Fix the opengl errors, still not rendering anything

This commit is contained in:
SeanOMik 2022-09-10 18:39:39 -04:00
parent 371534a01a
commit 44f9a5f5a5
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
10 changed files with 95 additions and 84 deletions

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@ -19,7 +19,13 @@ endif()
find_package(GLEW REQUIRED) find_package(GLEW REQUIRED)
find_package(glfw3 CONFIG REQUIRED) find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED) find_package(glm CONFIG REQUIRED)
find_package(soil2 REQUIRED)
if (WIN32)
find_package(soil2 CONFIG REQUIRED)
else()
find_package(soil2 REQUIRED)
endif()
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
# Link sources # Link sources
@ -42,7 +48,11 @@ cmrc_add_resource_library(
# Link dependencies # Link dependencies
target_link_libraries(simpleengine PUBLIC GLEW::GLEW) target_link_libraries(simpleengine PUBLIC GLEW::GLEW)
target_link_libraries(simpleengine PUBLIC glfw) target_link_libraries(simpleengine PUBLIC glfw)
target_link_libraries(simpleengine PUBLIC glm) if (WIN32)
target_link_libraries(simpleengine PUBLIC glm::glm)
else()
target_link_libraries(simpleengine PUBLIC glm)
endif()
target_link_libraries(simpleengine PUBLIC soil2) target_link_libraries(simpleengine PUBLIC soil2)
target_link_libraries(simpleengine PUBLIC ${OPENGL_LIBRARIES}) target_link_libraries(simpleengine PUBLIC ${OPENGL_LIBRARIES})
target_link_libraries(simpleengine PRIVATE simpleengine_resources) target_link_libraries(simpleengine PRIVATE simpleengine_resources)

2
cmrc

@ -1 +1 @@
Subproject commit e386a629eb537d384811e598a3c96b9ca928f65e Subproject commit a64bea50c05594c8e7cf1f08e441bb9507742e2e

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@ -159,6 +159,7 @@ int main(int argc, char *argv[]) {
//game.add_event(cube); //game.add_event(cube);
auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader); auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
renderer->enable_debug();
renderer->submit_entity(entity); renderer->submit_entity(entity);
game.add_event(renderer); game.add_event(renderer);
/* renderer->add_model(white_texture, cube); /* renderer->add_model(white_texture, cube);

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@ -4,8 +4,6 @@
#include <memory> #include <memory>
#include <GLFW/glfw3.h>
namespace simpleengine { namespace simpleengine {
class Event : public simpleengine::Destructable { class Event : public simpleengine::Destructable {
public: public:

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@ -23,9 +23,16 @@ namespace simpleengine::gfx {
std::vector<LitVertex> vertices; std::vector<LitVertex> vertices;
std::vector<GLuint> indicies; std::vector<GLuint> indicies;
// Buffer objects
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material); Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt); Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
virtual void destroy() override;
virtual void update(const float& delta_time) override; virtual void update(const float& delta_time) override;
glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3); glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);

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@ -15,27 +15,11 @@ namespace simpleengine::gfx {
private: private:
GLFWwindow* window; GLFWwindow* window;
public: public:
class RenderingBuffers {
public:
gfx::Model& model;
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
RenderingBuffers(gfx::Model& model, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao) : model(model), ebo(ebo), vbo(vbo), vao(vao) {
}
/* std::vector<LitVertex>& vertices;
std::vector<GLuint>& indicies; */
/// If these buffers were rendered last update.
//bool rendered;
};
class RenderingModel { class RenderingModel {
public: public:
std::shared_ptr<simpleengine::Entity> entity; std::shared_ptr<simpleengine::Entity> entity;
std::unordered_map<uint32_t, RenderingBuffers> rendering_buffers; std::unordered_map<uint32_t, gfx::Model&> component_models;
RenderingModel(std::shared_ptr<simpleengine::Entity> entity) : entity(entity) { RenderingModel(std::shared_ptr<simpleengine::Entity> entity) : entity(entity) {
@ -54,17 +38,19 @@ namespace simpleengine::gfx {
void destroy_buffers(); void destroy_buffers();
}; };
gfx::Shader shader;
std::unordered_map<uint32_t, RenderingModel> rendering_models; std::unordered_map<uint32_t, RenderingModel> rendering_models;
gfx::Shader shader;
Renderer(GLFWwindow* window, gfx::Shader shader); Renderer(GLFWwindow* window, gfx::Shader shader);
Renderer(GLFWwindow* window, GLuint shader_program); Renderer(GLFWwindow* window, GLuint shader_program);
void enable_debug();
virtual void submit_entity(std::shared_ptr<simpleengine::Entity> entity); virtual void submit_entity(std::shared_ptr<simpleengine::Entity> entity);
virtual bool withdraw_entity(std::shared_ptr<simpleengine::Entity> entity); virtual bool withdraw_entity(std::shared_ptr<simpleengine::Entity> entity);
virtual void initialize(); virtual void initialize();
virtual void destroy(); virtual void destroy() override;
virtual void update(const float& delta_time) override; virtual void update(const float& delta_time) override;

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@ -22,7 +22,7 @@ namespace simpleengine::gfx {
} }
~VAO() { ~VAO() {
std::cout << "TODO, drop VAO (" << handle << ")" << std::endl; std::cout << "~vao(" << handle << ")" << std::endl;
} }
VAO& operator=(const VAO& other) { VAO& operator=(const VAO& other) {
@ -49,18 +49,14 @@ namespace simpleengine::gfx {
void bind() const { void bind() const {
glBindVertexArray(handle); glBindVertexArray(handle);
// TODO: Handle opengl errors EVERYWHERE
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
fprintf(stderr, "Ran into opengl error: 0x%x\n", err);
}
} }
// TODO: Fix this. // TODO: Fix this.
void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset) const { void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset, bool should_bind = true) const {
bind(); if (should_bind) {
vbo.bind(); bind();
vbo.bind();
}
// NOTE: glVertexAttribPointer will AUTO-CONVERT integer values to floating point. // NOTE: glVertexAttribPointer will AUTO-CONVERT integer values to floating point.
// Integer vertex attributes must be specified with glVertexAttribIPointer. // Integer vertex attributes must be specified with glVertexAttribIPointer.
@ -82,19 +78,15 @@ namespace simpleengine::gfx {
} }
glEnableVertexAttribArray(index); glEnableVertexAttribArray(index);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's if (should_bind) {
// bound vertex buffer object so afterwards we can safely unbind. // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's
glBindBuffer(GL_ARRAY_BUFFER, 0); // bound vertex buffer object so afterwards we can safely unbind.
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this
// rarely happens. Modifying other VAOs requires a call to glBindVertexArray anyways so we generally // rarely happens. Modifying other VAOs requires a call to glBindVertexArray anyways so we generally
// don't unbind VAOs (nor VBOs) when it's not directly necessary. // don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0); glBindVertexArray(0);
// TODO: Handle opengl errors EVERYWHERE
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
fprintf(stderr, "Ran into opengl error: 0x%x\n", err);
} }
} }
@ -103,7 +95,6 @@ namespace simpleengine::gfx {
vbo.bind(); vbo.bind();
glDisableVertexAttribArray(index); glDisableVertexAttribArray(index);
//glDisableVertexArrayAttrib(index);
} }
void set_attrib_value(const VBO& vbo, GLuint index, float f) const { void set_attrib_value(const VBO& vbo, GLuint index, float f) const {

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@ -1,5 +1,7 @@
#pragma once #pragma once
#include <iostream>
#ifdef __linux__ #ifdef __linux__
#include <GL/glew.h> #include <GL/glew.h>
#include <GL/gl.h> #include <GL/gl.h>
@ -15,14 +17,12 @@ namespace simpleengine::gfx {
GLint type; GLint type;
bool dynamic; bool dynamic;
//VBO() = default;
VBO(GLuint handle, GLint type, bool dynamic) : type(type), dynamic(dynamic), handle(handle) { VBO(GLuint handle, GLint type, bool dynamic) : type(type), dynamic(dynamic), handle(handle) {
//glGenBuffers(1, &handle);
} }
~VBO() { ~VBO() {
destroy(); std::cout << "~vbo(" << handle << ")" << std::endl;
} }
static VBO init(GLint type, bool dynamic) { static VBO init(GLint type, bool dynamic) {

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@ -3,15 +3,25 @@
namespace simpleengine::gfx { namespace simpleengine::gfx {
Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) : Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) :
material(std::make_optional(material)), vertices(vertices), indicies(indicies) { material(std::make_optional(material)), vertices(vertices), indicies(indicies),
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
} }
Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) : Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) :
material(material), vertices(vertices), indicies(indicies) { material(material), vertices(vertices), indicies(indicies),
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
} }
void Model::destroy() {
this->ebo.destroy();
this->vbo.destroy();
this->vao.destroy();
}
void Model::update(const float& delta_time) { void Model::update(const float& delta_time) {
this->rotate_y(1.f); this->rotate_y(1.f);
} }

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@ -2,6 +2,7 @@
#include "ecs/component/component.h" #include "ecs/component/component.h"
#include "ecs/entity.h" #include "ecs/entity.h"
#include "gfx/model.h" #include "gfx/model.h"
#include "gfx/vao.h"
#include "renderable.h" #include "renderable.h"
#include "ecs/component/model_componenet.h" #include "ecs/component/model_componenet.h"
@ -11,36 +12,36 @@
namespace simpleengine::gfx { namespace simpleengine::gfx {
void Renderer::RenderingModel::update_buffers() { void Renderer::RenderingModel::update_buffers() {
if (std::shared_ptr<ModelComponent> comp = entity->get_component<simpleengine::ModelComponent>()) { if (std::shared_ptr<ModelComponent> comp = entity->get_component<simpleengine::ModelComponent>()) {
auto iter = rendering_buffers.find(comp->get_handle()); auto iter = component_models.find(comp->get_handle());
if (iter == rendering_buffers.end()) { if (iter == component_models.end()) {
std::cout << "Creating buffer for ModelComponent (" << comp->get_handle() << ")..." << std::endl; std::cout << "Enabling buffer attributes for ModelComponent (" << comp->get_handle() << ")..." << std::endl;
auto ebo = gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false); //iter->second = comp->model;
auto vbo = gfx::VBO::init(GL_ARRAY_BUFFER, false); gfx::Model& model = comp->model;
auto vao = gfx::VAO::init(); gfx::VBO& vbo = model.vbo;
auto& model = comp->model; gfx::VBO& ebo = model.ebo;
gfx::VAO& vao = model.vao;
// Create and setup the EBO, VAO, and VBOs.
vao.bind(); vao.bind();
vbo.buffer(model.vertices.data(), 0, sizeof(LitVertex) * model.vertices.size()); vbo.buffer(model.vertices.data(), 0, sizeof(LitVertex) * model.vertices.size());
if (!model.indicies.empty()) { if (!model.indicies.empty()) {
ebo.buffer(model.indicies.data(), 0, sizeof(GLuint) * model.indicies.size()); ebo.buffer(model.indicies.data(), 0, model.indicies.size() * sizeof(GLuint));
} }
// Enable VAO attributes // Enable VAO attributes
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position)); vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position), false);
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color)); vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color), false);
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal)); vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal), false);
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord)); vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord), false);
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id)); vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id), false);
RenderingBuffers buffers(comp->model, ebo, vbo, vao);
rendering_buffers.emplace(comp->get_handle(), buffers);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0); glBindVertexArray(0);
std::cout << "Finished creating ModelComponent buffers!" << std::endl; component_models.emplace(comp->get_handle(), model);
std::cout << "Enabled all buffer attributes for ModelComponent" << std::endl;
} else { } else {
std::cout << "Already exists" << std::endl; std::cout << "Already exists" << std::endl;
} }
@ -51,12 +52,8 @@ namespace simpleengine::gfx {
std::cout << "Destroying buffers for entity!" << std::endl; std::cout << "Destroying buffers for entity!" << std::endl;
// Iterate through all buffer lists and destroy each inner buffer. // Iterate through all buffer lists and destroy each inner buffer.
for (auto& pair : rendering_buffers) { for (auto& pair : component_models) {
RenderingBuffers& buffers = pair.second; pair.second.destroy();
buffers.ebo.destroy();
buffers.vao.destroy();
buffers.vbo.destroy();
} }
} }
@ -69,6 +66,19 @@ namespace simpleengine::gfx {
} }
void debug_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* userParam) {
fprintf( stderr, "%s type = 0x%x, severity = 0x%x, message = %s\n",
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
type, severity, message );
}
void Renderer::enable_debug() {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(debug_message_callback, 0);
}
void Renderer::submit_entity(std::shared_ptr<simpleengine::Entity> entity) { void Renderer::submit_entity(std::shared_ptr<simpleengine::Entity> entity) {
std::cout << "Submitting entity (" << entity->get_handle() << ")..." << std::endl; std::cout << "Submitting entity (" << entity->get_handle() << ")..." << std::endl;
auto it = rendering_models.emplace(entity->get_handle(), entity); auto it = rendering_models.emplace(entity->get_handle(), entity);
@ -102,7 +112,6 @@ namespace simpleengine::gfx {
for (auto& [handle, rendering] : rendering_models) { for (auto& [handle, rendering] : rendering_models) {
rendering.destroy_buffers(); rendering.destroy_buffers();
//rendering.entity->destroy();
} }
} }
@ -110,14 +119,13 @@ namespace simpleengine::gfx {
shader.use(); shader.use();
for (auto& [handle, rendering] : rendering_models) { for (auto& [handle, rendering] : rendering_models) {
if (rendering.rendering_buffers.size() > 0) { if (rendering.component_models.size() > 0) {
std::shared_ptr<Entity>& entity = rendering.entity; std::shared_ptr<Entity>& entity = rendering.entity;
shader.set_uniform_matrix_4f("transform_matrix", entity->transform_matrix, false); shader.set_uniform_matrix_4f("transform_matrix", entity->transform_matrix, false);
for (const auto& pair : rendering.rendering_buffers) { for (const auto& pair : rendering.component_models) {
const RenderingBuffers& buffers = pair.second; Model& model = pair.second;
Model& model = buffers.model;
std::optional<Material>& material = model.material; std::optional<Material>& material = model.material;
shader.set_uniform_int("u_textures", 0, false); shader.set_uniform_int("u_textures", 0, false);
@ -132,7 +140,7 @@ namespace simpleengine::gfx {
material->texture.bind(); material->texture.bind();
} }
buffers.vao.bind(); model.vao.bind();
if (model.indicies.empty()) { if (model.indicies.empty()) {
glDrawArrays(GL_TRIANGLES, 0, model.vertices.size()); glDrawArrays(GL_TRIANGLES, 0, model.vertices.size());
} else { } else {