opengl draw cube
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1
.gitignore
vendored
1
.gitignore
vendored
@ -10,3 +10,4 @@ vsxmake*/
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engine/logs/zengine.log
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tools/
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cpp_input.h
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logs/zengine.log
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1
engine/3rdparty/xmake.lua
vendored
1
engine/3rdparty/xmake.lua
vendored
@ -9,3 +9,4 @@ local utils = {
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}
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add_requires("vulkansdk",{configs = {utils = utils}})
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add_requires("glew")
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add_requires("glfw", "glad", {configs = {runtimes = "MD"}})
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10
engine/3rdparty/zlib/include/refl/std/parray.h
vendored
10
engine/3rdparty/zlib/include/refl/std/parray.h
vendored
@ -21,8 +21,11 @@ namespace refl {
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parray(std::vector<C>& vec) : m_cls(&TypeInfo<C>::StaticClass){
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m_count = vec.size();
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if (m_count > 0) {
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malloc_list(m_ptr, m_count);
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std::move(vec.begin(), vec.end(), m_ptr);
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m_ptr = (T*)malloc(m_count * sizeof(C));
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C* ptr = (C*)m_ptr;
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for (int i = 0; i < m_count; i++) {
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std::construct_at(ptr + i, std::move(vec[i]));
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}
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}
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}
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parray(parray<T>& parr) : m_cls(parr.m_cls)
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@ -56,6 +59,9 @@ namespace refl {
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int size() const noexcept {
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return m_count;
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}
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int data_size()const noexcept {
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return m_count * m_cls->size;
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}
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int capicty() const noexcept {
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return m_count * m_cls->size;
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}
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186
engine/3rdparty/zlib/test/render/main.cpp
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186
engine/3rdparty/zlib/test/render/main.cpp
vendored
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@ -0,0 +1,186 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteProgram(shaderProgram);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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6
engine/3rdparty/zlib/xmake.lua
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6
engine/3rdparty/zlib/xmake.lua
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@ -54,3 +54,9 @@ target("yaml_zlib")
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add_includedirs("test/yaml")
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add_files("test/yaml/*.cpp")
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add_headerfiles("test/yaml/*.h", "test/yaml/*.natvis")
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target("render_test")
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set_kind("binary")
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add_packages("glad","glfw")
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add_files("test/render/*.cpp")
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@ -1,8 +1,8 @@
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/engine/assets/shader/simple.vert:
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- 020486aa-8987-4bd1-9de9-eeb7ab82c437
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/engine/assets/asset/mesh1.asset:
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- 7a01231c-c35d-4b74-b20f-4ca6823995d9
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- 0a2ef3e8-db70-4d3f-94b1-09f9f92519cd
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- 7a01231c-c35d-4b74-b20f-4ca6823995d9
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/engine/assets/models/cube.obj:
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- 3f6a5afc-2f21-47c4-86ba-9ddb9852d8f4
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- b91ca918-6b3c-4647-8773-d93d2807cb98
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@ -4,5 +4,5 @@
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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outColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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@ -1,24 +1,7 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (location = 0) in vec2 aPos;
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 texture;
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layout (location = 2) in vec3 normal;
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layout (location = 3) in vec3 tangent;
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layout (location = 4) in vec4 weights;
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layout (location = 5) in uvec4 bones;
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//out vec4 outPosition;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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void main()
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{
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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@ -1,4 +1,47 @@
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#include "backend.h"
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#include "openglapi.h"
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#include <GL/glew.h>
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#include "zlog.h"
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namespace openglapi {
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bool Backend::CheckShaderProgram(unsigned int program)
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{
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GLint isLinked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
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if (isLinked == GL_FALSE)
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{
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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std::unique_ptr<GLchar[]>infoLog = std::make_unique<GLchar[]>(maxLength);
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glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
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// We don't need the program anymore.
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// Don't leak shaders either.
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// Use the infoLog as you see fit.
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zlog::error("Link Shaders Failed!:{0}", &infoLog[0]);
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// In this simple program, we'll just leave
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return false;
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}
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GL_CHECK();
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return true;
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}
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bool Backend::CheckShaderCompile(unsigned int shader)
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{
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GLint isCompiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if (isCompiled == GL_FALSE)
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{
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GLint maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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std::vector<GLchar> infoLog(maxLength);
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glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]);
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// We don't need the shader anymore.
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glDeleteShader(shader);
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// Use the infoLog as you see fit.
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zlog::error("Compile Shader Failed!:{0}", &infoLog[0]);
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return false;
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}
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GL_CHECK();
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return true;
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}
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}
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@ -1,4 +1,9 @@
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#pragma once
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#define GL_CHECK() {if(GLenum err = glGetError())zlog::error("glError: {}", err);}
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namespace openglapi {
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class Backend {
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public:
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static bool CheckShaderProgram(unsigned int program);
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static bool CheckShaderCompile(unsigned int shader);
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};
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}
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@ -1,6 +1,7 @@
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#include "opengl_glsl_loader.h"
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#include "asset/file_handle.h"
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#include "render/tool/glsl_to_spirv.h"
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#include "../backend.h"
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#include <GL/glew.h>
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using namespace engineapi;
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namespace openglapi {
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@ -27,13 +28,18 @@ namespace openglapi {
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}
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else {
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string glsl = handle.ReadAll<string>();
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#if 1
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program->Compile(shader_kind, glsl.data());
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#else
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auto spirv = GlslToSpirv::ToSpirv(glsl, shader_kind, path.GetFileName());
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if (spirv) {
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program->Load(shader_kind, *spirv);
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}
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#endif
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}
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return program;
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}
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//renderdoc mesh input 显示有问题 //GL_SHADER_BINARY_FORMAT_SPIR_V_ARB
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void glShaderProgram::Load(int _type, const std::vector<uint32_t>& spirv)
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{
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shaderc_shader_kind type = (shaderc_shader_kind)_type;
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@ -42,22 +48,49 @@ namespace openglapi {
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case shaderc_shader_kind::shaderc_vertex_shader:
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{
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderBinary(1, &vertexShader, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, spirv.data(), spirv.size() * sizeof(uint32_t));
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glSpecializeShaderARB(vertexShader, "main", 0, nullptr, nullptr);
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glShaderBinary(1, &vertexShader, GL_SHADER_BINARY_FORMAT_SPIR_V, spirv.data(), spirv.size() * sizeof(uint32_t));
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glSpecializeShader(vertexShader, "main", 0, nullptr, nullptr);
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mPtr = vertexShader;
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break;
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}
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case shaderc_shader_kind::shaderc_fragment_shader:
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{
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderBinary(1, &fragmentShader, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, spirv.data(), spirv.size() * sizeof(uint32_t));
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glSpecializeShaderARB(fragmentShader, "main", 0, nullptr, nullptr);
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glShaderBinary(1, &fragmentShader, GL_SHADER_BINARY_FORMAT_SPIR_V, spirv.data(), spirv.size() * sizeof(uint32_t));
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glSpecializeShader(fragmentShader, "main", 0, nullptr, nullptr);
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mPtr = fragmentShader;
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break;
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}
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default:
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break;
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}
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Backend::CheckShaderCompile(mPtr);
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}
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void glShaderProgram::Compile(int _type, const char* source)
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{
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shaderc_shader_kind type = (shaderc_shader_kind)_type;
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switch (type)
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{
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case shaderc_shader_kind::shaderc_vertex_shader:
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{
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &source, NULL);
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glCompileShader(vertexShader);
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mPtr = vertexShader;
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break;
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}
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case shaderc_shader_kind::shaderc_fragment_shader:
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{
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &source, NULL);
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glCompileShader(fragmentShader);
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mPtr = fragmentShader;
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break;
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}
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default:
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break;
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}
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Backend::CheckShaderCompile(mPtr);
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}
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}
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@ -10,7 +10,8 @@ namespace openglapi {
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uint32_t Ptr() {
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return mPtr;
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}
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void Load(int type, const std::vector<uint32_t>& spirv);
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void Load(int _type, const std::vector<uint32_t>& spirv);
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void Compile(int _type, const char* source);
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};
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class OpenGLGlslLoader : public engineapi::IFileLoader
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{
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@ -4,6 +4,7 @@
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#include "GL/glew.h"
|
||||
#include "loader/opengl_glsl_loader.h"
|
||||
#include "render/asset/mesh.h"
|
||||
#include "backend.h"
|
||||
struct glVertexMeta {
|
||||
GLint size;
|
||||
GLenum type;
|
||||
@ -20,6 +21,9 @@ namespace openglapi {
|
||||
// 处理初始化错误
|
||||
zlog::error("GLEW Initialization failed!");
|
||||
}
|
||||
const GLubyte* glVersion = glGetString(GL_VERSION);
|
||||
zlog::info("OpenGL Version: {}", (const char*)glVersion);
|
||||
|
||||
RenderAPI::Init();
|
||||
OpenGLGlslLoader::Init();
|
||||
window = OpenGLWindow::GetSingletonPtr();
|
||||
@ -46,8 +50,9 @@ namespace openglapi {
|
||||
}
|
||||
void RenderOpenGLApi::EndFrame()
|
||||
{
|
||||
glEnd();
|
||||
GL_CHECK();
|
||||
window->Present();
|
||||
GL_CHECK();
|
||||
}
|
||||
void RenderOpenGLApi::SetStaticMesh(Mesh& mesh)
|
||||
{
|
||||
@ -57,17 +62,14 @@ namespace openglapi {
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
// 绑定顶点数组对象
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
// 绑定顶点缓冲对象
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, Vertices.size(), Vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, Vertices.data_size(), Vertices.data(), GL_STATIC_DRAW);
|
||||
// 绑定索引缓冲对象
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, Indices.size(), Indices.data(), GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, Indices.size() * sizeof(decltype(Indices)::value_type), Indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
auto meta = Vertices.uclass()->vtable.GetMeta("glMeta");
|
||||
{
|
||||
@ -79,9 +81,10 @@ namespace openglapi {
|
||||
if (!field_meta) continue;
|
||||
glVertexMeta v_meta = field_meta.CastTo<glVertexMeta>();
|
||||
GLvoid* offset = reinterpret_cast<GLvoid*>(field.GetOffset());
|
||||
glEnableVertexAttribArray(count);
|
||||
glVertexAttribPointer(count, v_meta.size, v_meta.type, v_meta.normalized, size, offset);
|
||||
glEnableVertexAttribArray(count);
|
||||
count++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 解绑VBO(不是EBO!)
|
||||
@ -97,6 +100,7 @@ namespace openglapi {
|
||||
OpenGLPtr& meshPtr = VAOTable[mesh.GetGuid()];
|
||||
glBindVertexArray(meshPtr);
|
||||
glDrawElements(GL_TRIANGLES, mesh.GetIndices().size(), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
void RenderOpenGLApi::LoadShader(Shader& shader)
|
||||
{
|
||||
@ -106,8 +110,9 @@ namespace openglapi {
|
||||
glAttachShader(shaderProgram, vertModule);
|
||||
glAttachShader(shaderProgram, fragModule);
|
||||
glLinkProgram(shaderProgram);
|
||||
glDeleteProgram(vertModule);
|
||||
glDeleteProgram(fragModule);
|
||||
ShaderTable[shader.GetGuid()] = OpenGLPtr{ shaderProgram };
|
||||
glDeleteShader(vertModule);
|
||||
glDeleteShader(fragModule);
|
||||
ShaderTable[shader.GetGuid()] = OpenGLPtr{shaderProgram};
|
||||
Backend::CheckShaderProgram(shaderProgram);
|
||||
}
|
||||
}
|
||||
@ -1,4 +1,8 @@
|
||||
#include "window.h"
|
||||
#include "zlog.h"
|
||||
#include <wingdi.h>
|
||||
#include <GL/glew.h>
|
||||
#include <GL/wglew.h>
|
||||
namespace openglapi {
|
||||
void OpenGLWindow::SetupOpenGLContext()
|
||||
{
|
||||
@ -27,9 +31,27 @@ namespace openglapi {
|
||||
int pixelFormat = ChoosePixelFormat(hdc, &pfd);
|
||||
SetPixelFormat(hdc, pixelFormat, &pfd);
|
||||
|
||||
// 创建并激活 OpenGL 上下文
|
||||
HGLRC hglrc = wglCreateContext(hdc);
|
||||
wglMakeCurrent(hdc, hglrc);
|
||||
HGLRC tempContext = wglCreateContext(hdc);
|
||||
wglMakeCurrent(hdc, tempContext);
|
||||
|
||||
// 加载 wglCreateContextAttribsARB
|
||||
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
|
||||
if (!wglCreateContextAttribsARB) {
|
||||
// 处理错误
|
||||
zlog::error("wglCreateContextAttribsARB load failed!");
|
||||
}
|
||||
// 定义属性数组
|
||||
int attribs[] = {
|
||||
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
|
||||
WGL_CONTEXT_MINOR_VERSION_ARB, 6,
|
||||
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
|
||||
0 // 结束符号
|
||||
};
|
||||
// 创建 OpenGL 上下文
|
||||
HGLRC hRC = wglCreateContextAttribsARB(hdc, 0, attribs);
|
||||
wglMakeCurrent(hdc, hRC);
|
||||
|
||||
wglDeleteContext(tempContext);
|
||||
}
|
||||
OpenGLWindow::OpenGLWindow(int frames, uint32_t width, uint32_t height, const char* title)
|
||||
:engineapi::Window(width, height, title)
|
||||
|
||||
@ -7,14 +7,18 @@
|
||||
namespace engineapi {
|
||||
struct Vertex {};
|
||||
struct PosVertex : public Vertex {
|
||||
UPROPERTY_gl({}, glVertexMeta{ 3, GL_FLOAT, GL_FALSE })
|
||||
UPROPERTY_vk({}, uint32_t{ VK_FORMAT_R32G32B32_SFLOAT })
|
||||
Vector3 Position = {};
|
||||
};
|
||||
struct TexVertex : public Vertex {
|
||||
UPROPERTY_gl({}, glVertexMeta{ 3, GL_FLOAT, GL_FALSE })
|
||||
UPROPERTY_vk({}, uint32_t{ VK_FORMAT_R32G32B32_SFLOAT })
|
||||
Vector3 Position = {};
|
||||
UPROPERTY_gl({}, glVertexMeta{ 3, GL_FLOAT, GL_FALSE })
|
||||
UPROPERTY_vk()
|
||||
Vector3 Normal = {};
|
||||
UPROPERTY_gl({}, glVertexMeta{ 2, GL_FLOAT, GL_FALSE })
|
||||
UPROPERTY_vk()
|
||||
Vector2 TexCoords = {};
|
||||
};
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
#include "wrapper/descriptorpool.h"
|
||||
#include <iostream>
|
||||
#include "zlog.h"
|
||||
#include "backend.h"
|
||||
namespace vulkanapi {
|
||||
CommandWorker* Backend::TransferWorker = nullptr;
|
||||
CommandWorker* Backend::RenderWorker = nullptr;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user