Indexbuffer improvments

This commit is contained in:
MichaelFisher1997 2025-01-12 15:53:46 +00:00
parent fd13d0ba63
commit 8920379ce3
8 changed files with 148 additions and 79 deletions

View File

@ -1,38 +1,38 @@
CC=clang++
current_directory=$(shell pwd)
# Compiler and flags
CXX := g++
CXXFLAGS := -g #-O0 -Wall -Wextra
FRAMEWORKS=-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
# Libraries
LDFLAGS := -lSDL2 -lGLEW -lGL
CFLAGS=-std=c++11
CFLAGS+=-I$(current_directory)
CFLAGS+=-I$(current_directory)/../external
# Source and output directories
SRC_DIR := src
BUILD_DIR := build
TARGET := $(BUILD_DIR)/opengl
LDFLAGS=-L$(current_directory)/../lib
LDFLAGS+=-lglfw3
LDFLAGS+=-lGLEW
# Source files and object files
SRC := $(wildcard $(SRC_DIR)/*.cpp)
OBJ := $(SRC:$(SRC_DIR)/%.cpp=$(BUILD_DIR)/%.o)
SOURCES=$(wildcard *.cpp)
OBJECTS=$(patsubst %.cpp, %.o, $(SOURCES))
# Default target
all: $(TARGET)
# Build the target executable
$(TARGET): $(OBJ)
mkdir -p $(BUILD_DIR)
$(CXX) $(CXXFLAGS) $^ -o $@ $(LDFLAGS)
%.o: %.cpp
$(CC) $(CFLAGS) -c -o $@ $^
# Build object files
$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp
mkdir -p $(BUILD_DIR)
$(CXX) $(CXXFLAGS) -c $< -o $@
default: debug
app: $(OBJECTS)
$(CC) $(CFLAGS) $(LDFLAGS) $(FRAMEWORKS) -o $@ $(OBJECTS)
# Define debug and -g enables debug symbols
debug: CFLAGS+=-DDEBUG -g
debug: app
release: app
.PHONY: clean
# Clean up build files
clean:
rm -f *.o app
rm -rf $(BUILD_DIR)
.PHONY: debugger
debugger: debug
PATH=/usr/bin /usr/bin/lldb ./app
# Run the application
run: $(TARGET)
./$(TARGET)
.PHONY: all clean run

View File

@ -12,10 +12,41 @@ IndexBuffer::IndexBuffer(const unsigned int* data, unsigned int count)
GLCall(glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), data, GL_STATIC_DRAW)); // assigne buffer size, static as we use many times, but does not change
}
IndexBuffer::~IndexBuffer()
{
std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
GLCall(glDeleteBuffers(1, &m_RendererID));
// Destructor
IndexBuffer::~IndexBuffer() {
if (m_RendererID != 0) { // Only delete if valid
GLCall(glDeleteBuffers(1, &m_RendererID));
std::cout << "IndexBuffer destroyed with RendererID: " << m_RendererID << std::endl;
}
}
// Move Constructor
IndexBuffer::IndexBuffer(IndexBuffer&& other) noexcept
: m_RendererID(other.m_RendererID), m_Count(other.m_Count) {
other.m_RendererID = 0; // Invalidate the moved-from object
other.m_Count = 0;
std::cout << "IndexBuffer moved (constructor)" << std::endl;
}
// Move Assignment Operator
IndexBuffer& IndexBuffer::operator=(IndexBuffer&& other) noexcept {
if (this != &other) {
// Free existing resources
if (m_RendererID != 0) {
GLCall(glDeleteBuffers(1, &m_RendererID));
}
// Transfer ownership
m_RendererID = other.m_RendererID;
m_Count = other.m_Count;
// Invalidate the moved-from object
other.m_RendererID = 0;
other.m_Count = 0;
std::cout << "IndexBuffer moved (assignment)" << std::endl;
}
return *this;
}
void IndexBuffer::Bind() const

View File

@ -6,11 +6,19 @@ public:
IndexBuffer(const unsigned int* data, unsigned int count);
~IndexBuffer();
// Disallow copy operations
IndexBuffer(const IndexBuffer&) = delete;
IndexBuffer& operator=(const IndexBuffer&) = delete;
// Enable move operations
IndexBuffer(IndexBuffer&& other) noexcept;
IndexBuffer& operator=(IndexBuffer&& other) noexcept;
void Bind() const;
void Unbind() const;
inline unsigned int GetCount() const { return m_Count; }
private:
unsigned int m_RendererID;
unsigned int m_Count;
unsigned int m_RendererID = 0;
unsigned int m_Count = 0;
};

View File

@ -4,7 +4,7 @@
void GLClearError() {
//while (glGetError() != GL_NO_ERROR);
while (glGetError() != GL_NO_ERROR);
}

View File

@ -3,7 +3,11 @@
VertexArray::VertexArray()
{
GLCall(glGenVertexArrays(1, &m_RendererID));
std::cout << "VertexArray::VertexArray()" << std::endl;
std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
//GLCall(glGenVertexArrays(1, &m_RendererID));
glGenVertexArrays(1, &m_RendererID);
std::cout << "m_RendererID: " << &m_RendererID << " " << m_RendererID << std::endl;
if (!m_RendererID) {
std::cerr << "Failed to generate VAO" << std::endl;
}

View File

@ -2,7 +2,9 @@
int main(int argc, char* argv[]) {
// Create an instance of our SdlWindow class
std::cout << "starting" << std::endl;
SdlWindow window("My SDL2 Window", 800, 600);
std::cout << "About to run: " << std::endl;
// Run the main loop
window.run();

View File

@ -51,25 +51,30 @@ struct ShaderProgramSource {
};
SdlWindow::SdlWindow(const char* title, int width, int height)
: m_window(nullptr),
m_renderer(nullptr),
m_isRunning(false),
m_isFullscreen(false),
m_width(width),
m_height(height),
m_glContext(nullptr),
m_windowedWidth(width),
m_windowedHeight(height),
r(0.5f),
location(),
increment(0.05f),
m_ib(nullptr, 0)
: m_window(nullptr),
m_renderer(nullptr),
m_isRunning(false),
m_isFullscreen(false),
m_width(width),
m_height(height),
m_windowedWidth(width),
m_windowedHeight(height),
r(0.5f),
m_glContext(nullptr),
increment(0.05f),
vao(0),
layout(nullptr),
va(nullptr),
m_ib(nullptr)
{
std::cout << "Step 0: hellow world" << std::endl;
// 1. Set attributes
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
std::cout << "Step 1: SDL_GL_SetAttribute completed" << std::endl;
// 2. Create the window with OpenGL flag
m_window = SDL_CreateWindow(title,
SDL_WINDOWPOS_CENTERED,
@ -79,30 +84,42 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN| SDL_WINDOW_RESIZABLE);
if (!m_window) {
std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
return;
std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
return;
}
std::cout << "Step 2: SDL_CreateWindow completed" << std::endl;
// 3. Create OpenGL context
m_glContext = SDL_GL_CreateContext(m_window);
if (!m_glContext) {
std::cerr << "Failed to create GL context: " << SDL_GetError() << std::endl;
return;
}
// 4. Optionally init GLEW (if not on macOS core profile)
std::cout << "Step 3: SDL_GL_CreateContext completed" << std::endl;
if (SDL_GL_MakeCurrent(m_window, m_glContext) != 0) {
std::cerr << "Failed to make GL context current: " << SDL_GetError() << std::endl;
return;
}
std::cout << "Step 4: SDL_GL_MakeCurrent completed" << std::endl;
#ifndef __APPLE__
glewExperimental = GL_TRUE;
GLenum glewErr = glewInit();
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to init GLEW" << glewGetErrorString(glewErr) << std::endl;
if (glewErr != GLEW_OK) {
std::cerr << "Failed to init GLEW: " << glewGetErrorString(glewErr) << std::endl;
return;
}
glGetError();
std::cout << "Step 5: GLEW initialized successfully" << std::endl;
glGetError(); // Clear GLEW's initial error
#endif
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
// 5. Set vsync (optional)
SDL_GL_SetSwapInterval(1); //Vsync
SdlWindow::GLClearError();
// 6. Mark as running
m_isRunning = true;
@ -122,8 +139,9 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
VertexArray va;
VertexBuffer vb(positions, 4 * 2 * sizeof(float));
IndexBuffer ib(indices, 6);
m_ib = ib;
m_ib = new IndexBuffer(indices, 6);
VertexBufferLayout layout;
layout.Push<float>(2);
@ -135,10 +153,11 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
std::cout << "VERTEX" << std::endl << source.VertexSource << std::endl;
std::cout << "FRAGMENT" << std::endl << source.FragmentSource << std::endl;
unsigned int m_ShaderID = createShader(source.VertexSource, source.FragmentSource);
GLCall(glUseProgram(m_ShaderID));
unsigned int shader = createShader(source.VertexSource, source.FragmentSource);
std::cout << "shader: " << shader << std::endl;
GLCall(glUseProgram(shader));
GLCall(unsigned int location = glGetUniformLocation(m_ShaderID, "u_Color"));
GLCall(unsigned int location = glGetUniformLocation(shader, "u_Color"));
ASSERT(location != -1); // -1 is an error
GLCall(glUniform4f(location, 0.8f, 0.3f, 0.8f, 1.0f));
@ -150,7 +169,6 @@ SdlWindow::SdlWindow(const char* title, int width, int height)
}
SdlWindow::~SdlWindow() {
// If using SDL Renderer, destroy it. But if youre purely using OpenGL, you might remove it.
if (m_renderer) {
@ -172,11 +190,15 @@ SdlWindow::~SdlWindow() {
glDeleteProgram(shader);
shader = 0;
}
if (m_ib) {
delete m_ib;
m_ib = nullptr;
}
SDL_Quit();
}
//
//
void SdlWindow::run() {
while (m_isRunning) {
processEvents();
@ -185,7 +207,7 @@ void SdlWindow::run() {
}
GLCall(glDeleteProgram(shader));
}
//
void SdlWindow::processEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
@ -231,7 +253,7 @@ SDL_Event event;
}
}
}
//
void SdlWindow::update() {
// Update game/application logic here
if (r > 1.0f) {
@ -241,7 +263,7 @@ void SdlWindow::update() {
}
r += increment;
}
//
void SdlWindow::render() {
// Use GL calls instead of SDLs renderer
GLCall(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); //background
@ -249,10 +271,12 @@ void SdlWindow::render() {
GLCall(glClear(GL_COLOR_BUFFER_BIT));
GLCall(glUseProgram(shader));
std::cout << "shader: " << shader << std::endl;
std::cout << "location: " << location << std::endl;
GLCall(glUniform4f(location, r, 0.3f, 0.8f, 1.0f));
va.Bind();
m_ib.Bind();
va->Bind();
m_ib->Bind();
// TODO: Draw with OpenGL here (shaders, triangles, etc.)
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr)); //macro assert for debugging
@ -260,7 +284,7 @@ void SdlWindow::render() {
// Swap buffers
SDL_GL_SwapWindow(m_window);
}
//
void SdlWindow::setFullscreen(bool fullscreen) {
if (m_window) {
m_isFullscreen = fullscreen;
@ -283,7 +307,7 @@ void SdlWindow::setFullscreen(bool fullscreen) {
}
}
}
//
unsigned int SdlWindow::compileShader(unsigned int type, const std::string& source) {
GLCall(unsigned int id = glCreateShader(type));
const char* src = source.c_str(); // <--- this string needs to exist when compiling/running
@ -360,7 +384,7 @@ SdlWindow::ShaderProgramSource SdlWindow::parseShader(const std::string& filepat
}
void SdlWindow::GLClearError() {
//while (glGetError() != GL_NO_ERROR);
while (glGetError() != GL_NO_ERROR);
}

View File

@ -56,7 +56,7 @@ private:
float r;
SDL_GLContext m_glContext;
float increment;
// temp shader stuff
// // temp shader stuff
std::string vetexShader;
std::string fragmentShader;
unsigned int buffer;
@ -64,9 +64,9 @@ private:
unsigned int vao;
unsigned int shader;
unsigned int location;
VertexBufferLayout layout;
VertexArray va;
IndexBuffer m_ib;
VertexBufferLayout* layout;
VertexArray* va;
IndexBuffer* m_ib;
// Private methods
void processEvents();