Support macOS + OpenGL 3.3+ GPU

This commit is contained in:
Syoyo Fujita 2019-01-14 22:10:32 +09:00
parent d6b0b0b990
commit b864ea7349
4 changed files with 244 additions and 246 deletions

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@ -2,10 +2,12 @@
## Requirements
* glew
* glfw3
* premake5(linux)
* OpenGL 3.3+ GPU
## Build on Linux
## Build on Linux and macOS
```
$ premake5 gmake

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@ -1,12 +1,12 @@
#include <iostream>
#include <fstream>
#include <fstream>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include "window.h"
#include "shaders.h"
#include "window.h"
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
@ -17,9 +17,7 @@
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
bool loadModel(tinygltf::Model &model, const char* filename)
{
bool loadModel(tinygltf::Model &model, const char *filename) {
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
@ -35,24 +33,25 @@ bool loadModel(tinygltf::Model &model, const char* filename)
if (!res)
std::cout << "Failed to load glTF: " << filename << std::endl;
else std::cout << "Loaded glTF: " << filename << std::endl;
else
std::cout << "Loaded glTF: " << filename << std::endl;
return res;
}
std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos, tinygltf::Model &model, tinygltf::Mesh &mesh)
{
std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos,
tinygltf::Model &model, tinygltf::Mesh &mesh) {
for (size_t i = 0; i < model.bufferViews.size(); ++i) {
const tinygltf::BufferView &bufferView = model.bufferViews[i];
if (bufferView.target == 0) { // TODO impl drawarrays
std::cout << "WARN: bufferView.target is zero" << std::endl;
continue; // Unsupported bufferView.
/*
From spec2.0 readme: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
... drawArrays function should be used with a count equal to the count
property of any of the accessors referenced by the attributes property
(they are all equal for a given primitive).
From spec2.0 readme:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
... drawArrays function should be used with a count equal to
the count property of any of the accessors referenced by the attributes
property (they are all equal for a given primitive).
*/
}
@ -64,22 +63,22 @@ std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos, tinygltf::Model &mode
vbos[i] = vbo;
glBindBuffer(bufferView.target, vbo);
std::cout << "buffer.data.size = " << buffer.data.size() << ", bufferview.byteOffset = "
<< bufferView.byteOffset << std::endl;
std::cout << "buffer.data.size = " << buffer.data.size()
<< ", bufferview.byteOffset = " << bufferView.byteOffset
<< std::endl;
glBufferData(bufferView.target, bufferView.byteLength,
&buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW);
}
for (size_t i = 0; i < mesh.primitives.size(); ++i)
{
for (size_t i = 0; i < mesh.primitives.size(); ++i) {
tinygltf::Primitive primitive = mesh.primitives[i];
tinygltf::Accessor indexAccessor = model.accessors[primitive.indices];
for (auto& attrib : primitive.attributes)
{
for (auto &attrib : primitive.attributes) {
tinygltf::Accessor accessor = model.accessors[attrib.second];
int byteStride = accessor.ByteStride(model.bufferViews[accessor.bufferView]);
int byteStride =
accessor.ByteStride(model.bufferViews[accessor.bufferView]);
glBindBuffer(GL_ARRAY_BUFFER, vbos[accessor.bufferView]);
int size = 1;
@ -91,19 +90,13 @@ std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos, tinygltf::Model &mode
if (attrib.first.compare("POSITION") == 0) vaa = 0;
if (attrib.first.compare("NORMAL") == 0) vaa = 1;
if (attrib.first.compare("TEXCOORD_0") == 0) vaa = 2;
if (vaa > -1)
{
if (vaa > -1) {
glEnableVertexAttribArray(vaa);
glVertexAttribPointer(
vaa,
size,
accessor.componentType,
glVertexAttribPointer(vaa, size, accessor.componentType,
accessor.normalized ? GL_TRUE : GL_FALSE,
byteStride,
BUFFER_OFFSET(accessor.byteOffset)
);
}
else std::cout << "vaa missing: " << attrib.first << std::endl;
byteStride, BUFFER_OFFSET(accessor.byteOffset));
} else
std::cout << "vaa missing: " << attrib.first << std::endl;
}
GLuint texid;
@ -119,17 +112,16 @@ std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos, tinygltf::Model &mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width,
image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&image.image.at(0));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, &image.image.at(0));
}
return vbos;
}
// bind models
void bindModelNodes(std::map<int, GLuint> vbos, tinygltf::Model &model, tinygltf::Node &node)
{
void bindModelNodes(std::map<int, GLuint> vbos, tinygltf::Model &model,
tinygltf::Node &node) {
bindMesh(vbos, model, model.meshes[node.mesh]);
for (size_t i = 0; i < node.children.size(); i++) {
bindModelNodes(vbos, model, model.nodes[node.children[i]]);
@ -148,38 +140,32 @@ GLuint bindModel(tinygltf::Model &model) {
glBindVertexArray(0);
// cleanup vbos
for (size_t i = 0; i < vbos.size(); ++i)
{
for (size_t i = 0; i < vbos.size(); ++i) {
glDeleteBuffers(1, &vbos[i]);
}
return vao;
}
void drawMesh(tinygltf::Model &model, tinygltf::Mesh &mesh)
{
for (size_t i = 0; i < mesh.primitives.size(); ++i)
{
void drawMesh(tinygltf::Model &model, tinygltf::Mesh &mesh) {
for (size_t i = 0; i < mesh.primitives.size(); ++i) {
tinygltf::Primitive primitive = mesh.primitives[i];
tinygltf::Accessor indexAccessor = model.accessors[primitive.indices];
glDrawElements(primitive.mode, indexAccessor.count, indexAccessor.componentType,
glDrawElements(primitive.mode, indexAccessor.count,
indexAccessor.componentType,
BUFFER_OFFSET(indexAccessor.byteOffset));
}
}
// recursively draw node and children nodes of model
void drawModelNodes(tinygltf::Model &model, tinygltf::Node &node)
{
void drawModelNodes(tinygltf::Model &model, tinygltf::Node &node) {
drawMesh(model, model.meshes[node.mesh]);
for (size_t i = 0; i < node.children.size(); i++) {
drawModelNodes(model, model.nodes[node.children[i]]);
}
}
void drawModel(GLuint vao, tinygltf::Model &model)
{
void drawModel(GLuint vao, tinygltf::Model &model) {
glBindVertexArray(vao);
const tinygltf::Scene &scene = model.scenes[model.defaultScene];
@ -190,48 +176,40 @@ void drawModel(GLuint vao, tinygltf::Model &model)
glBindVertexArray(0);
}
void dbgModel(tinygltf::Model &model)
{
for (auto &mesh : model.meshes)
{
void dbgModel(tinygltf::Model &model) {
for (auto &mesh : model.meshes) {
std::cout << "mesh : " << mesh.name << std::endl;
for (auto &primitive : mesh.primitives)
{
const tinygltf::Accessor &indexAccessor = model.accessors[primitive.indices];
for (auto &primitive : mesh.primitives) {
const tinygltf::Accessor &indexAccessor =
model.accessors[primitive.indices];
std::cout << "indexaccessor: count " << indexAccessor.count << ", type " <<
indexAccessor.componentType << std::endl;
std::cout << "indexaccessor: count " << indexAccessor.count << ", type "
<< indexAccessor.componentType << std::endl;
tinygltf::Material &mat = model.materials[primitive.material];
for (auto &mats : mat.values)
{
for (auto &mats : mat.values) {
std::cout << "mat : " << mats.first.c_str() << std::endl;
}
for (auto &image : model.images)
{
for (auto &image : model.images) {
std::cout << "image name : " << image.uri << std::endl;
std::cout << " size : " << image.image.size() << std::endl;
std::cout << " w/h : " << image.width << "/" << image.height << std::endl;
std::cout << " w/h : " << image.width << "/" << image.height
<< std::endl;
}
std::cout << "indices : " << primitive.indices << std::endl;
std::cout << "mode : " << "(" << primitive.mode << ")" << std::endl;
std::cout << "mode : "
<< "(" << primitive.mode << ")" << std::endl;
for (auto &attrib : primitive.attributes)
{
for (auto &attrib : primitive.attributes) {
std::cout << "attribute : " << attrib.first.c_str() << std::endl;
}
}
}
}
glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat)
{
glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat) {
// Camera matrix
glm::mat4 view = glm::lookAt(
pos, // Camera in World Space
@ -242,21 +220,21 @@ glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat)
return view;
}
glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w, int h)
{
glm::mat4 Projection = glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f);
glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w,
int h) {
glm::mat4 Projection =
glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f);
// Or, for an ortho camera :
//glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
// glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f);
// // In world coordinates
glm::mat4 mvp = Projection * view_mat * model_mat;
return mvp;
}
void displayLoop(Window& window, const std::string &filename)
{
void displayLoop(Window &window, const std::string &filename) {
Shaders shader = Shaders();
glUseProgram(shader.pid);
@ -282,16 +260,16 @@ void displayLoop(Window& window, const std::string &filename)
glm::vec3 sun_position = glm::vec3(3.0, 10.0, -5.0);
glm::vec3 sun_color = glm::vec3(1.0);
while (!window.Close())
{
while (!window.Close()) {
window.Resize();
glClearColor(0.2, 0.2, 0.2, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 trans = glm::translate(glm::mat4(1.0f), model_pos); // reposition model
model_rot = glm::rotate(model_rot, glm::radians(0.8f), glm::vec3(0,1,0)); // rotate model on y axis
glm::mat4 trans =
glm::translate(glm::mat4(1.0f), model_pos); // reposition model
model_rot = glm::rotate(model_rot, glm::radians(0.8f),
glm::vec3(0, 1, 0)); // rotate model on y axis
model_mat = trans * model_rot;
// build a model-view-projection
@ -309,9 +287,7 @@ void displayLoop(Window& window, const std::string &filename)
}
}
int main(int argc, char **argv)
{
int main(int argc, char **argv) {
std::string filename = "../../models/Cube/Cube.gltf";
if (argc > 1) {
@ -319,11 +295,31 @@ int main(int argc, char **argv)
}
if (!glfwInit()) return -1;
// Force create 3.3 profile.
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
Window window = Window(800, 600, "TinyGLTF basic example");
glfwMakeContextCurrent(window.window);
#ifdef __APPLE__
// https://stackoverflow.com/questions/50192625/openggl-segmentation-fault
glewExperimental = GL_TRUE;
#endif
glewInit();
std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION) << std::endl;
std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION)
<< std::endl;
if (!GLEW_VERSION_3_3) {
std::cerr << "OpenGL 3.3 is required to execute this app." << std::endl;
return EXIT_FAILURE;
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);

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@ -30,7 +30,7 @@ solution "basic_viewer"
includedirs { "/usr/local/include" }
buildoptions { "-Wno-deprecated-declarations" }
libdirs { "/usr/local/lib" }
links { "glfw3", "GLEW" }
links { "glfw", "GLEW" }
linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit", "-framework CoreVideo" }
configuration "Debug"

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@ -19,7 +19,7 @@ uniform vec3 sun_color; \n\
out vec4 color;\n\
void main() {\n\
float lum = max(dot(normal, normalize(sun_position)), 0.0);\n\
color = texture2D(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\
color = texture(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\
}\n\
";