[glutils] Cleanup
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2025-06-23 01:39:47 -05:00
parent 94b0020d15
commit f847289bd4
2 changed files with 70 additions and 47 deletions

View File

@@ -89,7 +89,7 @@ struct GLObject: public Base {
return id; return id;
} }
constexpr operator const GLuint&() const noexcept { constexpr operator GLuint const&() const noexcept {
return id; return id;
} }
@@ -135,7 +135,7 @@ struct FrameBuffer {
return fbo.id; return fbo.id;
} }
constexpr operator const GLuint&() const noexcept { constexpr operator GLuint const&() const noexcept {
return fbo.id; return fbo.id;
} }
@@ -158,14 +158,14 @@ struct FrameBuffer {
class FrameBufferBind { class FrameBufferBind {
private: private:
static const FrameBuffer *s_activeFb; static FrameBuffer const *s_activeFb;
const FrameBuffer *m_restoreFb = nullptr; FrameBuffer const *m_restoreFb = nullptr;
public: public:
explicit FrameBufferBind(const FrameBuffer &fb) noexcept; explicit FrameBufferBind(FrameBuffer const &fb) noexcept;
~FrameBufferBind() noexcept; ~FrameBufferBind() noexcept;
}; };
void bind(const FrameBuffer &fb) noexcept; void bind(FrameBuffer const &fb) noexcept;
struct ShaderVarSet { struct ShaderVarSet {
GLsizei len{}; GLsizei len{};
@@ -201,9 +201,9 @@ void setupShaderParams(
void setupShaderParams(GLProgram const &shader, ox::Vector<ShaderVarSet> const &vars) noexcept; void setupShaderParams(GLProgram const &shader, ox::Vector<ShaderVarSet> const &vars) noexcept;
glutils::GLVertexArray generateVertexArrayObject() noexcept; GLVertexArray generateVertexArrayObject() noexcept;
glutils::GLBuffer generateBuffer() noexcept; GLBuffer generateBuffer() noexcept;
[[nodiscard]] [[nodiscard]]
FrameBuffer generateFrameBuffer(int width, int height) noexcept; FrameBuffer generateFrameBuffer(int width, int height) noexcept;
@@ -218,10 +218,10 @@ void resizeInitFrameBuffer(FrameBuffer &fb, int width, int height) noexcept;
void resizeInitFrameBuffer(FrameBuffer &fb, ox::Size const &sz) noexcept; void resizeInitFrameBuffer(FrameBuffer &fb, ox::Size const &sz) noexcept;
struct BufferSet { struct BufferSet {
glutils::GLVertexArray vao; GLVertexArray vao;
glutils::GLBuffer vbo; GLBuffer vbo;
glutils::GLBuffer ebo; GLBuffer ebo;
glutils::GLTexture tex; GLTexture tex;
ox::Vector<float> vertices; ox::Vector<float> vertices;
ox::Vector<GLuint> elements; ox::Vector<GLuint> elements;
}; };

View File

@@ -46,9 +46,9 @@ template struct GLObject<deleteVertexArray>;
template struct GLObject<deleteProgram>; template struct GLObject<deleteProgram>;
template struct GLObject<deleteShader>; template struct GLObject<deleteShader>;
const FrameBuffer *FrameBufferBind::s_activeFb = nullptr; FrameBuffer const *FrameBufferBind::s_activeFb = nullptr;
FrameBufferBind::FrameBufferBind(const FrameBuffer &fb) noexcept: m_restoreFb(s_activeFb) { FrameBufferBind::FrameBufferBind(FrameBuffer const &fb) noexcept: m_restoreFb(s_activeFb) {
s_activeFb = &fb; s_activeFb = &fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb); glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, fb.width, fb.height); glViewport(0, 0, fb.width, fb.height);
@@ -64,15 +64,15 @@ FrameBufferBind::~FrameBufferBind() noexcept {
} }
} }
void bind(const FrameBuffer &fb) noexcept { void bind(FrameBuffer const &fb) noexcept {
glBindFramebuffer(GL_FRAMEBUFFER, fb); glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, fb.width, fb.height); glViewport(0, 0, fb.width, fb.height);
} }
static ox::Result<GLShader> buildShader( static ox::Result<GLShader> buildShader(
GLuint shaderType, GLuint const shaderType,
const GLchar *src, GLchar const *src,
ox::StringViewCR shaderName) noexcept { ox::StringViewCR shaderName) noexcept {
GLShader shader(glCreateShader(shaderType)); GLShader shader(glCreateShader(shaderType));
glShaderSource(shader, 1, &src, nullptr); glShaderSource(shader, 1, &src, nullptr);
@@ -162,16 +162,30 @@ FrameBuffer generateFrameBuffer(int width, int height) noexcept {
// color texture // color texture
glGenTextures(1, &fb.color.id); glGenTextures(1, &fb.color.id);
glBindTexture(GL_TEXTURE_2D, fb.color); glBindTexture(GL_TEXTURE_2D, fb.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
nullptr);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb.color, 0); glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb.color, 0);
// depth texture // depth texture
glGenRenderbuffers(1, &fb.depth.id); glGenRenderbuffers(1, &fb.depth.id);
glBindRenderbuffer(GL_RENDERBUFFER, fb.depth); glBindRenderbuffer(GL_RENDERBUFFER, fb.depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb.depth); glFramebufferRenderbuffer(
GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER,
fb.depth);
// verify FBO // verify FBO
oxAssert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame Buffer is incomplete"); oxAssert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frame Buffer is incomplete");
// restore primary FB // restore primary FB
@@ -189,7 +203,16 @@ void resizeFrameBuffer(FrameBuffer &fb, int width, int height) noexcept {
glBindFramebuffer(GL_FRAMEBUFFER, fb); glBindFramebuffer(GL_FRAMEBUFFER, fb);
// color texture // color texture
glBindTexture(GL_TEXTURE_2D, fb.color); glBindTexture(GL_TEXTURE_2D, fb.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// depth texture // depth texture
@@ -201,7 +224,7 @@ void resizeFrameBuffer(FrameBuffer &fb, int width, int height) noexcept {
glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindRenderbuffer(GL_RENDERBUFFER, 0);
} }
void resizeInitFrameBuffer(FrameBuffer &fb, int width, int height) noexcept { void resizeInitFrameBuffer(FrameBuffer &fb, int const width, int const height) noexcept {
if (!fb) { if (!fb) {
fb = generateFrameBuffer(width, height); fb = generateFrameBuffer(width, height);
return; return;
@@ -214,13 +237,13 @@ void resizeInitFrameBuffer(FrameBuffer &fb, ox::Size const&sz) noexcept {
} }
void sendVbo(BufferSet const &bs) noexcept { void sendVbo(BufferSet const &bs) noexcept {
const auto bufferSize = static_cast<GLsizeiptr>(sizeof(decltype(bs.vertices)::value_type) * bs.vertices.size()); auto const bufferSize = static_cast<GLsizeiptr>(sizeof(decltype(bs.vertices)::value_type) * bs.vertices.size());
glBindBuffer(GL_ARRAY_BUFFER, bs.vbo); glBindBuffer(GL_ARRAY_BUFFER, bs.vbo);
glBufferData(GL_ARRAY_BUFFER, bufferSize, bs.vertices.data(), GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, bufferSize, bs.vertices.data(), GL_DYNAMIC_DRAW);
} }
void sendEbo(BufferSet const &bs) noexcept { void sendEbo(BufferSet const &bs) noexcept {
const auto bufferSize = static_cast<GLsizeiptr>(sizeof(decltype(bs.elements)::value_type) * bs.elements.size()); auto const bufferSize = static_cast<GLsizeiptr>(sizeof(decltype(bs.elements)::value_type) * bs.elements.size());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs.ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferSize, bs.elements.data(), GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferSize, bs.elements.data(), GL_STATIC_DRAW);
} }