engineer-thesis-WUT/Engine/engine/draw.cpp

247 lines
12 KiB
C++

#ifndef DRAW_CPP
#define DRAW_CPP
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <cmath>
#include <filesystem>
#include "draw.hpp"
#include "renderLoop.hpp"
#include "shaders.hpp"
#include "constants.hpp"
#include "misc.hpp"
#include "shader.hpp"
#include "textures.hpp"
#include "stb_image.h"
drawFigureReturn drawFigure(const int whatToDraw)
{
switch (whatToDraw)
{
case 0:
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
case 1:
return drawSquare(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
case 2:
// Try to draw 2 triangles next to each other using glDrawArrays by adding more vertices to your data.
return drawTriangleClass(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
case 3:
drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
// Now create the same 2 triangles using two different VAOs and VBOs for their data
return drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
case 4:
drawTriangleClass(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
// Create two shader programs where the second program uses a different fragment shader that outputs the color yellow; draw both triangles again where one outputs the color yellow
return drawTriangleClass(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE_FILENAME, constants::FRAGMENT_SHADER_SOURCE_YELLOW_FILENAME);
case 5:
// Get color from vertex shader to fragment shader
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME);
case 6:
// set color from opengl code to uniform value in fragment shader
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_COLOR_FILENAME, constants::FRAGMENT_SHADER_UNIFORMS_FILENAME);
case 7:
// set color from opengl code to uniform value in fragment shader
return drawTriangleClass(constants::TRIANGLE_COLORS, constants::TRIANGLE_COLORS_SIZE, constants::VERTEX_SHADER_VERTICE_COLOR_FILENAME, constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME, true);
case 8:
// upside down triangle
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_UPSIDE_DOWN_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME);
case 9:
{
// offset triangle
offsetsStruct offsets = offsetsStruct();
offsets.xOffset = 0.5f;
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_OFFSET_FILENAME, constants::FRAGMENT_SHADER_SOURCE_FILENAME, false, false, offsets);
}
case 10:
return drawTriangleClass(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_TASK_THREE_FILENAME, constants::FRAGMENT_SHADER_TASK_THREE_FILENAME);
case constants::MAX_DRAW_CALL:
return drawDebilMode(constants::VERTEX_SHADER_TEXTURE_FILENAME, constants::FRAGMENT_SHADER_TEXTURE_FILENAME, constants::TEXTURE_VERTICES, constants::TEXTURE_VERTICES_SIZE, constants::TEXTURE_INDICES, constants::TEXTURE_INDICES_SIZE);
default:
throw "No function for this draw call";
}
}
unsigned int getShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
{
const std::pair<unsigned int, unsigned int> shaders = compileShaders(vertexShaderSource, fragmentShaderSource);
if (shaders.first == 0 || shaders.second == 0)
return 0;
const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
if (shaderProgram == 0)
return 0;
return shaderProgram;
}
void setOffsets(Shader shader, const offsetsStruct offsets) {
shader.setFloat("xOffset", offsets.xOffset);
shader.setFloat("yOffset", offsets.yOffset);
shader.setFloat("zOffset", offsets.zOffset);
}
drawFigureReturn drawTriangleClass(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexPath, const char* fragmentPath, const bool colorIncluded, const bool textureIncluded, const offsetsStruct offsets)
{
// In your CPP file:
// ======================
// float offset = 0.5f;
Shader ourShader(vertexPath, fragmentPath);
ourShader.use();
setOffsets(ourShader, offsets);
const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
const unsigned int vertexArrayObject = generateBindVAO();
copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(colorIncluded, textureIncluded);
doDrawArrays(ourShader.ID, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
drawFigureReturn newReturn;
newReturn.success = 0;
newReturn.VAO = vertexArrayObject;
newReturn.VBO = vertexBufferObject;
newReturn.EBO = 0;
return newReturn;
}
drawFigureReturn drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded, const bool textureIncluded)
{
const unsigned int shaderProgram = getShaderProgram(vertexShaderSource, fragmentShaderSource);
drawFigureReturn newReturn;
if (shaderProgram == 0) {
newReturn.success = -1;
return newReturn;
}
const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
const unsigned int vertexArrayObject = generateBindVAO();
copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(colorIncluded, textureIncluded);
doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
newReturn.success = 0;
newReturn.VAO = vertexArrayObject;
newReturn.VBO = vertexBufferObject;
newReturn.EBO = 0;
return newReturn;
}
drawFigureReturn drawSquare(const float squareVertices[], const size_t squareVerticesSize, const unsigned int squareIndices[], const size_t squareIndicesSize, const char* vertexShaderSource, const char* fragmentShaderSource, const bool colorIncluded, const bool textureIncluded, const offsetsStruct offsets)
{
const unsigned int shaderProgram = getShaderProgram(vertexShaderSource, fragmentShaderSource);
drawFigureReturn newReturn;
if (shaderProgram == 0) {
newReturn.success = -1;
return newReturn;
}
const unsigned int VAO = generateBindVAO();
copyVerticesMemory(squareVertices, squareVerticesSize, GL_ARRAY_BUFFER);
copyVerticesMemory(squareIndices, squareIndicesSize, GL_ELEMENT_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(colorIncluded, textureIncluded);
doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, squareIndicesSize);
newReturn.success = 0;
newReturn.VAO = VAO;
newReturn.VBO = 0;
newReturn.EBO = 0;
return newReturn;
}
drawFigureReturn drawSquareClass(const char* vertexPath, const char* fragmentPath, const bool colorIncluded, const bool textureIncluded, const offsetsStruct offsets)
{
Shader ourShader(vertexPath, fragmentPath);
ourShader.use();
const unsigned int vertexBufferObject = copyVerticesMemory(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
const unsigned int vertexArrayObject = generateBindVAO();
copyVerticesArray(vertexBufferObject, constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
// set vertex attribute pointers
configureVertexAttribute(false, false);
doDrawArrays(ourShader.ID, vertexArrayObject, GL_TRIANGLES, 0, constants::SQUARE_VERTICES_SIZE);
drawFigureReturn newReturn;
newReturn.success = 0;
newReturn.VAO = vertexArrayObject;
newReturn.VBO = vertexBufferObject;
newReturn.EBO = 0;
return newReturn;
}
drawFigureReturn drawDebilMode(const char* vertexPath, const char* fragmentPath, const float vertices[], const size_t verticesSize, const unsigned int indices[], const size_t indicesSize) {
// https://stackoverflow.com/questions/33883609/opengl-linker-error-linking-with-uncompiled-shader
Shader ourShader(constants::VERTEX_SHADER_TEXTURE_FILENAME, constants::FRAGMENT_SHADER_TEXTURE_FILENAME);
unsigned int VAO = generateBindVAO();
unsigned int VBO = copyVerticesMemory(vertices, verticesSize, GL_ARRAY_BUFFER);
unsigned int EBO = copyVerticesMemory(indices, indicesSize, GL_ELEMENT_ARRAY_BUFFER);
configureVertexAttribute(true, true);
loadAndCreateTexture();
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
// set it via the texture class
ourShader.setInt("texture1", 1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
drawFigureReturn newReturn;
newReturn.success = 0;
newReturn.VAO = VAO;
newReturn.VBO = VBO;
newReturn.EBO = EBO;
return newReturn;
}
void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw)
{
glUseProgram(shaderProgram);
glBindVertexArray(vertexArrayObject);
glDrawElements(drawArrayMode, numberOfElementsToDraw, drawType, 0);
glBindVertexArray(0);
}
void updateUniformColor(const unsigned int shaderProgram, const GLchar* uniformName)
{
// update the uniform color
const float timeValue = glfwGetTime(); // retrieve running time
const float greenValue = sin(timeValue) / 2.0f + 0.5f; // vary the color from 0.0 to 1.0 using sin
const int vertexColorLocation = glGetUniformLocation(shaderProgram, uniformName); // query the location of our uniform
if(vertexColorLocation != -1) // if glGetUniformLocation returns -1 it could not find the location
{
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f); /* we set the uniform value using glUniform4f
4f means that it expects 4 floats
few of possible postfixes:
f: the function expects a float as its value.
i: the function expects an int as its value.
ui: the function expects an unsigned int as its value.
3f: the function expects 3 floats as its value.
fv: the function expects a float vector/array as its value.
*/
}
}
void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered)
{
// use shader program to render an object
glUseProgram(shaderProgram);
updateUniformColor(shaderProgram, "ourColor");
const unsigned int texture = generateTexture("./assets/Preview.png");
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(vertexArrayObject);
// From left:
// primitive type we want to draw
// starting index of vertex array
// how many vertices we want to draw
glDrawArrays(drawArrayMode, firstIndex, numberOfIndicesToBeRendered);
}
int drawTexture() {
// we added new vertex attribute and need to inform opengl that we done so
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
return -1;
}
#endif