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https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
feat: add shader class
This commit is contained in:
@@ -5,6 +5,7 @@
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/renderer.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/cubed_hash.hpp>
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#include <Cubed/tools/font.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/shader_tools.hpp>
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@@ -28,10 +29,6 @@ Renderer::~Renderer() {
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glDeleteBuffers(1, &m_text_vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, m_vao.data());
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glDeleteProgram(m_world_program);
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glDeleteProgram(m_outline_program);
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glDeleteProgram(m_sky_program);
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glDeleteProgram(m_ui_program);
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}
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@@ -44,12 +41,17 @@ void Renderer::init() {
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LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
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LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
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m_text_program = Shader::create_shader_program("shaders/text_v_shader.glsl", "shaders/text_f_shader.glsl");
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Shader world_shader{"world", "shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl"};
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Shader outline_shader{"outline", "shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl"};
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Shader sky_shdaer{"sky", "shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl"};
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Shader ui_shdaer{"ui", "shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl"};
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Shader text_shdaer{"text", "shaders/text_v_shader.glsl", "shaders/text_f_shader.glsl"};
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m_shaders.insert({world_shader.hash(), std::move(world_shader)});
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m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
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m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
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m_shaders.insert({ui_shdaer.hash(), std::move(ui_shdaer)});
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m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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@@ -103,26 +105,20 @@ void Renderer::init() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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const Shader& Renderer::get_shader(const std::string& name) const {
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auto it = m_shaders.find(HASH::str(name));
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CUBED_ASSERT_MSG(it != m_shaders.end(), "Shader don't find, check the name");
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return it->second;
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}
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void Renderer::render() {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(m_vao[0]);
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render_sky();
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glUseProgram(m_world_program);
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m_mv_loc = glGetUniformLocation(m_world_program, "mv_matrix");
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m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_v_mat = m_camera.get_camera_lookat();
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m_mv_mat = m_v_mat * m_m_mat;
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
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glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
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m_mvp_mat = m_p_mat * m_mv_mat;
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m_world.render(m_mvp_mat);
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render_world();
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render_outline();
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@@ -132,10 +128,11 @@ void Renderer::render() {
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}
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void Renderer::render_outline() {
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glUseProgram(m_outline_program);
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const auto& shader = get_shader("outline");
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shader.use();
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m_mv_loc = glGetUniformLocation(m_outline_program, "mv_matrix");
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m_proj_loc = glGetUniformLocation(m_outline_program, "proj_matrix");
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m_mv_loc = shader.loc("mv_matrix");
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m_proj_loc = shader.loc("proj_matrix");
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const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
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@@ -159,10 +156,12 @@ void Renderer::render_outline() {
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}
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void Renderer::render_sky() {
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glUseProgram(m_sky_program);
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const auto& shader = get_shader("sky");
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m_mv_loc = glGetUniformLocation(m_sky_program, "mv_matrix");
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m_proj_loc = glGetUniformLocation(m_sky_program, "proj_matrix");
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shader.use();
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m_mv_loc = shader.loc("mv_matrix");
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m_proj_loc = shader.loc("proj_matrix");
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m_m_mat = glm::translate(glm::mat4(1.0f), m_camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
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m_v_mat = m_camera.get_camera_lookat();
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@@ -182,22 +181,26 @@ void Renderer::render_sky() {
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}
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void Renderer::render_text() {
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glUseProgram(m_text_program);
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const auto& shader = get_shader("text");
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shader.use();
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glDisable(GL_DEPTH_TEST);
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m_proj_loc = glGetUniformLocation(m_text_program, "projection");
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m_proj_loc = shader.loc("projection");
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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Font::render_text(m_text_program, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
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Font::render_text(m_text_program, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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Font::render_text(shader, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
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Font::render_text(shader, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::render_ui() {
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glUseProgram(m_ui_program);
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const auto& shader = get_shader("ui");
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shader.use();
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glDisable(GL_DEPTH_TEST);
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m_mv_loc = glGetUniformLocation(m_ui_program, "m_matrix");
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m_proj_loc = glGetUniformLocation(m_ui_program, "proj_matrix");
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m_mv_loc = shader.loc("m_matrix");
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m_proj_loc = shader.loc("proj_matrix");
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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@@ -215,7 +218,7 @@ void Renderer::render_ui() {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Shader::check_opengl_error();
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Tools::check_opengl_error();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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@@ -229,4 +232,22 @@ void Renderer::update_proj_matrix(float aspect, float width, float height) {
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m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
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glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
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}
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void Renderer::render_world() {
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const auto& shader = get_shader("world");
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shader.use();
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m_mv_loc = shader.loc("mv_matrix");
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m_proj_loc = shader.loc("proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_v_mat = m_camera.get_camera_lookat();
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m_mv_mat = m_v_mat * m_m_mat;
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
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glUniformMatrix4fv(m_proj_loc, 1 ,GL_FALSE, glm::value_ptr(m_p_mat));
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m_mvp_mat = m_p_mat * m_mv_mat;
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m_world.render(m_mvp_mat);
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}
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