Working on basic rendering #4

* Added a basic material abstraction
* Started implementation of RenderTarget (such as render textures)
This commit is contained in:
2022-06-04 18:26:58 +02:00
parent d9f0f40ad9
commit d019155d10
20 changed files with 633 additions and 452 deletions

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@ -1,57 +1,59 @@
#include "BarinkEngine.h"
EngineStatistics* ES;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
BarinkEngine::InputManager InputSystem = BarinkEngine::InputManager();
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
// First call to setup game
Start();
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
// Execute main logic
InputSystem.PollEvents();
Update();
renderer.Render();
ImmediateGraphicsDraw();
GUISystem.Render();
MainWindow.SwapBuffers();
}
// Shutdown game
Stop();
// Shutdown Services
delete ES;
return 0;
}
#include "BarinkEngine.h"
#include <phonon.h>
EngineStatistics* ES;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
BarinkEngine::InputManager InputSystem = BarinkEngine::InputManager();
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
// First call to setup game
Start();
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
// Execute main logic
InputSystem.PollEvents();
Update();
renderer.Render();
ImmediateGraphicsDraw();
GUISystem.Render();
MainWindow.SwapBuffers();
}
// Shutdown game
Stop();
// Shutdown Services
delete ES;
return 0;
}

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@ -1,18 +1,20 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Shader.h"
#include "graphics/Window.h"
#include "graphics/Camera.h"
#include "graphics/Renderable.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "Graphics/GUI/GUIManager.h"
#include "Scene.h"
#include "PerfCounter.h"
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();
#pragma once
#include "glm/glm.hpp"
#include "graphics/Shader.h"
#include "graphics/Window.h"
#include "graphics/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "Graphics/GUI/GUIManager.h"
#include "Scene.h"
#include "PerfCounter.h"
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();

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@ -0,0 +1,19 @@
#pragma once
#include <glm/glm.hpp>
#include <string>
#include "Shader.h"
class Material {
public:
Material(const Shader& shader);
void Apply();
glm::vec3 Color;
private:
const Shader& shader;
};

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@ -0,0 +1,30 @@
#pragma once
#include "BarinkEngine.h"
#include <vector>;
class RenderSurface
{
public:
RenderSurface();
~RenderSurface();
void Draw();
private:
// would normally be a material
// however rendersurface is special and
// thus does not contain a material
Shader* shader;
// Basically a mesh
std::vector<glm::vec3> verts;
std::vector<unsigned int > indices;
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;
};

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@ -1,21 +1,33 @@
#pragma once
#include <vector>
#include "Mesh.h"
#include "Buffer.h"
#include "VertexArray.h"
#include "Scene.h"
class Renderable : public SceneNode {
public:
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;
~Renderable();
static Renderable* Load();
void Draw();
private:
std::vector<BarinkEngine::Mesh> meshes;
Renderable();
#pragma once
#include <vector>
#include "Mesh.h"
#include "Buffer.h"
#include "Material.h"
#include "VertexArray.h"
#include "Scene.h"
class Renderable : public SceneNode {
public:
/*
* NOTE: Should combine into a Mesh!!
*/
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;
Material* material;
Shader* shader;
~Renderable();
static Renderable* Load();
void Draw();
private:
std::vector<BarinkEngine::Mesh> meshes;
Renderable();
};

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@ -15,12 +15,12 @@ class Shader {
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4);
void setUniformVec4(std::string uniformName, glm::vec4 vector4);
void setUniformVec3(std::string uniformName, glm::vec3 vector3);
void setUniformVec2(std::string uniformName, glm::vec2 vector2);
void setUniformFloat(std::string uniformName, float value);
void setUniformInt(std::string uniformName, int value);
void setUniformMat4(std::string uniformName, glm::mat4 matrix4)const;
void setUniformVec4(std::string uniformName, glm::vec4 vector4)const;
void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;
void setUniformVec2(std::string uniformName, glm::vec2 vector2)const;
void setUniformFloat(std::string uniformName, float value)const;
void setUniformInt(std::string uniformName, int value) const ;
};

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@ -1,19 +1,18 @@
#include "Input/InputManager.h"
void BarinkEngine::InputManager::PollEvents()
{
for (std::vector<BarinkWindow*>::iterator it = windows.begin(); it != windows.end(); ++it) {
(*it)->Poll();
}
}
void BarinkEngine::InputManager::attach(BarinkWindow* window)
{
windows.push_back(window);
}
BarinkEngine::InputManager::InputManager()
{
windows = std::vector<BarinkWindow*>();
}
#include "Input/InputManager.h"
void BarinkEngine::InputManager::PollEvents()
{
for (std::vector<BarinkWindow*>::iterator it = windows.begin(); it != windows.end(); ++it) {
(*it)->Poll();
}
}
void BarinkEngine::InputManager::attach(BarinkWindow* window)
{
windows.push_back(window);
}
BarinkEngine::InputManager::InputManager()
{
windows = std::vector<BarinkWindow*>();
}

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@ -0,0 +1,10 @@
#include "../Include/Graphics/Material.h"
Material::Material(const Shader& shader) :
shader(shader) {
}
void Material::Apply() {
shader.setUniformVec3("Color", Color);
}

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@ -0,0 +1,46 @@
#include "Graphics/RenderSurface.h";
RenderSurface::RenderSurface(){
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
verts = std::vector<glm::vec3>{
{-0.5f, 0.5f, 0.0f}, // 0
{-0.5f, -0.5f, 0.0f}, // 1
{0.5f, -0.5f, 0.0f}, // 2
{0.5f, 0.5f, 0.0f}, // 3
};
indices = std::vector<unsigned int>{
0,2,1,
0,3,2
};
VAO.Create();
VAO.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData(&verts[0], verts.size() * sizeof(glm::vec3), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true);
VAO.AttachAttribute(0, 3, 0);
vertexBuffer.Unbind(false);
VAO.Unbind();
}
RenderSurface::~RenderSurface() {
delete shader;
}
void RenderSurface::Draw() {
}

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@ -1,24 +1,25 @@
#include "Graphics/Renderer.h"
BarinkEngine::Renderer::Renderer()
{
models = std::vector<Renderable*>();
}
BarinkEngine::Renderer::~Renderer()
{
// CleanUp!
}
void BarinkEngine::Renderer::Render()
{
for (auto model : models) {
model->Draw();
}
}
void BarinkEngine::Renderer::Submit(Renderable* model)
{
models.push_back(model);
}
#include "Graphics/Renderer.h"
BarinkEngine::Renderer::Renderer()
{
models = std::vector<Renderable*>();
}
BarinkEngine::Renderer::~Renderer()
{
// CleanUp!
}
void BarinkEngine::Renderer::Render()
{
for (auto model : models) {
model->Draw();
}
}
void BarinkEngine::Renderer::Submit(Renderable* model)
{
models.push_back(model);
}

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@ -96,29 +96,29 @@ void Shader::Use()
}
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4) const
{
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
}
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4) const
{
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
}
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3) const
{
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
}
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2) const
{
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
}
void Shader::setUniformFloat(std::string uniformName, float value)
void Shader::setUniformFloat(std::string uniformName, float value) const
{
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
}
void Shader::setUniformInt(std::string uniformName, int value)
void Shader::setUniformInt(std::string uniformName, int value) const
{
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
}

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@ -0,0 +1,11 @@
#version 440 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 aTexCoords;
void main(){
gl_Position = vec4(aPos.xy , 0.0 ,1.0);
aTexCoords = aTexCoords;
}

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@ -0,0 +1,11 @@
#version 440 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
void main(){
FragColor = texture(screenTexture, aTexCoords);
}

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@ -1,73 +1,76 @@
#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
// Set vsync off !!
glfwSwapInterval(0);
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
}

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@ -1,58 +1,69 @@
project "BarinkEngine"
kind "StaticLib"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/tinygltf",
"../libs/glew/include",
"../libs/glm",
"../libs/ImGui",
}
libdirs {
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
"../libs/ImGui"
}
links {
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3"
}
files {
"../libs/ImGui/*.cpp",
"../libs/ImGui/backends/imgui_impl_glfw.cpp",
"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
"../libs/glad/src/glad.c",
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
-- NOTE: make these copy instructions more flexible
ok, err = os.copyfile("graphics/shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
if err then error("Copy fragment shader source failed!") end
ok, err = os.copyfile("graphics/shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
if err then error("Copy vertex shader source failed!") end
project "BarinkEngine"
kind "StaticLib"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/physx/physx/include",
"../libs/steam-audio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/tinygltf",
"../libs/glew/include",
"../libs/glm",
"../libs/ImGui",
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
"../libs/ImGui"
}
links {
"phonon",
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3"
}
files {
"../libs/ImGui/*.cpp",
"../libs/ImGui/backends/imgui_impl_glfw.cpp",
"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
"../libs/glad/src/glad.c",
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
-- NOTE: make these copy instructions more flexible
ok, err = os.copyfile("graphics/shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
if err then error("Copy fragment shader source failed!") end
ok, err = os.copyfile("graphics/shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
if err then error("Copy vertex shader source failed!") end
ok, err = os.copyfile("graphics/shaders/RenderSurfaceFrag.shader", "../build/SandboxApplication/Debug/RenderSurface.fs")
if err then error("Copy fragment shader source failed!") end
ok, err = os.copyfile("graphics/shaders/RenderSurfaceVert.shader", "../build/SandboxApplication/Debug/RenderSurface.vs")
if err then error("Copy vertex shader source failed!") end