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authorLoic Guegan <manzerbredes@mailbox.org>2020-07-06 07:17:09 +0200
committerLoic Guegan <manzerbredes@mailbox.org>2020-07-06 07:17:09 +0200
commit29339928d7a05ca11786885643631206a978655e (patch)
treeb8c9f69f807a2002e2ac7649e48734b1c38bea8c /src
parente29a9115d185d0b752868a36c8d56f6020bc4134 (diff)
Cleaning code
Diffstat (limited to 'src')
-rw-r--r--src/opengl/renderer.cpp41
-rw-r--r--src/opengl/renderer.hpp28
-rw-r--r--src/opengl/shaders.hpp1
-rw-r--r--src/rms.cpp7
4 files changed, 54 insertions, 23 deletions
diff --git a/src/opengl/renderer.cpp b/src/opengl/renderer.cpp
index 1898753..1a7166d 100644
--- a/src/opengl/renderer.cpp
+++ b/src/opengl/renderer.cpp
@@ -18,7 +18,9 @@ void GLAPIENTRY MessageCallback( GLenum source,
}
-Renderer::Renderer(short width,short height): Width(width),Height(height), ClockStart(steady_clock::now()){
+Renderer::Renderer(short width,short height, std::string shader_name):
+ Width(width),Height(height), ClockStart(steady_clock::now()),
+ CurrentShader(shader_name){
// Init OpenGl
glewInit();
glEnable(GL_DEPTH_TEST);
@@ -33,24 +35,25 @@ Renderer::Renderer(short width,short height): Width(width),Height(height), Clock
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
float square[]{
- -1,1,0,
- 1,1,0,
- -1,-1,0,
-
- -1,-1,0,
- 1,1,0,
- 1,-1,0
-
+ -1,1,0,1,1,0,-1,-1,0,
+ -1,-1,0,1,1,0,1,-1,0
};
glBufferData(GL_ARRAY_BUFFER, 6*3*sizeof(float), square, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glBindVertexArray(0);
- LoadShader("square.glsl");
+ LoadShader();
+}
+
+Renderer::~Renderer(){
+ glDeleteProgram(RayMarchingShader);
+ glDeleteVertexArrays(1,&VAO);
}
void Renderer::Render(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // Setup shader
glUseProgram(RayMarchingShader);
MProjection=glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.f,100.0f);
MModel=glm::scale(glm::mat4(1.0f),glm::vec3(10,10,1));
@@ -59,22 +62,28 @@ void Renderer::Render(){
ClockCurrent = std::chrono::steady_clock::now();
duration<double> time_span = duration_cast<duration<double>>(ClockCurrent - ClockStart);
glUniform1f(UTime, time_span.count());
-
glUniform2f(UResolution,Width,Height);
+
+ // Draw the actual shader onto the quad
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,6);
glBindVertexArray(0);
glUseProgram(0);
}
-void Renderer::UpdateShader(std::string name){
+void Renderer::ChangeShader(std::string name){
+ this->CurrentShader=name;
+ glDeleteProgram(RayMarchingShader);
+ LoadShader();
+}
+
+void Renderer::RefreshShader(){
glDeleteProgram(RayMarchingShader);
- LoadShader(name);
+ LoadShader();
}
-void Renderer::LoadShader(std::string name){
- RayMarchingShader = CompileShader("square.glsl");
- RayMarchingShader = CompileShader("square.glsl");
+void Renderer::LoadShader(){
+ RayMarchingShader = CompileShader(CurrentShader);
UProjection = glGetUniformLocation(RayMarchingShader, "projection");
UModel = glGetUniformLocation(RayMarchingShader, "model");
UResolution = glGetUniformLocation(RayMarchingShader, "resolution");
diff --git a/src/opengl/renderer.hpp b/src/opengl/renderer.hpp
index 157ceb3..5cb7b3d 100644
--- a/src/opengl/renderer.hpp
+++ b/src/opengl/renderer.hpp
@@ -43,12 +43,34 @@ private:
short Width,Height;
steady_clock::time_point ClockStart;
steady_clock::time_point ClockCurrent;
+ /// @brief Current loaded shader name
+ std::string CurrentShader;
- void LoadShader(std::string name);
+ /**
+ * Compile send CurrentShader to the graphics card
+ */
+ void LoadShader();
public:
- Renderer(short width,short height);
+ Renderer(short width,short height,std::string shader_name);
+ ~Renderer();
+ /**
+ * Draw current shader into the screen
+ */
void Render();
+ /**
+ * Change current OpenGL viewport.
+ * @param with
+ * @param height
+ */
void AjustViewport(short with,short height);
- void UpdateShader(std::string name);
+ /**
+ * Compile and load another shader
+ * @param name The name of the new shader
+ */
+ void ChangeShader(std::string name);
+ /**
+ * Refresh CurrentShader code (recompile it etc..)
+ */
+ void RefreshShader();
};
diff --git a/src/opengl/shaders.hpp b/src/opengl/shaders.hpp
index ba7da09..9017222 100644
--- a/src/opengl/shaders.hpp
+++ b/src/opengl/shaders.hpp
@@ -10,6 +10,7 @@
#else
#define SHADERS_RESOURCES "resources/shaders/"
#endif
+
/**
* Compile a shader:
* - Shader should contains both vertex and fragment code
diff --git a/src/rms.cpp b/src/rms.cpp
index d2c6136..7238920 100644
--- a/src/rms.cpp
+++ b/src/rms.cpp
@@ -11,12 +11,12 @@ int main(int argc, char *argv[])
settings.depthBits = 24;
settings.stencilBits = 8;
settings.antialiasingLevel = 3;
- settings.attributeFlags=sf::ContextSettings::Core;
+ settings.attributeFlags=sf::ContextSettings::Default;
sf::Window window(sf::VideoMode(WIDTH, HEIGHT,32), "SFML/OpenGL Ray Marching", sf::Style::Close, settings);
window.setFramerateLimit(60); // Limit to 60 frames per second
// Init Renderer/OpenGL
- Renderer renderer(WIDTH,HEIGHT);
+ Renderer renderer(WIDTH,HEIGHT,"main.glsl");
// Main loop
bool running=true;
@@ -31,9 +31,8 @@ int main(int argc, char *argv[])
else if (event.type == sf::Event::Resized)
renderer.AjustViewport(event.size.width,event.size.height);
else if (event.key.code == sf::Keyboard::R)
- renderer.UpdateShader("square.glsl");
+ renderer.RefreshShader();
}
-
renderer.Render();
window.display(); // Refresh screen
}