added rest of the openGL implementation theoreticaly the engine can render now

This commit is contained in:
2026-01-17 23:04:56 +01:00
parent 0f8c21278a
commit 551b790243
31 changed files with 1648 additions and 6 deletions

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#include "RenderTexture.hpp"
TSE::GLFW::RenderTexture::RenderTexture(Vector2 v) : buffer(v)
{
buffer.AddResizeNotifiable(this);
}
TSE::Vector2 TSE::GLFW::RenderTexture::size() const
{
return buffer.GetSize();
}
void TSE::GLFW::RenderTexture::SetSize(Vector2 v)
{
buffer.Resize(v);
}
float TSE::GLFW::RenderTexture::width() const
{
return buffer.GetSize().x;
}
float TSE::GLFW::RenderTexture::height() const
{
return buffer.GetSize().y;
}
uint TSE::GLFW::RenderTexture::GetTextureId() const
{
return buffer.GetTextureId();
}
void TSE::GLFW::RenderTexture::Update()
{
buffer.Update();
}
void TSE::GLFW::RenderTexture::Bind()
{
buffer.Bind();
}
void TSE::GLFW::RenderTexture::Unbind()
{
buffer.Unbind();
}
void TSE::GLFW::RenderTexture::OnResize(float width, float height, IResizable *wnd)
{
for (auto const& i : objectsToResize)
{
i->OnResize(width, height, this);
}
}

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#pragma once
#include "buffer/FrameBuffer.hpp"
#include "interfaces/IRenderTarget.hpp"
#include "interfaces/ITexture.hpp"
#include "interfaces/IResizeNotifiable.hpp"
namespace TSE::GLFW
{
class RenderTexture : public IRenderTarget, public ITexture, public IResizeNotifiable
{
public:
FrameBuffer buffer;
RenderTexture(Vector2 v);
Vector2 size() const override;
void SetSize(Vector2 v);
float width() const override;
float height() const override;
uint GetTextureId() const override;
void Update() override;
void Bind() override;
void Unbind() override;
void OnResize(float width, float height, IResizable* wnd) override;
};
} // namespace TSE::GLFW

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#include "FrameBuffer.hpp"
#include "Debug.hpp"
TSE::GLFW::FrameBuffer::FrameBuffer(const Vector2 &size)
{
this->size = size;
CreateFBTexture();
for (auto const& i : objectsToResize)
{
i->OnResize(size.x, size.y, this);
}
Initialize();
}
void TSE::GLFW::FrameBuffer::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, bufferID);
}
void TSE::GLFW::FrameBuffer::Unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
TSE::GLFW::FrameBuffer::~FrameBuffer()
{
glDeleteFramebuffers(1,&bufferID);
glDeleteTextures(1, &textureID);
glDeleteRenderbuffers(1, &depthRboID);
}
void TSE::GLFW::FrameBuffer::Resize(Vector2 size)
{
this->size = size;
shouldResize = true;
}
void TSE::GLFW::FrameBuffer::Update()
{
if (!shouldResize) return;
shouldResize = false;
CreateFBTexture();
for (auto const& i : objectsToResize)
{
i->OnResize(size.x, size.y, this);
}
}
TSE::uint TSE::GLFW::FrameBuffer::GetTextureId() const
{
return textureID;
}
TSE::Vector2 TSE::GLFW::FrameBuffer::GetSize() const
{
return size;
}
void TSE::GLFW::FrameBuffer::Initialize()
{
glGenFramebuffers(1, &bufferID);
Bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRboID);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
TSE_ERROR("Failed to create OpenGL FBO.");
TSE_LOG(std::to_string(glGetError()));
}
Unbind();
}
void TSE::GLFW::FrameBuffer::LoadFBTexture()
{
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindRenderbuffer(GL_RENDERBUFFER, depthRboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size.x, size.y);
}
void TSE::GLFW::FrameBuffer::CreateFBTexture()
{
glViewport(0,0, size.x, size.y);
//resize
if(textureID == 0)
glGenTextures(1, &textureID);
if(depthRboID == 0)
glGenRenderbuffers(1, &depthRboID);
LoadFBTexture();
}

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#pragma once
#include "buffer.hpp"
#include "interfaces/IResizable.hpp"
#include "Vector2.hpp"
namespace TSE::GLFW
{
class FrameBuffer : public buffer, public IResizable
{
private:
uint textureID = 0;
uint depthRboID = 0;
Vector2 size;
bool shouldResize = false;
public:
FrameBuffer(const Vector2& size);
void Bind() override;
void Unbind() override;
~FrameBuffer() override;
void Resize(Vector2 size);
void Update();
uint GetTextureId() const;
Vector2 GetSize() const;
private:
void Initialize();
void LoadFBTexture();
void CreateFBTexture();
};
} // namespace TSE

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#include "IndexBuffer.hpp"
TSE::GLFW::IndexBuffer::IndexBuffer(ushort *data, ushort count)
{
glGenBuffers(1, &bufferID);
WriteData(data, count);
}
void TSE::GLFW::IndexBuffer::WriteData(ushort *data, ushort count)
{
Bind();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ushort) * count, data, GL_DYNAMIC_DRAW);
Unbind();
}
void TSE::GLFW::IndexBuffer::Bind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferID);
}
void TSE::GLFW::IndexBuffer::Unbind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

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#pragma once
#include "buffer.hpp"
#include "Types.hpp"
namespace TSE::GLFW
{
class IndexBuffer : public buffer
{
public:
IndexBuffer(ushort* data, ushort count);
inline IndexBuffer() = default;
void WriteData(ushort* data, ushort count);
void Bind() override;
void Unbind() override;
};
} // namespace TSE::GLFW

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#include "VertexBuffer.hpp"
TSE::uint TSE::GLFW::VertexBuffer::boundBuffer = 0;
TSE::GLFW::VertexBuffer::VertexBuffer()
{
glGenBuffers(1, &bufferID);
}
void TSE::GLFW::VertexBuffer::SetData(int size, void *buffer, GLenum usage)
{
glBufferData(GL_ARRAY_BUFFER, size, buffer, usage);
}
void TSE::GLFW::VertexBuffer::Bind()
{
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
boundBuffer = bufferID;
}
void TSE::GLFW::VertexBuffer::Unbind()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
boundBuffer = 0;
}
bool TSE::GLFW::VertexBuffer::IsBound()
{
return boundBuffer == bufferID;
}
TSE::GLFW::VertexBuffer::~VertexBuffer()
{
if(bufferID != 0)
{
if(IsBound()) Unbind();
glDeleteBuffers(1, &bufferID);
}
}

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#pragma once
#include "buffer.hpp"
namespace TSE::GLFW
{
class VertexBuffer : public buffer
{
public:
static uint boundBuffer;
VertexBuffer();
void SetData(int size, void* buffer, GLenum usage);
void Bind() override;
void Unbind() override;
bool IsBound();
~VertexBuffer();
};
} // namespace TSE::GLFW

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#pragma once
#include "GL/gl3w.h"
#include "Types.hpp"
namespace TSE::GLFW
{
class buffer
{
protected:
uint bufferID = 0;
public:
inline bool Initialized()
{
return bufferID != 0;
}
virtual void Bind() = 0;
virtual void Unbind() = 0;
inline virtual ~buffer()
{
glDeleteBuffers(1, &bufferID);
}
};
} // namespace TSE

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#include "Shader.hpp"
#include "GL/gl3w.h"
#include "Debug.hpp"
TSE::uint TSE::GLFW::Shader::activeProgramID = 0;
void TSE::GLFW::Shader::Bind() const
{
Enable(true);
}
void TSE::GLFW::Shader::Unbind() const
{
Disable(true);
}
void TSE::GLFW::Shader::Enable(bool notify) const
{
activeProgramID = programID;
glUseProgram(programID);
if(notify) OnEnable();
}
void TSE::GLFW::Shader::Disable(bool notify) const
{
activeProgramID = 0;
glUseProgram(0);
if(notify) OnDisable();
}
void TSE::GLFW::Shader::Flush()
{
OnFlush();
}
void TSE::GLFW::Shader::DrawCall(int indexCount)
{
OnDrawCall(indexCount);
}
void TSE::GLFW::Shader::Submit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
OnSubmit(t, target, stack, restartDrawcall, rnd);
}
bool TSE::GLFW::Shader::IsEnabled() const
{
return programID == activeProgramID;
}
int TSE::GLFW::Shader::packageSize()
{
return PackageSize;
}
TSE::GLFW::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
{
programID = glCreateProgram();
for (const auto& part : parts) {
glAttachShader(programID, part->shaderPartID);
}
glLinkProgram(programID);
int success;
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if(!success)
{
char log[512];
glGetProgramInfoLog(programID, 512, nullptr, log);
TSE_ERROR(log);
}
for (const auto& part : parts) {
glDetachShader(programID, part->shaderPartID);
}
}
TSE::GLFW::Shader::~Shader()
{
glDeleteProgram(programID);
}
int TSE::GLFW::Shader::GetUniformLocation(const char *name)
{
auto it = uniformLocations.find(name);
if (it != uniformLocations.end()) return it->second;
int loc = glGetUniformLocation(programID, name);
uniformLocations[name] = loc;
return loc;
}
void TSE::GLFW::Shader::SetUniform(const char *name, int value)
{
glUniform1i(GetUniformLocation(name), value);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const int *value, const int count)
{
glUniform1iv(GetUniformLocation(name), count, value);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const Matrix4x4 *value)
{
float colmbMajor[16];
value->ToArrayColumnMajor(colmbMajor);
glUniformMatrix4fv(GetUniformLocation(name),1, false, colmbMajor);
}
void TSE::GLFW::Shader::SetUniform(const char *name, float value)
{
glUniform1f(GetUniformLocation(name), value);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const float *value, const int count)
{
glUniform1fv(GetUniformLocation(name), count, value);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector2 *value)
{
glUniform2f(GetUniformLocation(name), value->x, value->y);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector3 *value)
{
glUniform3f(GetUniformLocation(name), value->x, value->y, value->z);
}
void TSE::GLFW::Shader::SetUniform(const char *name, const Vector4 *value)
{
glUniform4f(GetUniformLocation(name), value->x, value->y, value->z, value->w);
}

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#pragma once
#include "ShaderPart.hpp"
#include <unordered_map>
#include <vector>
#include "Types.hpp"
#include "interfaces/IShader.hpp"
#include "elements/Transformable.hpp"
#include "TransformationStack.hpp"
#include "interfaces/IRenderer.hpp"
namespace TSE::GLFW
{
class Shader : public IShader
{
private:
static uint activeProgramID;
uint programID;
mutable std::unordered_map<std::string, int> uniformLocations;
protected:
int PackageSize;
virtual void OnEnable() const {};
virtual void OnDisable() const {};
virtual void OnFlush() {};
virtual void OnDrawCall(int indexCount) {};
virtual void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) {};
public:
void Bind() const override;
void Unbind() const override;
void Enable(bool notify = false) const;
void Disable(bool notify = false) const;
void Flush();
void DrawCall(int indexCount);
void Submit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd);
bool IsEnabled() const;
int packageSize();
Shader(const std::vector<std::unique_ptr<ShaderPart>>& parts);
virtual ~Shader();
protected:
int GetUniformLocation(const char* name);
public:
void SetUniform(const char* name, int value) override;
void SetUniform(const char* name, const int* value, const int count) override;
void SetUniform(const char* name, const Matrix4x4* value) override;
void SetUniform(const char* name, float value) override;
void SetUniform(const char* name, const float* value, const int count) override;
void SetUniform(const char* name, const Vector2* value) override;
void SetUniform(const char* name, const Vector3* value) override;
void SetUniform(const char* name, const Vector4* value) override;
};
} // namespace TSE::GLFW

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#include "ShaderPart.hpp"
#include "GL/gl3w.h"
#include "GL/gl.h"
#include "Debug.hpp"
#include <fstream>
#include "PathHelper.hpp"
void TSE::GLFW::ShaderPart::Init(const string &str, int shaderType)
{
shaderPartID = glCreateShader(shaderType);
const char * cstr = str.c_str();
int length = str.length();
glShaderSource(shaderPartID, 1, &cstr, &length);
glCompileShader(shaderPartID);
int success;
glGetShaderiv(shaderPartID, GL_COMPILE_STATUS, &success);
if(success == GL_FALSE)
{
int errorLength = 255;
char* log = new char[errorLength];
glGetShaderInfoLog(shaderPartID, errorLength, &errorLength, log);
TSE_ERROR(log);
}
}
TSE::GLFW::ShaderPart::~ShaderPart()
{
glDeleteShader(shaderPartID);
}
std::unique_ptr<TSE::GLFW::ShaderPart> TSE::GLFW::ShaderPart::LoadFromString(const std::string &str, int shaderType)
{
if (str.length() == 0) throw;
std::unique_ptr<ShaderPart> shader = std::make_unique<ShaderPart>();
shader->Init(str, shaderType);
return shader;
}
std::unique_ptr<TSE::GLFW::ShaderPart> TSE::GLFW::ShaderPart::LoadFromPath(const std::string &path, int shaderType)
{
std::ifstream stream;
OpenFileReading(stream, path);
std::string filecontent((std::istreambuf_iterator<char>(stream)), std::istreambuf_iterator<char>());
return LoadFromString(filecontent, shaderType);
}

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#pragma once
#include "Types.hpp"
#include <memory>
namespace TSE::GLFW
{
class ShaderPart
{
public:
uint shaderPartID = 0;
ShaderPart() = default;
private:
void Init(const string& str, int shaderType);
public:
~ShaderPart();
static std::unique_ptr<ShaderPart> LoadFromString(const std::string& str, int shaderType);
static std::unique_ptr<ShaderPart> LoadFromPath(const std::string& path, int shaderType);
};
} // namespace TSE

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#include "basicParticleShader.hpp"
#include "basicParticleShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "BehaviourScripts/ParticleSystem.hpp"
#include "Color.hpp"
#define SHADER_MESH_INDEX 0
#define SHADER_POS_INDEX 1
#define SHADER_SIZE_INDEX 2
#define SHADER_ROT_INDEX 3
#define SHADER_COLOR_INDEX 4
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 4)
TSE::GLFW::BasicParticleShader* TSE::GLFW::BasicParticleShader::instance = nullptr;
TSE::GLFW::BasicParticleShader *TSE::GLFW::BasicParticleShader::Instance()
{
return instance;
}
void TSE::GLFW::BasicParticleShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::BasicParticleShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vertPart, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(fragPart, GL_FRAGMENT_SHADER));
instance = new BasicParticleShader(std::move(parts));
}
TSE::GLFW::BasicParticleShader::BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
TSE::GLFW::BasicParticleShader::~BasicParticleShader()
{
if (meshVBO) glDeleteBuffers(1, &meshVBO);
if (meshIBO) glDeleteBuffers(1, &meshIBO);
}
void TSE::GLFW::BasicParticleShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
{
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (!meshVBO) glGenBuffers(1, &meshVBO);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
if (indices && indexCount > 0)
{
if (!meshIBO) glGenBuffers(1, &meshIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
GLsizeiptr idxSize =
(indexType == GL_UNSIGNED_INT ? 4 :
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
meshIndexCount = indexCount;
meshIndexType = indexType;
}
else
{
// Kein Index-Buffer
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
meshIndexCount = 0;
}
meshVertexCount = vertCount;
meshStride = stride;
meshPosOffset = posOffsetBytes;
meshPosSize = floatCountPerVertex;
meshPrimitive = primitive;
meshReady = true;
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
glBindVertexArray(prevVAO);
}
void TSE::GLFW::BasicParticleShader::OnEnable() const
{
if (!meshReady)
{
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
const_cast<BasicParticleShader*>(this)->SetMesh(
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
);
}
GLint prevArrayBuffer = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
// layout 1: position (vec3)
glEnableVertexAttribArray(SHADER_POS_INDEX);
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
// layout 2: size (float)
glEnableVertexAttribArray(SHADER_SIZE_INDEX);
glVertexAttribPointer(SHADER_SIZE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
glVertexAttribDivisor(SHADER_SIZE_INDEX, 1);
// layout 3: rotationRad (float)
glEnableVertexAttribArray(SHADER_ROT_INDEX);
glVertexAttribPointer(SHADER_ROT_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*4));
glVertexAttribDivisor(SHADER_ROT_INDEX, 1);
// layout 4: color (vec4)
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*5));
glVertexAttribDivisor(SHADER_COLOR_INDEX, 1);
}
void TSE::GLFW::BasicParticleShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_MESH_INDEX);
glDisableVertexAttribArray(SHADER_POS_INDEX);
glDisableVertexAttribArray(SHADER_SIZE_INDEX);
glDisableVertexAttribArray(SHADER_ROT_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
}
void TSE::GLFW::BasicParticleShader::OnFlush()
{
}
void TSE::GLFW::BasicParticleShader::OnDrawCall(int indexCount)
{
if (instanceCount <= 0) return;
GLint prevElementBuffer = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (meshIBO && meshIndexCount > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
}
else
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
instanceCount = 0;
}
void TSE::GLFW::BasicParticleShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
auto* ps = dynamic_cast<ParticleSystem*>(t.GetBehaviourScript(PARTICLESYSTEM));
if (!ps) return;
const std::vector<TSE::Particle*>& particles = ps->GetParticles();
for(auto particle : particles)
{
*target++ = particle->position.x;
*target++ = particle->position.y;
*target++ = particle->position.z;
*target++ = particle->size;
*target++ = particle->rotationRad;
*target++ = particle->color.r;
*target++ = particle->color.g;
*target++ = particle->color.b;
*target++ = particle->color.a;
++instanceCount;
}
}

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#pragma once
#include "Shader.hpp"
#include "Types.hpp"
#include "GL/gl3w.h"
namespace TSE::GLFW
{
class BasicParticleShader : public Shader
{
private:
static BasicParticleShader* instance;
mutable bool meshReady = false;
GLuint meshVBO = 0;
GLuint meshIBO = 0;
GLsizei meshVertexCount = 0; // für DrawArraysInstanced
GLsizei meshIndexCount = 0; // für DrawElementsInstanced
GLenum meshPrimitive = GL_TRIANGLES;
GLenum meshIndexType = GL_UNSIGNED_SHORT;
int instanceCount = 0; // eigener Instanzzähler
GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
GLsizei meshStride = sizeof(float) * 2;
size_t meshPosOffset = 0;
public:
static BasicParticleShader* Instance();
static void Destroy();
static void Init(float width, float height);
BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
~BasicParticleShader();
void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
protected:
void OnEnable() const override;
void OnDisable() const override;
void OnFlush() override;
void OnDrawCall(int indexCount) override;
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
};
} // namespace TSE::GLFW

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#pragma once
inline const char* vertPart = R"(
#version 330 core
#ifndef USE_2D_BILLBOARD
#define USE_2D_BILLBOARD 1 //2D mesh => 1 ; 3D mesh => 0
#endif
// Mesh-Positions-Stream (per-vertex)
#if USE_2D_BILLBOARD
layout(location = 0) in vec2 meshPos; // z.B. Quad-Ecken (-0.5..0.5)
#else
layout(location = 0) in vec3 meshPos; // echte 3D-Mesh-Position
#endif
// Instanz-Attribute
layout(location = 1) in vec3 inPosition; // Partikelzentrum (Welt)
layout(location = 2) in float inSize; // Uniform-Scale
layout(location = 3) in float inRotation; // Rotation (nur im Billboard-Modus genutzt)
layout(location = 4) in vec4 inColor; // RGBA
uniform mat4 prMatrix;
uniform mat4 camMatrix;
out VS_OUT {
vec4 color;
#if USE_2D_BILLBOARD
vec2 uv; // optional: für runde Maske im FS
#endif
} vs;
// Kameraachsen aus View-Matrix (Spalten 0/1)
vec3 CameraRight(mat4 view) { return vec3(view[0][0], view[1][0], view[2][0]); }
vec3 CameraUp (mat4 view) { return vec3(view[0][1], view[1][1], view[2][1]); }
void main()
{
vs.color = inColor;
#if USE_2D_BILLBOARD
// 2D-Rotation im Billboard-Raum
float c = cos(inRotation);
float s = sin(inRotation);
vec2 q = vec2(c * meshPos.x - s * meshPos.y,
s * meshPos.x + c * meshPos.y);
vec3 right = CameraRight(camMatrix);
vec3 up = CameraUp(camMatrix);
// Uniform-Scaling über inSize
vec3 worldPos = inPosition + (q.x * inSize) * right
+ (q.y * inSize) * up;
// optionales UV für Kreis-Maske
vs.uv = meshPos * 0.5 + 0.5; // falls meshPos in -1..1: nimm (meshPos*0.5+0.5)
#else
// echtes 3D-Mesh: nur uniform Scale + Translation
vec3 worldPos = inPosition + meshPos * inSize;
#endif
gl_Position = prMatrix * camMatrix * vec4(worldPos, 1.0);
}
)";
inline const char* fragPart = R"(
#version 330 core
#ifndef USE_2D_BILLBOARD
#define USE_2D_BILLBOARD 1
#endif
// Optional runde Maske an/aus (nur sinnvoll im Billboard-Modus mit z.B. Quad)
#ifndef USE_ROUND_MASK
#define USE_ROUND_MASK 0
#endif
in VS_OUT {
vec4 color;
#if USE_2D_BILLBOARD
vec2 uv;
#endif
} fs;
layout(location = 0) out vec4 outColor;
void main()
{
#if USE_2D_BILLBOARD && USE_ROUND_MASK
// weiche Kreis-Maske (aus uv ~ 0..1)
vec2 c = fs.uv * 2.0 - 1.0; // nach [-1..1]
float r = length(c);
if (r > 1.0) discard;
float alpha = 1.0 - smoothstep(0.95, 1.0, r);
outColor = vec4(fs.color.rgb, fs.color.a * alpha);
#else
outColor = fs.color;
#endif
}
)";

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#include "basicShader.hpp"
#include "GL/gl3w.h"
#include "basicShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "Color.hpp"
#define SHADER_VERTEX_INDEX 0
#define SHADER_COLOR_INDEX 1
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
TSE::GLFW::BasicShader* TSE::GLFW::BasicShader::instance = nullptr;
TSE::GLFW::BasicShader *TSE::GLFW::BasicShader::Instance()
{
return instance;
}
void TSE::GLFW::BasicShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::BasicShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vert, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(frag, GL_FRAGMENT_SHADER));
instance = new BasicShader(std::move(parts));
}
TSE::GLFW::BasicShader::BasicShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
void TSE::GLFW::BasicShader::OnEnable() const
{
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
}
void TSE::GLFW::BasicShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
}
void TSE::GLFW::BasicShader::OnFlush()
{
}
void TSE::GLFW::BasicShader::OnDrawCall(int indexCount)
{
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
}
void TSE::GLFW::BasicShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
const Vector3* verts = r->GetVertices();
ushort vCount = r->GetVertexCount();
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
Matrix4x4 matr = t.GetLocalMatrix();
stack.Push(matr);
const Matrix4x4& top = stack.Top();
//Todo transformable.lastmatrix hier ergänzen
for (ushort i = 0; i < vCount; i++) {
Vector3 p = top * verts[i];
*target++ = p.x;
*target++ = p.y;
*target++ = p.z;
*target++ = color.r;
*target++ = color.g;
*target++ = color.b;
*target++ = color.a;
}
stack.Pop();
}

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#pragma once
#include "Shader.hpp"
namespace TSE::GLFW
{
class BasicShader : public Shader
{
private:
static BasicShader* instance;
public:
static BasicShader* Instance();
static void Destroy();
static void Init(float width, float height);
BasicShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
protected:
void OnEnable() const override;
void OnDisable() const override;
void OnFlush() override;
void OnDrawCall(int indexCount) override;
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
};
} // namespace TSE::GLFW

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#pragma once
inline const char* vert = R"(
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
uniform mat4 prMatrix;
uniform mat4 camMatrix;
out DATA
{
vec4 color_out;
} vs_out;
void main()
{
gl_Position = prMatrix * camMatrix * vec4(position.x, position.y, position.z, 1.0);
vs_out.color_out = color;
}
)";
inline const char* frag = R"(
#version 330 core
layout (location = 0) out vec4 color;
in DATA
{
vec4 color_out;
} fs_in;
void main()
{
if(fs_in.color_out.a < 0.1)
{
discard;
}
color = fs_in.color_out;
}
)";

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#include "basicTextureShader.hpp"
#include "basicTextureShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "Color.hpp"
#include "interfaces/ITexture.hpp"
#include "GL/gl3w.h"
#define SHADER_VERTEX_INDEX 0
#define SHADER_COLOR_INDEX 1
#define SHADER_UV_INDEX 2
#define SHADER_TID_INDEX 3
#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1))
TSE::GLFW::BasicTextureShader* TSE::GLFW::BasicTextureShader::instance = nullptr;
std::map<uint, float> TSE::GLFW::BasicTextureShader::textureSlots;
TSE::GLFW::BasicTextureShader *TSE::GLFW::BasicTextureShader::Instance()
{
return instance;
}
void TSE::GLFW::BasicTextureShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::BasicTextureShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vertT, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(fragT, GL_FRAGMENT_SHADER));
instance = new BasicTextureShader(std::move(parts));
instance->Enable();
int texIDs[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 };
instance->SetUniform("textures", &texIDs[0], 33);
instance->Disable();
}
TSE::GLFW::BasicTextureShader::BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
void TSE::GLFW::BasicTextureShader::OnEnable() const
{
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
glEnableVertexAttribArray(SHADER_UV_INDEX);
glVertexAttribPointer(SHADER_UV_INDEX, 2, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 7));
glEnableVertexAttribArray(SHADER_TID_INDEX);
glVertexAttribPointer(SHADER_TID_INDEX, 1, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 9));
}
void TSE::GLFW::BasicTextureShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
glDisableVertexAttribArray(SHADER_UV_INDEX);
glDisableVertexAttribArray(SHADER_TID_INDEX);
}
void TSE::GLFW::BasicTextureShader::OnFlush()
{
auto it = textureSlots.begin();
for (int i = 0; i < textureSlots.size(); i++, it++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, it->first);
}
}
void TSE::GLFW::BasicTextureShader::OnDrawCall(int indexCount)
{
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
}
void TSE::GLFW::BasicTextureShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
if(!r->GetMaterial()->HasValue("mainTex")) return;
const ITexture* tex = r->GetMaterial()->GetValue<ITexture*>("mainTex");
float ts = 0;
auto it = textureSlots.find(tex->GetTextureId());
if (it != textureSlots.end())
{
ts = it->second;
}
else
{
if(textureSlots.size() == 32)
{
restartDrawcall(rnd);
textureSlots.clear();
}
textureSlots[tex->GetTextureId()] = textureSlots.size();
ts = textureSlots[tex->GetTextureId()];
}
const Vector3* verts = r->GetVertices();
const Vector2* uvs = r->GetUVs();
ushort vCount = r->GetVertexCount();
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
Matrix4x4 matr = t.GetLocalMatrix();
stack.Push(matr);
const Matrix4x4& top = stack.Top();
//Todo transformable.lastmatrix hier ergänzen
for (ushort i = 0; i < vCount; i++) {
Vector3 p = top * verts[i];
Vector2 uv = uvs[i];
*target++ = p.x;
*target++ = p.y;
*target++ = p.z;
*target++ = color.r;
*target++ = color.g;
*target++ = color.b;
*target++ = color.a;
*target++ = uv.x;
*target++ = uv.y;
*target++ = ts;
}
stack.Pop();
}

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#pragma once
#include "Shader.hpp"
#include "Types.hpp"
#include <map>
namespace TSE::GLFW
{
class BasicTextureShader : public Shader
{
private:
static BasicTextureShader* instance;
static std::map<uint, float> textureSlots;
public:
static BasicTextureShader* Instance();
static void Destroy();
static void Init(float width, float height);
BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
protected:
void OnEnable() const override;
void OnDisable() const override;
void OnFlush() override;
void OnDrawCall(int indexCount) override;
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
};
} // namespace TSE::GLFW

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#pragma once
inline const char* vertT = R"(
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec2 uv;
layout (location = 3) in float tid;
uniform mat4 prMatrix;
uniform mat4 camMatrix;
out DATA
{
vec4 color_out;
vec2 uv_out;
float tid_out;
} vs_out;
void main()
{
gl_Position = prMatrix * camMatrix * vec4(position.x, position.y, position.z, 1.0);
vs_out.color_out = color;
vs_out.uv_out = uv;
vs_out.tid_out = tid;
}
)";
inline const char* fragT = R"(
#version 330 core
layout (location = 0) out vec4 color;
uniform sampler2D textures[32];
in DATA
{
vec4 color_out;
vec2 uv_out;
float tid_out;
} fs_in;
void main()
{
vec4 texColor = vec4(0,0,0,0);
int tid = int(fs_in.tid_out);
switch(tid)
{
case 0:
texColor = texture(textures[0], fs_in.uv_out);
break;
case 1:
texColor = texture(textures[1], fs_in.uv_out);
break;
case 2:
texColor = texture(textures[2], fs_in.uv_out);
break;
case 3:
texColor = texture(textures[3], fs_in.uv_out);
break;
case 4:
texColor = texture(textures[4], fs_in.uv_out);
break;
case 5:
texColor = texture(textures[5], fs_in.uv_out);
break;
case 6:
texColor = texture(textures[6], fs_in.uv_out);
break;
case 7:
texColor = texture(textures[7], fs_in.uv_out);
break;
case 8:
texColor = texture(textures[8], fs_in.uv_out);
break;
case 9:
texColor = texture(textures[9], fs_in.uv_out);
break;
case 10:
texColor = texture(textures[10], fs_in.uv_out);
break;
case 11:
texColor = texture(textures[11], fs_in.uv_out);
break;
case 12:
texColor = texture(textures[12], fs_in.uv_out);
break;
case 13:
texColor = texture(textures[13], fs_in.uv_out);
break;
case 14:
texColor = texture(textures[14], fs_in.uv_out);
break;
case 15:
texColor = texture(textures[15], fs_in.uv_out);
break;
case 16:
texColor = texture(textures[16], fs_in.uv_out);
break;
case 17:
texColor = texture(textures[17], fs_in.uv_out);
break;
case 18:
texColor = texture(textures[18], fs_in.uv_out);
break;
case 19:
texColor = texture(textures[19], fs_in.uv_out);
break;
case 20:
texColor = texture(textures[20], fs_in.uv_out);
break;
case 21:
texColor = texture(textures[21], fs_in.uv_out);
break;
case 22:
texColor = texture(textures[22], fs_in.uv_out);
break;
case 23:
texColor = texture(textures[23], fs_in.uv_out);
break;
case 24:
texColor = texture(textures[24], fs_in.uv_out);
break;
case 25:
texColor = texture(textures[25], fs_in.uv_out);
break;
case 26:
texColor = texture(textures[26], fs_in.uv_out);
break;
case 27:
texColor = texture(textures[27], fs_in.uv_out);
break;
case 28:
texColor = texture(textures[28], fs_in.uv_out);
break;
case 29:
texColor = texture(textures[29], fs_in.uv_out);
break;
case 30:
texColor = texture(textures[30], fs_in.uv_out);
break;
case 31:
texColor = texture(textures[31], fs_in.uv_out);
break;
default:
texColor = vec4(1,1,1,1);
break;
}
vec4 res = texColor * fs_in.color_out;
if(res.a < 0.1)
{
discard;
}
color = res;
}
)";

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#include "defaultShaderHandler.hpp"
#include "basicShader.hpp"
#include "basicTextureShader.hpp"
#include "ditheringShader.hpp"
#include "basicParticleShader.hpp"
#include "elements/ShaderRegistry.hpp"
void TSE::GLFW::LoadBasicShaders(float width, float height)
{
BasicShader::Init(width, height);
BasicTextureShader::Init(width, height);
DitheringShader::Init(width, height);
BasicParticleShader::Init(width, height);
ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
}
void TSE::GLFW::UnLoadBasicShaders()
{
ShaderRegistry::RemoveShader("Basic Unlit Shader");
ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
BasicShader::Destroy();
BasicTextureShader::Destroy();
DitheringShader::Destroy();
BasicParticleShader::Destroy();
}

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#pragma once
namespace TSE::GLFW
{
void LoadBasicShaders(float width, float height);
void UnLoadBasicShaders();
} // namespace TSE::GLFW

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#include "ditheringShader.hpp"
#include "ditheringShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "Color.hpp"
#include "GL/gl3w.h"
#define SHADER_VERTEX_INDEX 0
#define SHADER_COLOR_INDEX 1
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
TSE::GLFW::DitheringShader* TSE::GLFW::DitheringShader::instance = nullptr;
TSE::GLFW::DitheringShader *TSE::GLFW::DitheringShader::Instance()
{
return instance;
}
void TSE::GLFW::DitheringShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::DitheringShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vertD, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(fragD, GL_FRAGMENT_SHADER));
instance = new DitheringShader(std::move(parts));
}
TSE::GLFW::DitheringShader::DitheringShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
void TSE::GLFW::DitheringShader::OnEnable() const
{
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
}
void TSE::GLFW::DitheringShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
}
void TSE::GLFW::DitheringShader::OnFlush()
{
}
void TSE::GLFW::DitheringShader::OnDrawCall(int indexCount)
{
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
}
void TSE::GLFW::DitheringShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
const Vector3* verts = r->GetVertices();
ushort vCount = r->GetVertexCount();
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
Matrix4x4 matr = t.GetLocalMatrix();
stack.Push(matr);
const Matrix4x4& top = stack.Top();
//Todo transformable.lastmatrix hier ergänzen
for (ushort i = 0; i < vCount; i++) {
Vector3 p = top * verts[i];
*target++ = p.x;
*target++ = p.y;
*target++ = p.z;
*target++ = color.r;
*target++ = color.g;
*target++ = color.b;
*target++ = color.a;
}
stack.Pop();
}

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#pragma once
#include "Shader.hpp"
namespace TSE::GLFW
{
class DitheringShader : public Shader
{
private:
static DitheringShader* instance;
public:
static DitheringShader* Instance();
static void Destroy();
static void Init(float width, float height);
DitheringShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
protected:
void OnEnable() const override;
void OnDisable() const override;
void OnFlush() override;
void OnDrawCall(int indexCount) override;
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
};
} // namespace TSE::GLFW

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#pragma once
inline const char* vertD = R"(
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
uniform mat4 prMatrix;
uniform mat4 camMatrix;
out DATA
{
vec4 color_out;
} vs_out;
void main()
{
gl_Position = prMatrix * camMatrix * vec4(position, 1.0);
vs_out.color_out = color;
}
)";
inline const char* fragD = R"(
#version 330 core
layout (location = 0) out vec4 color;
in DATA
{
vec4 color_out;
} fs_in;
// 8x8 Bayer-Matrix (0..63), als Schwellwerttabelle
float bayer8(vec2 fragXY)
{
int x = int(mod(fragXY.x, 8.0));
int y = int(mod(fragXY.y, 8.0));
int idx = x + y * 8;
// Werte aus klassischer 8x8 Ordered-Dithering-Matrix
int m[64] = int[64](
0, 48, 12, 60, 3, 51, 15, 63,
32, 16, 44, 28, 35, 19, 47, 31,
8, 56, 4, 52, 11, 59, 7, 55,
40, 24, 36, 20, 43, 27, 39, 23,
2, 50, 14, 62, 1, 49, 13, 61,
34, 18, 46, 30, 33, 17, 45, 29,
10, 58, 6, 54, 9, 57, 5, 53,
42, 26, 38, 22, 41, 25, 37, 21
);
// +0.5, damit die Schwellen mittig zwischen Stufen liegen
return (float(m[idx]) + 0.5) / 64.0;
}
void main()
{
vec4 c = fs_in.color_out;
// alpha == 0 -> nichts rendern
if (c.a <= 0.0)
discard;
// Für alpha < 1 verwenden wir Ordered Dithering
if (c.a < 1.0)
{
float threshold = bayer8(gl_FragCoord.xy);
// ist der Schwellenwert größer als alpha? -> Pixel auslassen
if (threshold > c.a)
discard;
}
// Wenn wir bis hier nicht verworfen haben, zeichnen wir den Pixel.
// Typischerweise setzt man die ausgegebene Alpha dann auf 1.0,
// weil die Transparenz bereits über das Dithering realisiert wurde.
color = vec4(c.rgb, 1.0);
}
)";