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1719 | #include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cassert>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <iostream>
#include <vector>
#include <optional>
#include <array>
#include <unordered_map>
const char* s_vertex_shader_src =
R"""(// 모든 GLSL 코드는 #version [버전] [core(선택)] 이라는 전처리기로 시작합니다.
#version 460 core
// 이제 3차원 정점이므로 vec3으로 받아야 합니다.
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 0) uniform vec3 uSize = vec3(64, 64, 64);
layout (location = 1) uniform mat4 uProj;
layout (location = 2) uniform mat4 uView;
layout (location = 3) uniform mat4 uWorld;
layout (location = 0) out vec2 TexCoord;
// GLSL도 셰이더 1개당 진입점을 하나씩 가집니다.
// C++ 처럼 에러 코드를 반환하지는 않지만,
// 버텍스 셰이더에서는 'gl_Position 이라는 내부 변수에 값을 쓰는 것' 이 핵심입니다.
// gl_Position 은 버텍스 셰이더 내에서 읽고 쓰기가 가능한 vec4 타입의 변수이며,
// 이름 그대로 GPU에 넘겨질 정점을 뜻합니다. 왜 vec4이고 마지막에 1을 넣는지는 다다음 장을 참고해주세요.
void main() {
vec3 pos = (aPos * uSize);
gl_Position = uProj * uView * uWorld * vec4(pos, 1);
TexCoord = aTexCoord;
}
)""";
const char* s_fragment_shader_src =
R"""(#version 460 core
// 위의 코드에서 정점을 in 으로 받은 것과 다르게,
// 이번에는 프래그먼트 셰이더가 'RGBA 색상을 출력' 한다는 것을 표현하기 위해
// out 을 사용합니다.
// FragColor 라는 변수에 값을 쓴다는 것은, 최종적으로 화면에 그려질 픽셀의 색상을 결정하는 것과 같습니다.
layout (location = 0) out vec4 FragColor;
layout (location = 0) in vec2 TexCoord;
layout (location = 4) uniform sampler2D uTexture;
void main() {
FragColor = texture(uTexture, TexCoord);
}
)""";
class Transform2D final {
private:
glm::vec2 m_position{ 0.0f, 0.0f };
float m_rotation{ 0.0f };
glm::vec2 m_scale{ 1.0f, 1.0f };
private:
glm::mat4 m_matrix{ 1.0f };
public:
Transform2D() {
this->_update_matrix();
}
Transform2D(const glm::vec2& pos, const float& rot, const glm::vec2& scl)
: m_position(pos), m_rotation(rot), m_scale(scl) {
this->_update_matrix();
}
~Transform2D() = default;
public:
const glm::mat4& get_matrix() const { return m_matrix; }
public:
void set_position(const glm::vec2& value) { m_position = value; this->_update_matrix(); }
void set_rotation(const float& value) { m_rotation = value; this->_update_matrix(); }
void set_scale(const glm::vec2& value) { m_scale = value; this->_update_matrix(); }
public:
const glm::vec2& get_position() const { return m_position; }
const float& get_rotation() const { return m_rotation; }
const glm::vec2& get_scale() const { return m_scale; }
private:
void _update_matrix() {
m_matrix = glm::mat4{ 1.0f };
m_matrix = glm::translate(m_matrix, { m_position.x, -m_position.y, 0.0f });
m_matrix = glm::rotate(m_matrix, m_rotation, { 0.0f, 0.0f, 1.0f });
m_matrix = glm::scale(m_matrix, { m_scale.x, m_scale.y, 1.0f });
}
};
class Transform3D final {
private:
glm::vec3 m_position{ 0.0f, 0.0f, 0.0f };
private:
glm::vec3 m_rotation{ 0.0f, 0.0f, 0.0f }; // 라디안입니다
private:
glm::quat m_orientation{ 1.0f, 0.0f, 0.0f, 0.0f };
private:
glm::vec3 m_scale{ 1.0f, 1.0f, 1.0f };
private:
glm::mat4 m_matrix{ 1.0f };
public:
Transform3D() {
this->_update_matrix();
}
Transform3D(const glm::vec3& pos, const glm::vec3& rot, const glm::vec3& scl)
: m_position(pos), m_rotation(rot), m_scale(scl)
{
_update_matrix();
}
~Transform3D() = default;
public:
void set_position(const glm::vec3& value) { m_position = value; _update_matrix(); }
void set_rotation(const glm::vec3& value) {
m_rotation = value;
// 오일러 -> 쿼터니언
m_orientation =
glm::angleAxis(m_rotation.y, glm::vec3(0, 1, 0)) *
glm::angleAxis(m_rotation.z, glm::vec3(0, 0, 1)) *
glm::angleAxis(m_rotation.x, glm::vec3(1, 0, 0));
_update_matrix();
}
void set_orientation(const glm::quat& value) {
m_orientation = value;
// 쿼터니언 -> 오일러
glm::mat4 m = glm::toMat4(value);
glm::extractEulerAngleYZX(m,
m_rotation.y, m_rotation.z, m_rotation.x
);
_update_matrix();
}
void set_scale(const glm::vec3& value) { m_scale = value; _update_matrix(); }
public:
const glm::mat4& get_matrix() const { return m_matrix; }
const glm::vec3& get_position() const { return m_position; }
const glm::vec3& get_rotation() const { return m_rotation; }
const glm::quat& get_orientation() const { return m_orientation; }
const glm::vec3& get_scale() const { return m_scale; }
private:
void _update_matrix() {
auto scaling = glm::scale(glm::mat4{ 1.0f }, m_scale);
//auto rotation =
// glm::rotate(glm::mat4(1.0f), m_rotation.y, { 0.0f, 1.0f, 0.0f });
//rotation = glm::rotate(rotation, m_rotation.z, { 0.0f, 0.0f, 1.0f });
//rotation = glm::rotate(rotation, m_rotation.x, { 1.0f, 0.0f, 0.0f });
auto rotation = glm::toMat4(m_orientation);
auto translation = glm::translate(glm::mat4{ 1.0f }, m_position);
m_matrix = translation * rotation * scaling;
}
};
class ViewMatrix2D final {
private:
glm::vec2 m_position{ 0.0f, 0.0f };
float m_rotation{ 0.0f };
glm::vec2 m_zoom{ 1.0f, 1.0f };
private:
glm::mat4 m_matrix{ 1.0f };
public:
ViewMatrix2D() { this->_update_matrix(); }
ViewMatrix2D(const glm::vec2& pos, const float& rot, const glm::vec2& zoom)
: m_position(pos), m_rotation(rot), m_zoom(zoom) {
this->_update_matrix();
}
~ViewMatrix2D() = default;
public:
void set_position(const glm::vec2& value) { m_position = value; this->_update_matrix(); }
void set_rotation(const float& value) { m_rotation = value; this->_update_matrix(); }
void set_zoom(const glm::vec2& value) { m_zoom = value; this->_update_matrix(); }
public:
const glm::vec2& get_position() const { return m_position; }
const float& get_rotation() const { return m_rotation; }
const glm::vec2& get_zoom() const { return m_zoom; }
const glm::mat4& get_matrix() const { return m_matrix; }
private:
void _update_matrix() {
m_matrix = glm::mat4{ 1.0f };
m_matrix = glm::scale(m_matrix, { m_zoom.x, m_zoom.y, 1.0f });
m_matrix = glm::rotate(m_matrix, -m_rotation, { 0.0f, 0.0f, 1.0f });
m_matrix = glm::translate(m_matrix, { -m_position.x, m_position.y, 0.0f });
}
};
//class ViewMatrix3D final {
class ViewMatrix3D_EulerAngle final {
private:
glm::vec3 m_position{ 0.0f, 0.0f, 0.0f };
private:
float m_yaw = 0.0f; // Y축(업벡터) 기준
float m_pitch = 0.0f; // right 축기준
private:
glm::vec3 m_target{ 0.0f, 0.0f, -1.0f };
glm::vec3 m_up{ 0.0f, 1.0f, 0.0f };
glm::vec3 m_right{ 1.0f, 0.0f, 0.0f };
private:
glm::mat4 m_matrix{ 1.0f };
public:
ViewMatrix3D_EulerAngle() {
this->_update_matrix();
}
void set_position(const glm::vec3& pos) {
m_position = pos;
this->_update_matrix();
}
void add_yaw(const float& value) {
m_yaw += value;
this->_update_matrix();
}
void add_pitch(const float& value) {
m_pitch += value;
m_pitch = glm::clamp(m_pitch, -glm::radians(89.0f), glm::radians(89.0f));
this->_update_matrix();
}
public:
glm::vec3 get_front_vector() const {
return m_target;
}
glm::vec3 get_right_vector() const {
return m_right;
}
glm::vec3 get_up_vector() const {
return m_up;
}
public:
const glm::vec3& get_position() const { return m_position; }
const glm::mat4& get_matrix() const { return m_matrix; }
private:
void _update_matrix() {
const glm::vec3 world_upvec = { 0.0f, 1.0f, 0.0f };
glm::vec3 forward = {
std::sin(m_yaw),
0.0f,
-std::cos(m_yaw)
};
forward = glm::normalize(forward);
m_right = glm::normalize(glm::cross(forward, world_upvec));
glm::mat4 pitch_rotmat = glm::rotate(glm::mat4(1.0f), m_pitch, m_right);
m_target = glm::normalize(glm::vec3(pitch_rotmat * glm::vec4(forward, 0.0f)));
m_up = glm::normalize(glm::cross(m_right, m_target));
m_matrix = glm::lookAt(m_position, m_position + m_target, m_up);
}
};
class ViewMatrix3D_Quaternion final {
private:
glm::vec3 m_position{ 0.0f, 0.0f, 0.0f };
glm::quat m_orientation{ 1.0f, 0.0f, 0.0f, 0.0f };
private:
glm::mat4 m_matrix{ 1.0f };
public:
ViewMatrix3D_Quaternion() {
this->_update_matrix();
}
void set_position(const glm::vec3& pos) {
m_position = pos;
this->_update_matrix();
}
void add_yaw(const float& value) {
// 월드 up 기준 회전
// 사원수를 '누적' 해야 함.
glm::quat q = glm::angleAxis(-value, glm::vec3(0, 1, 0));
m_orientation = glm::normalize(q * m_orientation);
this->_update_matrix();
}
void add_pitch(const float& value) {
glm::vec3 front = get_front_vector();
// 단위원에서 r=1 이므로
// sin(theta) = (y / 1) = y,
// theta = arcsin(y)
float pitch = std::asin(glm::clamp(front.y, -1.0f, 1.0f));
float newpitch = glm::clamp(pitch + value, -glm::radians(89.0f), glm::radians(89.0f));
float delta = (newpitch - pitch);
glm::vec3 right = get_right_vector();
glm::quat q = glm::angleAxis(delta, right);
m_orientation = glm::normalize(q * m_orientation);
this->_update_matrix();
}
public:
glm::vec3 get_front_vector() const {
return m_orientation * glm::vec3(0.0f, 0.0f, -1.0f);
}
glm::vec3 get_right_vector() const {
return m_orientation * glm::vec3(1.0f, 0.0f, 0.0f);
}
glm::vec3 get_up_vector() const {
return m_orientation * glm::vec3(0.0f, 1.0f, 0.0f);
}
public:
const glm::vec3& get_position() const { return m_position; }
const glm::mat4& get_matrix() const { return m_matrix; }
private:
void _update_matrix() {
glm::quat orien_rev = glm::conjugate(m_orientation);
glm::mat4 rotation = glm::toMat4(orien_rev);
// 통째로 반전해서 넣자.
glm::mat4 translation = glm::translate( glm::mat4{ 1.0f }, -m_position );
m_matrix = rotation * translation;
}
};
//using ViewMatrix3D = ViewMatrix3D_EulerAngle;
using ViewMatrix3D = ViewMatrix3D_Quaternion;
class ProjectionMatrix2D final {
private:
glm::uvec2 m_frustrum_size{ 1280, 720 };
float m_near = -1.0f;
float m_far = 1.0f;
private:
glm::mat4 m_matrix{ 1.0f };
public:
ProjectionMatrix2D() {
this->_update_matrix();
}
ProjectionMatrix2D(const glm::uvec2& frustrum_size, const float& proj_near, const float& proj_far)
: m_frustrum_size(frustrum_size), m_near(proj_near), m_far(proj_far)
{
this->_update_matrix();
}
~ProjectionMatrix2D() = default;
public:
void set_frustrum_size(const glm::uvec2& value) { m_frustrum_size = value; this->_update_matrix(); }
void set_near(const float& value) { m_near = value; this->_update_matrix(); }
void set_far(const float& value) { m_far = value; this->_update_matrix(); }
public:
const glm::uvec2& get_frustrum_size() const { return m_frustrum_size; }
const float& get_near() const { return m_near; }
const float& get_far() const { return m_far; }
public:
const glm::mat4& get_matrix() const { return m_matrix; }
private:
void _update_matrix() {
const float fwidth = static_cast<float>(m_frustrum_size.x);
const float fheight = static_cast<float>(m_frustrum_size.y);
//m_matrix = {
// 2.0f / fwidth, 0.0f, 0.0f, 0.0f,
// 0.0f, 2.0f / fheight, 0.0f, 0.0f,
// 0.0f, 0.0f, -2.0f / (m_far - m_near), 0.0f,
// 0.0f, 0.0f, -(m_far + m_near) / (m_far - m_near), 1.0f
//};
//m_matrix = {
// 2.0f / fwidth, 0.0f, 0.0f, 0.0f, // -(right+left)/(right-left)
// 0.0f, 2.0f / fheight, 0.0f, 0.0f, // -(top+bottom)/(top-bottom)
// 0.0f, 0.0f, -2.0f / (m_far - m_near), -(m_far + m_near) / (m_far - m_near),
// 0.0f, 0.0f, 0.0f, 1.0f
//};
//m_matrix = glm::ortho(-640.0f, 640.0f, -360.0f, 360.0f, -1.0f, 1.0f);
float width_half = (fwidth / 2.0f);
float height_half = (fheight / 2.0f);
m_matrix = glm::ortho(-width_half, width_half, -height_half, height_half, m_near, m_far);
}
};
enum class ProjectionType {
Perspective,
Ortho,
};
class ProjectionMatrix3D final {
private:
glm::uvec2 m_frustrum_size{ /* 0 */ 1280, /* 0 */ 720 };
float m_near = 0.1f;
float m_far = 1000.0f;
private:
float m_fov{ glm::radians(50.0f) };
private:
ProjectionType m_projection_type = ProjectionType::Perspective;
private:
glm::mat4 m_matrix{ 1.0f };
public:
ProjectionMatrix3D() {
this->_update_matrix();
}
ProjectionMatrix3D(const glm::uvec2& frustrum_size, const float& near, const float& far, const float& fov)
: m_frustrum_size(frustrum_size),
m_near(near),
m_far(far),
m_fov(fov)
{
this->_update_matrix();
}
~ProjectionMatrix3D() = default;
public:
void set_projection_type(const ProjectionType& type) {
const auto last_type = m_projection_type;
m_projection_type = type;
if (last_type != m_projection_type) {
this->_update_matrix();
}
}
void set_frustrum_size(const glm::uvec2& value) {
m_frustrum_size = value;
this->_update_matrix();
}
void set_near(const float& value) {
assert(value != 0.0f);
m_near = value;
this->_update_matrix();
}
void set_far(const float& value) {
m_far = value;
this->_update_matrix();
}
void set_fov(const float& value) {
m_fov = value;
this->_update_matrix();
}
public:
const ProjectionType& get_projection_type() const { return m_projection_type; }
const glm::uvec2& get_frustrum_size() const { return m_frustrum_size; }
const float& get_near() const { return m_near; }
const float& get_far() const { return m_far; }
const float& get_fov() const { return m_fov; }
public:
const glm::mat4& get_matrix() const { return m_matrix; }
private:
void _update_matrix() {
if (m_projection_type == ProjectionType::Perspective) {
assert(m_near > 0.0f);
assert(m_far > 0.0f);
m_matrix = glm::perspective(m_fov, float(m_frustrum_size.x) / float(m_frustrum_size.y), m_near, m_far);
}
else {
float width_half = (float(m_frustrum_size.x) / 2.0f);
float height_half = (float(m_frustrum_size.y) / 2.0f);
m_matrix = glm::ortho(-width_half, width_half, -height_half, height_half, m_near, m_far);
}
}
};
class BufferData final {
private:
std::vector<unsigned char> m_data{};
public:
BufferData() = default;
~BufferData() = default;
BufferData(const BufferData& other) = default;
BufferData& operator=(const BufferData& other) = default;
public:
BufferData(const void* data, const size_t& len) {
assert(data != nullptr && len > 0);
const auto* bytes = static_cast<const unsigned char*>(data);
m_data.assign(bytes, bytes + len);
}
public:
void swap(std::vector<unsigned char>&& data) {
m_data = std::move(data);
}
private:
void _add(const unsigned char* value, size_t count) {
size_t old_size = m_data.size();
m_data.resize(old_size + count);
std::memcpy(m_data.data() + old_size, value, count);
}
public:
template <typename T, typename std::enable_if_t<std::is_trivially_copyable_v<T>, int> = 0>
void add_pod(const T& value) {
_add(reinterpret_cast<const unsigned char*>(&value), sizeof(T));
}
template <typename T, typename std::enable_if_t<std::is_trivially_copyable_v<T>, int> = 0>
void add_vec(const T& v) {
_add(reinterpret_cast<const unsigned char*>(&v), sizeof(T));
}
public:
void add_int32(int32_t v) { add_pod(v); }
void add_uint32(uint32_t v) { add_pod(v); }
void add_float(float v) { add_pod(v); }
public:
void add_vec2i(const glm::ivec2& v) { add_vec(v); }
void add_vec3i(const glm::ivec3& v) { add_vec(v); }
void add_vec4i(const glm::ivec4& v) { add_vec(v); }
void add_vec2u(const glm::uvec2& v) { add_vec(v); }
void add_vec3u(const glm::uvec3& v) { add_vec(v); }
void add_vec4u(const glm::uvec4& v) { add_vec(v); }
void add_vec2(const glm::vec2& v) { add_vec(v); }
void add_vec3(const glm::vec3& v) { add_vec(v); }
void add_vec4(const glm::vec4& v) { add_vec(v); }
public:
void reserve(const size_t& size) { m_data.reserve(size); }
public:
const void* get_pointer() const { return m_data.data(); }
size_t get_length() const { return m_data.size(); }
};
enum class BufferAccessType : GLenum {
ReadOnly = GL_READ_ONLY,
WriteOnly = GL_WRITE_ONLY,
ReadAndWrite = GL_READ_WRITE,
};
enum class TransformFeedbackCaptureMode : GLenum {
InterleavedAttribs = GL_INTERLEAVED_ATTRIBS,
SeparateAttribs = GL_SEPARATE_ATTRIBS
};
enum class UniformType : GLenum {
Sampler2D = GL_SAMPLER_2D,
Sampler2DArray = GL_SAMPLER_2D_ARRAY,
Sampler2DRect = GL_SAMPLER_2D_RECT,
Sampler3D = GL_SAMPLER_3D,
SamplerCube = GL_SAMPLER_CUBE,
Int = GL_INT,
Float = GL_FLOAT,
Vec2f = GL_FLOAT_VEC2,
Vec3f = GL_FLOAT_VEC3,
Vec4f = GL_FLOAT_VEC4,
Mat2f = GL_FLOAT_MAT2,
Mat3f = GL_FLOAT_MAT3,
Mat4f = GL_FLOAT_MAT4,
Double = GL_DOUBLE,
Vec2d = GL_DOUBLE_VEC2,
Vec3d = GL_DOUBLE_VEC3,
Vec4d = GL_DOUBLE_VEC4,
Uint = GL_UNSIGNED_INT,
Vec2u = GL_UNSIGNED_INT_VEC2,
Vec3u = GL_UNSIGNED_INT_VEC3,
Vec4u = GL_UNSIGNED_INT_VEC4,
Bool = GL_BOOL,
Vec2b = GL_BOOL_VEC2,
Vec3b = GL_BOOL_VEC3,
Vec4b = GL_BOOL_VEC4,
Mat2x3f = GL_FLOAT_MAT2x3,
Mat2x4f = GL_FLOAT_MAT2x4,
Mat3x2f = GL_FLOAT_MAT3x2,
Mat3x4f = GL_FLOAT_MAT3x4,
Mat4x2f = GL_FLOAT_MAT4x2,
Mat4x3f = GL_FLOAT_MAT4x3,
Mat2d = GL_DOUBLE_MAT2,
Mat3d = GL_DOUBLE_MAT3,
Mat4d = GL_DOUBLE_MAT4,
Mat2x3d = GL_DOUBLE_MAT2x3,
Mat2x4d = GL_DOUBLE_MAT2x4,
Mat3x2d = GL_DOUBLE_MAT3x2,
Mat3x4d = GL_DOUBLE_MAT3x4,
Mat4x2d = GL_DOUBLE_MAT4x2,
Mat4x3d = GL_DOUBLE_MAT4x3,
};
enum class BufferUsage : GLenum {
StreamDraw = GL_STREAM_DRAW, // 주기적으로 업로드
StreamRead = GL_STREAM_READ,
StreamCopy = GL_STREAM_COPY,
StaticDraw = GL_STATIC_DRAW, // 초기에 한번만 업로드
StaticRead = GL_STATIC_READ,
StaticCopy = GL_STATIC_COPY,
DynamicDraw = GL_DYNAMIC_DRAW, // 렌더링할때마다 버퍼 내용물을 재업로드
DynamicRead = GL_DYNAMIC_READ,
DynamicCopy = GL_DYNAMIC_COPY
};
enum class BufferStorageFlag : GLenum {
MapRead = GL_MAP_READ_BIT,
MapWrite = GL_MAP_WRITE_BIT,
MapPersistent = GL_MAP_PERSISTENT_BIT,
MapCoherent = GL_MAP_COHERENT_BIT,
DynamicStorage = GL_DYNAMIC_STORAGE_BIT,
ClientStorage = GL_CLIENT_STORAGE_BIT,
};
enum class BufferMappingFlag : GLenum {
// 이 넷중에 하나는 필수
Read = GL_MAP_READ_BIT, // 읽기전용
Write = GL_MAP_WRITE_BIT, // 쓰기전용
Persistent = GL_MAP_PERSISTENT_BIT, //
Coherent = GL_MAP_COHERENT_BIT,
// 이 네개는 옵션
// 이 세개중에 하나라도 켜지면 Read는 불가
InvalidateRange = GL_MAP_INVALIDATE_RANGE_BIT, // 기존 버퍼의 범위(glMapRange) 를 무효화
InvalidateBuffer = GL_MAP_INVALIDATE_BUFFER_BIT, // 기존 버퍼 전체를 무효화
// 동기화 X, 성능 우선
/*
* 이거 쓰고 동기화하려면,
glFinish() -> glUnmapBuffer() 순으로 불러야함
(또는 glMemoryBarrier(),
또는 glClientWaitSync 이후에 unmap)
*/
Unsynchronized = GL_MAP_UNSYNCHRONIZED_BIT,
FlushExplicit = GL_MAP_FLUSH_EXPLICIT_BIT, // 이게 켜지면 Write는 필수
};
enum class WrappingType : GLenum {
ClampToEdge = GL_CLAMP_TO_EDGE,
ClampToBorder = GL_CLAMP_TO_BORDER,
Repeat = GL_REPEAT,
MirroredRepeat = GL_MIRRORED_REPEAT
};
enum class FilterType : GLenum {
Nearest = GL_NEAREST,
Linear = GL_LINEAR,
NearestMipmapNearest = GL_NEAREST_MIPMAP_NEAREST,
LinearMipmapNearest = GL_LINEAR_MIPMAP_NEAREST,
NearestMipmapLinear = GL_NEAREST_MIPMAP_LINEAR,
LinearMipmapLinear = GL_LINEAR_MIPMAP_LINEAR
};
enum class InternalFormat : GLenum {
CompressedRed = GL_COMPRESSED_RED,
CompressedRedRGTC1 = GL_COMPRESSED_RED_RGTC1,
CompressedRG = GL_COMPRESSED_RG,
CompressedRGB = GL_COMPRESSED_RGB,
CompressedRGBA = GL_COMPRESSED_RGBA,
CompressedRGRGTC2 = GL_COMPRESSED_RG_RGTC2,
CompressedSignedRedRGTC1 = GL_COMPRESSED_SIGNED_RED_RGTC1,
CompressedSignedRGRGTC2 = GL_COMPRESSED_SIGNED_RG_RGTC2,
CompressedSRGB = GL_COMPRESSED_SRGB,
DepthStencil = GL_DEPTH_STENCIL,
Depth24Stencil8 = GL_DEPTH24_STENCIL8,
Depth32FStencil8 = GL_DEPTH32F_STENCIL8,
DepthComponent = GL_DEPTH_COMPONENT,
DepthComponent16 = GL_DEPTH_COMPONENT16,
DepthComponent24 = GL_DEPTH_COMPONENT24,
DepthComponent32F = GL_DEPTH_COMPONENT32F,
R16F = GL_R16F,
R16I = GL_R16I,
R16SNorm = GL_R16_SNORM,
R16UI = GL_R16UI,
R32F = GL_R32F,
R32I = GL_R32I,
R32UI = GL_R32UI,
R3G3B2 = GL_R3_G3_B2,
R8 = GL_R8,
R8I = GL_R8I,
R8SNorm = GL_R8_SNORM,
R8UI = GL_R8UI,
Red = GL_RED,
RG = GL_RG,
RG16 = GL_RG16,
RG16F = GL_RG16F,
RG16SNorm = GL_RG16_SNORM,
RG32F = GL_RG32F,
RG32I = GL_RG32I,
RG32UI = GL_RG32UI,
RG8 = GL_RG8,
RG8I = GL_RG8I,
RG8SNorm = GL_RG8_SNORM,
RG8UI = GL_RG8UI,
RGB = GL_RGB,
RGB10 = GL_RGB10,
RGB10A2 = GL_RGB10_A2,
RGB12 = GL_RGB12,
RGB16 = GL_RGB16,
RGB16F = GL_RGB16F,
RGB16I = GL_RGB16I,
RGB16UI = GL_RGB16UI,
RGB32F = GL_RGB32F,
RGB32I = GL_RGB32I,
RGB32UI = GL_RGB32UI,
RGB4 = GL_RGB4,
RGB5 = GL_RGB5,
RGB5A1 = GL_RGB5_A1,
RGB8 = GL_RGB8,
RGB8I = GL_RGB8I,
RGB8UI = GL_RGB8UI,
RGB9E5 = GL_RGB9_E5,
RGBA = GL_RGBA,
RGBA12 = GL_RGBA12,
RGBA16 = GL_RGBA16,
RGBA16F = GL_RGBA16F,
RGBA16I = GL_RGBA16I,
RGBA16UI = GL_RGBA16UI,
RGBA2 = GL_RGBA2,
RGBA32F = GL_RGBA32F,
RGBA32I = GL_RGBA32I,
RGBA32UI = GL_RGBA32UI,
RGBA4 = GL_RGBA4,
RGBA8 = GL_RGBA8,
RGBA8UI = GL_RGBA8UI,
SRGB8 = GL_SRGB8,
SRGB8A8 = GL_SRGB8_ALPHA8,
SRGBA = GL_SRGB_ALPHA,
R11FG11FB10F = GL_R11F_G11F_B10F,
};
enum class PixelFormat : GLenum {
Red = GL_RED,
Green = GL_GREEN,
Blue = GL_BLUE,
Alpha = GL_ALPHA,
RGB = GL_RGB,
RGBA = GL_RGBA,
BGR = GL_BGR,
BGRA = GL_BGRA,
RG = GL_RG,
RedInteger = GL_RED_INTEGER,
RGInteger = GL_RG_INTEGER,
RGBInteger = GL_RGB_INTEGER,
BGRInteger = GL_BGR_INTEGER,
RGBAInteger = GL_RGBA_INTEGER,
BGRAInteger = GL_BGRA_INTEGER,
StencilIndex = GL_STENCIL_INDEX,
DepthComponent = GL_DEPTH_COMPONENT,
DepthStencil = GL_DEPTH_STENCIL
};
enum class DataType : GLenum {
Byte = GL_BYTE,
UnsignedByte = GL_UNSIGNED_BYTE,
Short = GL_SHORT,
UnsignedShort = GL_UNSIGNED_SHORT,
Int = GL_INT,
UnsignedInt = GL_UNSIGNED_INT,
Float = GL_FLOAT,
Double = GL_DOUBLE,
UnsignedByte332 = GL_UNSIGNED_BYTE_3_3_2,
UnsignedByte233Rev = GL_UNSIGNED_BYTE_2_3_3_REV,
UnsignedShort565 = GL_UNSIGNED_SHORT_5_6_5,
UnsignedShort565Rev = GL_UNSIGNED_SHORT_5_6_5_REV,
UnsignedShort4444 = GL_UNSIGNED_SHORT_4_4_4_4,
UnsignedShort4444Rev = GL_UNSIGNED_SHORT_4_4_4_4_REV,
UnsignedShort5551 = GL_UNSIGNED_SHORT_5_5_5_1,
UnsignedShort1555Rev = GL_UNSIGNED_SHORT_1_5_5_5_REV,
UnsignedInt8888 = GL_UNSIGNED_INT_8_8_8_8,
UnsignedInt8888Rev = GL_UNSIGNED_INT_8_8_8_8_REV,
UnsignedInt101010102 = GL_UNSIGNED_INT_10_10_10_2
};
class VertexLayout {
private:
std::vector<std::pair<DataType, uint32_t>> m_attribs{ };
public:
VertexLayout() = default;
~VertexLayout() = default;
public:
void push_attrib(const DataType& type, const uint32_t& count) {
m_attribs.emplace_back(type, count);
}
public:
const auto& get_attribs() const { return m_attribs; }
public:
uint32_t get_vertex_size() const {
uint32_t result = 0;
for (const auto& attrib : m_attribs) {
result += static_cast<uint32_t>(VertexLayout::get_data_size(attrib.first) * attrib.second);
}
return result;
}
public:
static size_t get_data_size(const DataType& type) {
size_t result = 0;
switch (type) {
case (DataType::Byte): { result = sizeof(char); break; }
case (DataType::UnsignedByte332): [[fallthrough]];
case (DataType::UnsignedByte233Rev): [[fallthrough]];
case (DataType::UnsignedByte): { result = sizeof(unsigned char); break; }
case (DataType::Short): { result = sizeof(short); break; }
case (DataType::UnsignedShort565): [[fallthrough]];
case (DataType::UnsignedShort565Rev): [[fallthrough]];
case (DataType::UnsignedShort4444): [[fallthrough]];
case (DataType::UnsignedShort4444Rev): [[fallthrough]];
case (DataType::UnsignedShort5551): [[fallthrough]];
case (DataType::UnsignedShort1555Rev): [[fallthrough]];
case (DataType::UnsignedShort): { result = sizeof(unsigned short); break; }
case (DataType::Int): { result = sizeof(int); break; }
case (DataType::UnsignedInt8888): [[fallthrough]];
case (DataType::UnsignedInt8888Rev): [[fallthrough]];
case (DataType::UnsignedInt101010102): [[fallthrough]];
case (DataType::UnsignedInt): { result = sizeof(unsigned int); break; }
case (DataType::Float): { result = sizeof(float); break; }
case (DataType::Double): { result = sizeof(double); break; }
default: { assert(false); break; }
};
return result;
}
};
enum class ShaderType : uint32_t {
Vertex = GL_VERTEX_SHADER,
TessellationControl = GL_TESS_CONTROL_SHADER,
TessellationEvaluation = GL_TESS_EVALUATION_SHADER,
Geometry = GL_GEOMETRY_SHADER,
Fragment = GL_FRAGMENT_SHADER,
Compute = GL_COMPUTE_SHADER,
};
struct ShaderTypeHash {
template <typename T>
std::size_t operator()(T t) const {
return static_cast<std::size_t>(t);
}
};
class Buffer final {
private:
GLuint m_ID = 0;
public:
Buffer() {
glCreateBuffers(1, &m_ID);
}
~Buffer() {
glDeleteBuffers(1, &m_ID);
}
public:
void upload_data(const BufferData& data, const BufferUsage& usage) const {
glNamedBufferData(m_ID,
data.get_length(),
data.get_pointer(),
(GLenum)(usage)
);
}
void upload_empty_data(const size_t& size, const BufferUsage& usage) const {
glNamedBufferData(m_ID,
size,
nullptr,
(GLenum)(usage)
);
}
void upload_sub_data(const uint32_t& offset, const BufferData& data) const {
glNamedBufferSubData(
m_ID,
offset,
data.get_length(), data.get_pointer()
);
}
void download_sub_data(const uint32_t& offset, void* dst, const size_t& size) const {
glGetNamedBufferSubData(
m_ID,
offset,
size, dst
);
}
public:
void* map(const BufferAccessType& type) const {
return glMapNamedBuffer(m_ID,
(GLenum)(type)
);
}
void* map_range(const uint32_t& offset, const size_t& size, const BufferMappingFlag& flag) const {
return glMapNamedBufferRange(
m_ID, offset, size, (GLenum)(flag));
}
void flush_mapped_range(const uint32_t& offset, const size_t& size) const {
glFlushMappedNamedBufferRange(
m_ID,
offset,
size
);
}
void unmap() const {
glUnmapNamedBuffer(m_ID);
}
public:
void copy_from(const Buffer& src, const uint32_t& read_offset, const uint32_t& write_offset, const size_t& size) const {
glCopyNamedBufferSubData(
src.get_opengl_id(), m_ID,
read_offset, write_offset, size
);
}
void copy_to(const Buffer& dst, const uint32_t& read_offset, const uint32_t& write_offset, const size_t& size) const {
glCopyNamedBufferSubData(
m_ID, dst.get_opengl_id(),
read_offset, write_offset, size
);
}
public:
void clear_data(const InternalFormat& iformat, const PixelFormat& format, const DataType& data_type, const void* data /* 배열 아님. 보통 0임 */) const {
glClearNamedBufferData(
m_ID,
(GLenum)(iformat),
(GLenum)(format),
(GLenum)(data_type), data
);
}
void clear_sub_data(const InternalFormat& iformat, const uint32_t& offset, const size_t& size, const PixelFormat& format, const DataType& data_type, const void* data /* 배열 아님, 보통0 */) const {
glClearNamedBufferSubData(
m_ID,
(GLenum)(iformat),
offset, size,
(GLenum)(format),
(GLenum)(data_type),
data
);
}
public:
void upload_storage(const BufferData& data, const BufferStorageFlag& flag) const {
glNamedBufferStorage(
m_ID,
data.get_length(), data.get_pointer(),
(GLenum)(flag)
);
}
void upload_storage(const size_t& size, const BufferStorageFlag& flag) const {
glNamedBufferStorage(
m_ID,
size, nullptr,
(GLenum)(flag)
);
}
public:
const GLuint& get_opengl_id() const { return m_ID; }
};
class VertexArray final {
private:
GLuint m_ID = 0;
public:
VertexArray() {
glCreateVertexArrays(1, &m_ID);
}
~VertexArray() {
glDeleteBuffers(1, &m_ID);
}
public:
void bind() const {
glBindVertexArray(m_ID);
}
public:
void bind_vertex_buffer(const uint32_t& binding_idx, const Buffer* buffer, const uint32_t& offset, const VertexLayout& layout) const {
auto vbo_id = buffer->get_opengl_id();
glVertexArrayVertexBuffer(
m_ID, binding_idx, vbo_id,
offset, layout.get_vertex_size()
);
const auto& vertex_size = layout.get_vertex_size();
const auto& attribs = layout.get_attribs();
int attrib_index = 0;
uint32_t offset_ptr = 0;
for (const auto& attrib : attribs) {
glEnableVertexArrayAttrib(m_ID, attrib_index);
glVertexArrayAttribFormat(
m_ID, attrib_index, attrib.second, (GLenum)(attrib.first), GL_FALSE, offset_ptr
);
glVertexArrayAttribBinding(
m_ID,
attrib_index,
binding_idx
);
offset_ptr += static_cast<uint32_t>(VertexLayout::get_data_size(attrib.first)) * attrib.second;
attrib_index++;
}
}
void bind_element_buffer(const Buffer* buffer) const {
glVertexArrayElementBuffer(m_ID, buffer->get_opengl_id());
}
public:
void set_divisor(const uint32_t& binding_idx, const uint32_t& divisor) const {
glVertexArrayBindingDivisor(
m_ID,
binding_idx, divisor
);
}
public:
const GLuint& get_opengl_id() const { return m_ID; }
};
class ShaderProgram final {
private:
std::unordered_map<std::string, UniformType>
m_uniform_type_map{ };
private:
GLuint m_ID = 0;
private:
std::unordered_map<ShaderType, GLuint, ShaderTypeHash> m_shader_map{ };
std::unordered_map<std::string, int> m_uniform_location_map{ };
private:
private:
// 서브루틴 기능은 OpenGL에만 있다.
struct SubroutineInfo {
// 타겟 uniform 서브루틴 이름 --> 해당 셰이더에서의 인덱스
std::unordered_map<std::string, GLuint> location_map{ };
// 특정 서브루틴 이름 --> 해당 서브루틴의 인덱스
std::unordered_map<std::string, GLuint> index_map{ };
// 이걸 전부 glUniformSubroutinesuiv에 전달.
std::vector<GLuint> storage{};
};
mutable std::unordered_map<ShaderType, SubroutineInfo, ShaderTypeHash> m_subroutine_info_map{ };
public:
ShaderProgram() {
m_ID = glCreateProgram();
}
~ShaderProgram() {
for (const auto& [type, id] : m_shader_map) {
glDetachShader(m_ID, id);
glDeleteShader(id);
}
glDeleteProgram(m_ID);
}
public:
void use() const {
glUseProgram(m_ID);
}
public:
void attach_shader(const ShaderType& type, const std::string_view& src) {
assert(m_shader_map.find(type) == m_shader_map.end());
uint32_t id = glCreateShader((GLenum)(type));
const auto* ptr = src.data();
glShaderSource(id, 1, &ptr, NULL);
glCompileShader(id);
int success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (!success) {
char buffer[1024] = { 0, };
glGetShaderInfoLog(id, 1024, NULL, buffer);
std::cout << "failed to compile shader : " << buffer << "\n";
assert(false);
}
m_shader_map[type] = id;
glAttachShader(m_ID, id);
}
void link() const {
glLinkProgram(m_ID);
int success = 0;
glGetProgramiv(m_ID, GL_LINK_STATUS, &success);
if (!success) {
char buffer[1024] = { 0, };
glGetProgramInfoLog(m_ID, 1024, NULL, &buffer[0]);
std::cout << "failed to link program : " << buffer << "\n";
assert(false);
}
}
public:
void set_transform_feedback_varyings(const std::vector<std::string_view>& varyings, const TransformFeedbackCaptureMode& capture_mode) const {
std::vector<const char*> strs{};
strs.reserve(varyings.size());
for (const auto& s : varyings) { strs.emplace_back(s.data()); }
glTransformFeedbackVaryings(
m_ID, static_cast<GLsizei>(strs.size()), strs.data(),
(GLenum)(capture_mode)
);
}
void get_varying(const uint32_t& index, std::string& out_name, uint32_t& out_size /* 배열이면 out_size > 1 */, UniformType& out_type) const {
char name[64] = { 0, };
GLsizei length = 0, size = 0;
GLenum type = 0;
glGetTransformFeedbackVarying(
m_ID,
index,
64,
&length,
&size,
&type,
name
);
out_name = name;
out_size = size;
out_type = (UniformType)(type);
}
public:
void upload_uniform_bool(const std::string& name, const bool& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Bool);
glProgramUniform1i(m_ID, m_uniform_location_map.at(name), value);
}
void upload_uniform_int(const std::string& name, const int& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Int);
glProgramUniform1i(m_ID, m_uniform_location_map.at(name), value);
}
void upload_uniform_float(const std::string& name, const float& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Float);
glProgramUniform1f(m_ID, m_uniform_location_map.at(name), value);
}
void upload_uniform_vec2f(const std::string& name, const glm::vec2& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Vec2f);
glProgramUniform2f(m_ID, m_uniform_location_map.at(name), value.x, value.y);
}
void upload_uniform_vec3f(const std::string& name, const glm::vec3& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Vec3f);
glProgramUniform3f(m_ID, m_uniform_location_map.at(name), value.x, value.y, value.z);
}
void upload_uniform_vec4f(const std::string& name, const glm::vec4& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Vec4f);
glProgramUniform4f(m_ID, m_uniform_location_map.at(name), value.x, value.y, value.z, value.w);
}
void upload_uniform_mat4f(const std::string& name, const glm::mat4& value) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Mat4f);
glProgramUniformMatrix4fv(m_ID, m_uniform_location_map.at(name), 1, GL_FALSE, &value[0][0]);
}
void upload_uniform_sampler2d(const std::string& name, const int& slot) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Sampler2D);
glProgramUniform1i(m_ID, m_uniform_location_map.at(name), slot);
}
void upload_uniform_sampler2d_array(const std::string& name, const int& slot) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::Sampler2DArray);
glProgramUniform1i(m_ID, m_uniform_location_map.at(name), slot);
}
void upload_uniform_sampler_cube(const std::string& name, const int& slot) const {
assert(m_uniform_location_map.find(name) != m_uniform_location_map.end());
assert(m_uniform_type_map.at(name) == UniformType::SamplerCube);
glProgramUniform1i(m_ID, m_uniform_location_map.at(name), slot);
}
public:
void upload_uniform_subroutine(const ShaderType& type, const std::string& target_name, const std::string& subroutine_fn_name) const {
auto& info = m_subroutine_info_map.at(type);
GLuint loc = info.location_map.at(target_name);
GLuint index = info.index_map.at(subroutine_fn_name);
// 기록 하고? 다시 갱신해주는거임.
info.storage.at(loc) = index;
glUniformSubroutinesuiv(
(GLenum)(type),
info.storage.size(),
info.storage.data()
);
}
public:
void register_uniform(const std::string& name, const UniformType& type) {
assert(m_uniform_type_map.find(name) == m_uniform_type_map.end());
m_uniform_type_map[name] = type;
auto loc = glGetUniformLocation(m_ID, name.c_str());
// GLSL컴파일러가 너무 똑똑해서 안쓰는건 다 없애버리기에
// 이걸 해놓으면 (디버깅이) 귀찮아짐
//assert(loc != -1);
m_uniform_location_map[name] = loc;
if (loc == -1) { return; }
{
const GLchar* str = name.c_str();
const GLchar* const arr[] = { str };
// 주의 : 컴파일단에서 안쓰이는거 없어진 경우
// 여기서 INVALID_INDEX뜸..
GLuint gl_index{};
glGetUniformIndices(m_ID, 1, arr, &gl_index);
assert(gl_index != GL_INVALID_INDEX);
GLint gl_type{};
glGetActiveUniformsiv(m_ID, 1, &gl_index, GL_UNIFORM_TYPE, &gl_type);
assert((GLenum)type == (gl_type));
}
}
public:
void set_uniform_block_binding(const uint32_t& block_index, const uint32_t& binding) const {
glUniformBlockBinding(m_ID, block_index, binding);
}
uint32_t get_uniform_block_index(const std::string& name) const {
return glGetUniformBlockIndex(m_ID, name.c_str());
}
public:
const uint32_t& get_opengl_id() const { return m_ID; }
private:
void _register_subroutines() {
GLenum interfaces[] = {
GL_VERTEX_SUBROUTINE,
GL_GEOMETRY_SUBROUTINE,
GL_TESS_CONTROL_SUBROUTINE,
GL_TESS_EVALUATION_SUBROUTINE,
GL_FRAGMENT_SUBROUTINE,
GL_COMPUTE_SUBROUTINE
};
ShaderType shader_stages[] = {
ShaderType::Vertex,
ShaderType::Geometry,
ShaderType::TessellationControl,
ShaderType::TessellationEvaluation,
ShaderType::Fragment,
ShaderType::Compute
};
GLint interfaces_count = std::size(interfaces);
for (GLint i = 0; i < interfaces_count; ++i) {
/* Get all active subroutines */
GLenum program_interface = interfaces[i];
// 해당 셰이더에 정의된 subroutine의 개수
GLint num_subroutines = 0;
glGetProgramInterfaceiv(m_ID, program_interface, GL_ACTIVE_RESOURCES, &num_subroutines);
const GLenum properties[] = { GL_NAME_LENGTH };
const GLint properties_size = sizeof(properties) / sizeof(properties[0]);
// 해당 셰이더에 얼만큼 크기의 서브루틴배열을 넘겨야 하는가??
GLint count_subroutine_locations = 0;
glGetProgramStageiv(m_ID, (GLenum)(shader_stages[i]), GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, &count_subroutine_locations);
m_subroutine_info_map[shader_stages[i]]
.storage.resize(count_subroutine_locations);
// location_map 채우기
std::vector<std::string> uniform_names{};
GLint count = 0;
glGetProgramInterfaceiv(m_ID, program_interface, GL_ACTIVE_RESOURCES, &count);
for (GLint i = 0; i < count; ++i) {
char name[256];
GLsizei length = 0;
glGetProgramResourceName(
m_ID,
program_interface,
i,
sizeof(name),
&length,
name
);
uniform_names.push_back(std::string(name));
}
for (const auto& name : uniform_names) {
GLuint location = glGetSubroutineUniformLocation(
m_ID,
(GLenum)(shader_stages[i]),
name.c_str()
);
m_subroutine_info_map[shader_stages[i]]
.location_map.at(name) = location;
}
// index_map 채우기
for (GLint j = 0; j < num_subroutines; ++j) {
GLint values[properties_size];
GLint length = 0;
glGetProgramResourceiv(m_ID, program_interface, j, properties_size, properties, properties_size, &length, values);
std::vector<char> name_data(values[0]);
glGetProgramResourceName(m_ID, program_interface, j, name_data.size(), nullptr, &name_data[0]);
std::string subroutine_name(name_data.begin(), name_data.end() - 1);
GLuint subroutine_index = glGetSubroutineIndex(m_ID, (GLenum)(shader_stages[i]), subroutine_name.c_str());
m_subroutine_info_map[shader_stages[i]]
.index_map[subroutine_name] = subroutine_index;
}
}
}
};
struct TextureDesc {
FilterType MagFilter = FilterType::Linear;
FilterType MinFilter = FilterType::Linear;
WrappingType WrappingS = WrappingType::Repeat;
WrappingType WrappingT = WrappingType::Repeat;
WrappingType WrappingR = WrappingType::Repeat;
InternalFormat FormatInternal = InternalFormat::RGBA8;
PixelFormat FormatPixel = PixelFormat::RGBA;
DataType FormatData = DataType::UnsignedByte;
bool MipmapGeneration = false;
// 해당 텍스쳐의 밉맵을 몇 개나 생성할 건지.
std::optional<int> MipmapLevel = std::nullopt;
};
class Texture2D final {
private:
mutable glm::uvec2 m_size{};
private:
mutable TextureDesc m_desc{};
private:
GLuint m_ID = 0;
public:
Texture2D() {
glCreateTextures(GL_TEXTURE_2D, 1, &m_ID);
}
~Texture2D() {
glDeleteTextures(1, &m_ID);
}
public:
void initialize_empty(const glm::uvec2& size, const TextureDesc& desc) const {
m_size = size;
m_desc = desc;
// 밉맵 최대 레벨이 1이면 밉맵X, 기본 1개만 사용
int mip_level_count = 1;
if (desc.MipmapGeneration == true) {
if (desc.MipmapLevel.has_value()) {
mip_level_count = desc.MipmapLevel.value();
}
else {
mip_level_count = 1 + static_cast<int>(std::floor(std::log2(std::max(size.x, size.y))));
}
}
glTextureStorage2D(m_ID, mip_level_count,
(GLenum)desc.FormatInternal,
static_cast<int>(size.x), static_cast<int>(size.y)
);
glTextureParameteri(this->m_ID, GL_TEXTURE_MIN_FILTER, (GLenum)desc.MinFilter);
glTextureParameteri(this->m_ID, GL_TEXTURE_MAG_FILTER, (GLenum)desc.MagFilter);
glTextureParameteri(this->m_ID, GL_TEXTURE_WRAP_S, (GLenum)desc.WrappingS);
glTextureParameteri(this->m_ID, GL_TEXTURE_WRAP_T, (GLenum)desc.WrappingT);
glClearTexImage(m_ID, 0,
(GLenum)desc.FormatPixel,
(GLenum)desc.FormatData,
nullptr
);
// 앞에서 0으로 mipmap레벨 0을 초기화했으므로
// 이 명령은 유효하다
if (desc.MipmapGeneration == true) {
glGenerateTextureMipmap(m_ID);
}
}
void initialize_by_bytes(const glm::uvec2& size, const void* data, const TextureDesc& desc) const {
m_size = size;
// 밉맵 최대 레벨이 1이면 밉맵X, 기본 1개만 사용
int mip_level_count = 1;
if (desc.MipmapGeneration == true) {
if (desc.MipmapLevel.has_value()) {
mip_level_count = desc.MipmapLevel.value();
}
else {
mip_level_count = 1 + static_cast<int>(std::floor(std::log2(std::max(size.x, size.y))));
}
}
glTextureStorage2D(m_ID, mip_level_count,
(GLenum)desc.FormatInternal,
static_cast<int>(size.x), static_cast<int>(size.y)
);
glTextureParameteri(m_ID, GL_TEXTURE_MIN_FILTER, (GLenum)desc.MinFilter);
glTextureParameteri(m_ID, GL_TEXTURE_MAG_FILTER, (GLenum)desc.MagFilter);
glTextureParameteri(m_ID, GL_TEXTURE_WRAP_S, (GLenum)desc.WrappingS);
glTextureParameteri(m_ID, GL_TEXTURE_WRAP_T, (GLenum)desc.WrappingT);
// 그냥 여기서 레벨 0만 초기화하고,
// glGenerateTextureMipmap() 불러주면 자동으로 채워짐.
glTextureSubImage2D(
m_ID,
0, // 레벨 0만 초기화
0, 0, // 오프셋
static_cast<int>(size.x),
static_cast<int>(size.y),
(GLenum)desc.FormatPixel,
(GLenum)desc.FormatData,
data
);
if (desc.MipmapGeneration == true) {
glGenerateTextureMipmap(m_ID);
}
}
public:
void upload_sub_image(const glm::ivec2& offset, const glm::uvec2& mipmap_size, const int& mip_lvl, const void* ptr) const {
// 이미 init이 되어 있다고 가정
// -> texStorage 이미 끝남....
glTextureSubImage2D(
m_ID,
mip_lvl, // 타겟팅하는 밉맵 레벨
offset.x, offset.y, // 오프셋
static_cast<int>(mipmap_size.x), // 해당 밉맵 크기
static_cast<int>(mipmap_size.y), // 해당 밉맵 크기
(GLenum)m_desc.FormatPixel,
(GLenum)m_desc.FormatData,
ptr
);
}
public:
void bind_unit(const uint32_t& slot) const {
glBindTextureUnit(slot, m_ID);
}
public:
const GLuint& get_opengl_id() const { return m_ID; }
};
class Camera2D {
private:
ViewMatrix2D m_view_mat{};
ProjectionMatrix2D m_proj_mat{};
public:
Camera2D() = default;
~Camera2D() = default;
public:
void set_position(const glm::vec2& value) { m_view_mat.set_position(value); }
void set_rotation(const float& value) { m_view_mat.set_rotation(value); }
void set_zoom(const glm::vec2& value) { m_view_mat.set_zoom(value); }
void set_frustrum_size(const glm::uvec2& value) { m_proj_mat.set_frustrum_size(value); }
public:
const glm::vec2& get_position() const { return m_view_mat.get_position(); }
const float& get_rotation() const { return m_view_mat.get_rotation(); }
const glm::vec2& get_zoom() const { return m_view_mat.get_zoom(); }
const glm::uvec2& get_frustrum_size()const { return m_proj_mat.get_frustrum_size(); }
public:
const ViewMatrix2D& get_view_matrix() const { return m_view_mat; }
const ProjectionMatrix2D& get_projection_matrix() const { return m_proj_mat; }
};
class Camera3D {
private:
ViewMatrix3D m_view_mat{};
ProjectionMatrix3D m_proj_mat{};
public:
Camera3D() = default;
~Camera3D() = default;
public:
void look_up(const float& value) { m_view_mat.add_pitch(value); }
void look_right(const float& value) { m_view_mat.add_yaw(value); }
public:
void set_position(const glm::vec3& value) { m_view_mat.set_position(value); }
void set_frustrum_size(const glm::uvec2& value) { m_proj_mat.set_frustrum_size(value); }
void set_fov(const float& value) { m_proj_mat.set_fov(value); }
public:
glm::vec3 get_front_vector() const {
return m_view_mat.get_front_vector();
}
glm::vec3 get_right_vector() const {
return m_view_mat.get_right_vector();
}
glm::vec3 get_up_vector() const {
return m_view_mat.get_up_vector();
}
public:
const glm::vec3& get_position() const { return m_view_mat.get_position(); }
const glm::uvec2& get_frustrum_size()const { return m_proj_mat.get_frustrum_size(); }
const float& get_fov()const { return m_proj_mat.get_fov(); }
public:
const ViewMatrix3D& get_view_matrix() const { return m_view_mat; }
const ProjectionMatrix3D& get_projection_matrix() const { return m_proj_mat; }
};
//float dt = 0.0f;
Camera3D cam3d{};
static void on_cursor(GLFWwindow* window, double xpos, double ypos) {
static bool firstin = true;
static glm::vec2 last{ 0, 0 };
static glm::vec2 accel{};
static glm::vec2 vel{};
if (firstin) {
last = { xpos, ypos };
firstin = false;
return;
}
glm::vec2 delta = { xpos - last.x, ypos - last.y };
delta *= 0.001f;
accel += delta;
vel += accel;
//cam3d.look_up(-delta.y * dt);
//cam3d.look_right(delta.x * dt);
//cam3d.look_up(-vel.y * dt);
//cam3d.look_right(vel.x * dt);
cam3d.look_up(-vel.y);
cam3d.look_right(vel.x);
vel *= 0.8f;
accel = {};
last = { xpos, ypos };
}
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Camera and Quaternion", nullptr, nullptr);
// 3D 카메라설정!!
glfwSetCursorPosCallback(window, on_cursor);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported()) {
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
}
glfwMakeContextCurrent(window);
assert(gladLoadGL() != 0);
// 정점 데이터 (vec3 position + vec2 uv)
BufferData vertices_data{}; {
// Front (+Z)
vertices_data.add_vec3({ -0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ -0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
// Back (-Z)
vertices_data.add_vec3({ 0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ -0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ -0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
// Left (-X)
vertices_data.add_vec3({ -0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ -0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ -0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ -0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
// Right (+X)
vertices_data.add_vec3({ 0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
// Top (+Y)
vertices_data.add_vec3({ -0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, 0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ -0.5f, 0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
// Bottom (-Y)
vertices_data.add_vec3({ -0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 0.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, 0.5f }); vertices_data.add_vec2({ 1.0f, 1.0f });
vertices_data.add_vec3({ 0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 1.0f, 0.0f });
vertices_data.add_vec3({ -0.5f, -0.5f, -0.5f }); vertices_data.add_vec2({ 0.0f, 0.0f });
}
// 인덱스 데이터 (각 면 CCW)
BufferData indices_data{}; {
for (uint32_t i = 0; i < 6; ++i) {
uint32_t base = i * 4;
indices_data.add_uint32(base + 0);
indices_data.add_uint32(base + 3);
indices_data.add_uint32(base + 1);
indices_data.add_uint32(base + 1);
indices_data.add_uint32(base + 3);
indices_data.add_uint32(base + 2);
}
}
VertexArray va{};
Buffer vb{}, eb{};
vb.upload_data(vertices_data, BufferUsage::StaticDraw);
eb.upload_data(indices_data, BufferUsage::StaticDraw);
VertexLayout va_layout{}; {
va_layout.push_attrib(DataType::Float, 3);
va_layout.push_attrib(DataType::Float, 2);
}
va.bind_vertex_buffer(0, &vb, 0, va_layout);
va.bind_element_buffer(&eb);
ShaderProgram program{};
program.attach_shader(ShaderType::Vertex, s_vertex_shader_src);
program.attach_shader(ShaderType::Fragment, s_fragment_shader_src);
program.link();
program.register_uniform("uSize", UniformType::Vec3f);
program.register_uniform("uProj", UniformType::Mat4f);
program.register_uniform("uView", UniformType::Mat4f);
program.register_uniform("uWorld", UniformType::Mat4f);
program.register_uniform("uTexture", UniformType::Sampler2D);
Texture2D tex{};
{
TextureDesc desc{ };
int w{}, h{}, c{};
stbi_set_flip_vertically_on_load(true);
auto* data = stbi_load("C:/cat.png", &w, &h, &c, 0);
assert(data != nullptr);
assert(c == 4);
tex.initialize_by_bytes({ w, h }, data, desc);
stbi_image_free(data);
}
//ProjectionMatrix2D proj_mat{ {1280, 720}, -1.0f, 1.0f };
//ViewMatrix2D view_mat{};
//view_mat.set_position({ 640, 360 });
//Transform2D world_mat{};
//world_mat.set_position({ 640, 360 });
//ProjectionMatrix3D proj_mat{ {1280, 720}, 0.1f, 1000.0f, glm::radians(45.0f) };
//ViewMatrix3D view_mat{};
//view_mat.set_position({ 0.0f, 0.0f, 100.0f });
cam3d.set_fov(glm::radians(60.0f));
cam3d.set_position({ 0.0f, 0.0f, 100.0f });
Transform3D world_mat{};
world_mat.set_position({ 0.0f, 0.0f, 0.0f });
while (glfwWindowShouldClose(window) == false) {
//static float last = 0.0f;
//float current = static_cast<float>(glfwGetTime());
//dt = (current - last);
//last = current;
glfwPollEvents();
{
// 카메라로
float speed = 2.0f;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() - cam3d.get_right_vector() * speed);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() + cam3d.get_right_vector() * speed);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() + cam3d.get_front_vector() * speed);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() - cam3d.get_front_vector() * speed);
}
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() + cam3d.get_up_vector() * speed);
}
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
cam3d.set_position(cam3d.get_position() - cam3d.get_up_vector() * speed);
}
}
{
// 오일러각 쓴다면?
//world_mat.set_rotation(world_mat.get_rotation() + glm::vec3(0.0f, 0.01f, 0.0f));
// 쿼터니언으로, 회전을 누적해가기!
auto q = glm::angleAxis(0.01f, glm::vec3{ 0.0f, 1.0f, 0.0f });
world_mat.set_orientation(world_mat.get_orientation() * q);
}
{
// 화면 초기화 색상을 초록색으로 정하고, 컬러 버퍼와 깊이 버퍼를 초기화합니다.
glClearColor(0.2f, 0.3f, 0.1f, 1.0f);
glClearDepth(1.0f); // 깊이 버퍼 초기화 값을 1(가장 큰 뎁스)로.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); // 뎁스 테스트 활성화
glDepthFunc(GL_LESS); // 새 픽셀의 뎁스가 기존 뎁스보다 작을 경우 (더 앞에 있을 경우) 통과
glDepthMask(GL_TRUE); // 뎁스 테스트 이후, 뎁스 쓰기(갱신)를 활성화
glEnable(GL_CULL_FACE); // 백페이스 컬링 활성화
glFrontFace(GL_CCW); // 삼각형을 CCW 방향으로 묶은 면이 앞면
glCullFace(GL_BACK); // 뒷면을 컬링
// 정점 배열과 프로그램을 지정합니다.
// glDraw* 함수를 부르려면 이 두 코드가 꼭 필요합니다.
va.bind();
program.use();
program.upload_uniform_vec3f("uSize", { 30.0f, 30.0f, 30.0f });
program.upload_uniform_mat4f("uProj", cam3d.get_projection_matrix().get_matrix());
program.upload_uniform_mat4f("uView", cam3d.get_view_matrix().get_matrix());
program.upload_uniform_mat4f("uWorld", world_mat.get_matrix());
tex.bind_unit(0);
program.upload_uniform_sampler2d("uTexture", 0);
// glDrawElements 는 인덱스 버퍼를 사용한다는 가정 하에 쓰이는 렌더 콜입니다.
// 첫번째 인자 : 프리미티브를 지정합니다. 이 경우에서는 GL_TRIANGLES, 즉 삼각형을 그립니다.
// 두번째 인자 : 인덱스의 개수를 지정합니다. 아까 인덱스 데이터의 개수는 3개였습니다.
// 세번째 인자 : 인덱스 데이터의 형태를 지정합니다. 아까 인덱스 데이터의 형은 uint32_t 형이었습니다.
// 네번째 인자 : 인덱스 데이터의 오프셋을 지정합니다. 보통은 0으로 둡니다.
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
}
glfwSwapBuffers(window);
}
glfwDestroyWindow(window);
glfwTerminate();
}
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