each(std::begin(uniforms), std::end(uniforms),
|
||||
[&] (Map::const_reference element)
|
||||
{
|
||||
existingUniforms.insert(element.first);
|
||||
});
|
||||
|
||||
std::for_each(std::begin(configuredUniforms),
|
||||
std::end(configuredUniforms), [&] (Set::const_reference element)
|
||||
{
|
||||
existingUniforms.erase(element);
|
||||
});
|
||||
|
||||
// assert(existingUniforms.size() == 0);
|
||||
}
|
||||
|
||||
void use() {
|
||||
glUseProgram(program);
|
||||
}
|
||||
|
||||
static void clear() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Program> ProgramPtr;
|
||||
|
||||
} // gl
|
154
GlStacks.h
Normal file
154
GlStacks.h
Normal file
@ -0,0 +1,154 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include <stack>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "GlShaders.h"
|
||||
#include "GlLighting.h"
|
||||
|
||||
namespace gl {
|
||||
|
||||
class MatrixStack : public std::stack<glm::mat4> {
|
||||
const std::string uniformName;
|
||||
public:
|
||||
MatrixStack(const std::string & uniformName)
|
||||
: uniformName(uniformName) {
|
||||
push(glm::mat4());
|
||||
}
|
||||
|
||||
MatrixStack & apply(Program & program) {
|
||||
program.setUniform4x4f(uniformName, top());
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & apply(ProgramPtr & program) {
|
||||
apply(*program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & pop() {
|
||||
std::stack<glm::mat4>::pop();
|
||||
assert(!empty());
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & push() {
|
||||
emplace(top());
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & identity() {
|
||||
top() = glm::mat4();
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & push(const glm::mat4 & mat) {
|
||||
std::stack<glm::mat4>::push(mat);
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & rotate(const glm::mat3 & rotation) {
|
||||
return postMultiply(glm::mat4(rotation));
|
||||
}
|
||||
|
||||
MatrixStack & rotate(const glm::quat & rotation) {
|
||||
return postMultiply(glm::mat4_cast(rotation));
|
||||
}
|
||||
|
||||
MatrixStack & rotate(float theta, const glm::vec3 & axis) {
|
||||
return postMultiply(glm::rotate(glm::mat4(), theta, axis));
|
||||
}
|
||||
|
||||
MatrixStack & translate(float translation) {
|
||||
return translate(glm::vec3(translation, 0, 0));
|
||||
}
|
||||
|
||||
MatrixStack & translate(const glm::vec2 & translation) {
|
||||
return translate(glm::vec3(translation, 0));
|
||||
}
|
||||
|
||||
MatrixStack & translate(const glm::vec3 & translation) {
|
||||
return postMultiply(glm::translate(glm::mat4(), translation));
|
||||
}
|
||||
|
||||
MatrixStack & scale(float factor) {
|
||||
return scale(glm::vec3(factor));
|
||||
}
|
||||
|
||||
MatrixStack & scale(const glm::vec3 & scale) {
|
||||
return postMultiply(glm::scale(glm::mat4(), scale));
|
||||
}
|
||||
|
||||
MatrixStack & transform(const glm::mat4 & xfm) {
|
||||
return postMultiply(xfm);
|
||||
}
|
||||
|
||||
MatrixStack & preMultiply(const glm::mat4 & xfm) {
|
||||
top() = xfm * top();
|
||||
return *this;
|
||||
}
|
||||
|
||||
MatrixStack & postMultiply(const glm::mat4 & xfm) {
|
||||
top() *= xfm;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Remove the rotation component of a matrix. useful for billboarding
|
||||
MatrixStack & unrotate() {
|
||||
glm::quat inverse = glm::inverse(glm::quat_cast(top()));
|
||||
top() = top() * glm::mat4_cast(inverse);
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Remove the translation component of a matrix. useful for skyboxing
|
||||
MatrixStack & untranslate() {
|
||||
top()[3] = glm::vec4(0, 0, 0, 1);
|
||||
return *this;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class Stacks {
|
||||
public:
|
||||
static MatrixStack & projection() {
|
||||
static MatrixStack projection("Projection");
|
||||
return projection;
|
||||
}
|
||||
|
||||
static MatrixStack & modelview() {
|
||||
static MatrixStack modelview("ModelView");
|
||||
return modelview;
|
||||
}
|
||||
|
||||
static Lights & lights() {
|
||||
static Lights lights;
|
||||
return lights;
|
||||
}
|
||||
};
|
||||
|
||||
} // gl
|
||||
|
123
GlTexture.h
Normal file
123
GlTexture.h
Normal file
@ -0,0 +1,123 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <memory>
|
||||
|
||||
namespace gl {
|
||||
|
||||
namespace TextureTarget2D {
|
||||
enum Enum {
|
||||
TEXTURE_2D = GL_TEXTURE_2D,
|
||||
PROXY_TEXTURE_2D = GL_PROXY_TEXTURE_2D,
|
||||
TEXTURE_1D_ARRAY = GL_TEXTURE_1D_ARRAY,
|
||||
PROXY_TEXTURE_1D_ARRAY = GL_PROXY_TEXTURE_1D_ARRAY,
|
||||
TEXTURE_RECTANGLE = GL_TEXTURE_RECTANGLE,
|
||||
PROXY_TEXTURE_RECTANGLE = GL_PROXY_TEXTURE_RECTANGLE,
|
||||
TEXTURE_CUBE_MAP_POSITIVE_X = GL_TEXTURE_CUBE_MAP_POSITIVE_X,
|
||||
TEXTURE_CUBE_MAP_NEGATIVE_X = GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
TEXTURE_CUBE_MAP_POSITIVE_Y = GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
|
||||
TEXTURE_CUBE_MAP_NEGATIVE_Y = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
TEXTURE_CUBE_MAP_POSITIVE_Z = GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
|
||||
TEXTURE_CUBE_MAP_NEGATIVE_Z = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
||||
PROXY_TEXTURE_CUBE_MAP = GL_PROXY_TEXTURE_CUBE_MAP
|
||||
};
|
||||
}
|
||||
|
||||
template <
|
||||
GLenum TextureType = GL_TEXTURE_2D,
|
||||
GLenum TextureFormat = GL_RGBA8
|
||||
>
|
||||
class Texture {
|
||||
public:
|
||||
GLuint texture;
|
||||
Texture()
|
||||
: texture(0) {
|
||||
glGenTextures(1, &texture);
|
||||
}
|
||||
~Texture() {
|
||||
if (texture) {
|
||||
glDeleteTextures(1, &texture);
|
||||
}
|
||||
}
|
||||
|
||||
void bind() {
|
||||
glBindTexture(TextureType, texture);
|
||||
}
|
||||
|
||||
static void unbind() {
|
||||
glBindTexture(TextureType, 0);
|
||||
}
|
||||
|
||||
void parameter(GLenum paramName, GLfloat f, GLenum target = TextureType ) {
|
||||
glTexParameterf(target, paramName, f);
|
||||
}
|
||||
|
||||
void parameter(GLenum paramName, GLint i, GLenum target = TextureType ) {
|
||||
glTexParameteri(target, paramName, i);
|
||||
}
|
||||
|
||||
void image2d(const glm::ivec2 & size, void * data,
|
||||
GLint level = 0,
|
||||
GLenum format = GL_RGB,
|
||||
GLenum type = GL_UNSIGNED_BYTE) {
|
||||
image2d(TextureType, size, data, level, format, type);
|
||||
}
|
||||
|
||||
void image2d(GLenum target, const glm::ivec2 & size, void * data,
|
||||
GLint level = 0,
|
||||
GLenum format = GL_RGB,
|
||||
GLenum type = GL_UNSIGNED_BYTE) {
|
||||
GL_CHECK_ERROR;
|
||||
glTexImage2D(target, level, TextureFormat, size.x, size.y, 0, format, type, data);
|
||||
GL_CHECK_ERROR;
|
||||
}
|
||||
|
||||
void storage2d(const glm::ivec2 & size, GLint levels = 1) {
|
||||
glTexStorage2D(TextureType, levels, TextureFormat, size.x, size.y);
|
||||
}
|
||||
|
||||
void generateMipmap() {
|
||||
glGenerateMipmap(TextureType);
|
||||
}
|
||||
|
||||
operator GLuint() {
|
||||
return texture;
|
||||
}
|
||||
|
||||
typedef std::shared_ptr<Texture<TextureType, TextureFormat> > Ptr;
|
||||
};
|
||||
|
||||
typedef Texture<GL_TEXTURE_2D> Texture2d;
|
||||
typedef Texture<GL_TEXTURE_2D, GL_DEPTH_COMPONENT16> Texture2dDepth;
|
||||
typedef Texture<GL_TEXTURE_2D_MULTISAMPLE> Texture2dMs;
|
||||
typedef Texture<GL_TEXTURE_3D> Texture3d;
|
||||
typedef Texture<GL_TEXTURE_CUBE_MAP> TextureCubeMap;
|
||||
typedef Texture2d::Ptr Texture2dPtr;
|
||||
typedef Texture2dDepth::Ptr Texture2dDepthPtr;
|
||||
typedef TextureCubeMap::Ptr TextureCubeMapPtr;
|
||||
typedef Texture2dMs::Ptr Texture2dMsPtr;
|
||||
typedef Texture2d::Ptr TexturePtr;
|
||||
} // gl
|
71
GlVertexArrays.h
Normal file
71
GlVertexArrays.h
Normal file
@ -0,0 +1,71 @@
|
||||
/************************************************************************************
|
||||
|
||||
Authors : Bradley Austin Davis <bdavis@saintandreas.org>
|
||||
Copyright : Copyright Brad Davis. All Rights reserved.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef GL_ZERO
|
||||
#error "You must include the gl headers before including this file"
|
||||
#endif
|
||||
|
||||
namespace gl {
|
||||
|
||||
class VertexArray {
|
||||
GLuint object;
|
||||
public:
|
||||
VertexArray()
|
||||
: object(0) {
|
||||
}
|
||||
~VertexArray() {
|
||||
if (object) {
|
||||
glDeleteVertexArrays(1, &object);
|
||||
}
|
||||
}
|
||||
|
||||
void bind() {
|
||||
if (object == 0) {
|
||||
glGenVertexArrays(1, &object);
|
||||
}
|
||||
glBindVertexArray(object);
|
||||
}
|
||||
|
||||
static void draw(GLuint vertexCount, GLenum type = GL_TRIANGLES,
|
||||
GLsizeiptr offset = 0, GLenum indexType = GL_UNSIGNED_INT) {
|
||||
glDrawElements(type, vertexCount, indexType, (GLvoid*) offset);
|
||||
}
|
||||
|
||||
void bindAndDraw(GLuint vertexCount, GLenum type = GL_TRIANGLES,
|
||||
GLsizeiptr offset = 0, GLenum indexType = GL_UNSIGNED_INT) {
|
||||
bind();
|
||||
draw(vertexCount, type, offset, indexType);
|
||||
unbind();
|
||||
}
|
||||
|
||||
static void unbind() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
operator GLuint() {
|
||||
return object;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<VertexArray> VertexArrayPtr;
|
||||
|
||||
} // gl
|
||||
|
202
LICENSE
Normal file
202
LICENSE
Normal file
@ -0,0 +1,202 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
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may provide additional or different license terms and conditions
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||||
for use, reproduction, or distribution of Your modifications, or
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||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
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||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "{}"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
identification within third-party archives.
|
||||
|
||||
Copyright {yyyy} {name of copyright owner}
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
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Reference in New Issue
Block a user