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added documentation all over the place

master
Joshua Moerman 13 years ago
parent
commit
19ed1c2744
  1. 4
      J/J.h
  2. 4
      J/array.h
  3. 6
      J/basic.h
  4. 11
      J/fbo.h
  5. 1
      J/fbo.mm
  6. 27
      J/shader.h
  7. 5
      J/to_string.h

4
J/J.h

@ -8,10 +8,14 @@
#import <Foundation/Foundation.h>
// Bring some of the C++11 stuff to us.
#import "to_string.h"
#import "array.h"
// OpenGL functionality
#import "shader.h"
#import "fbo.h"
// Other utilities
#import "interpolator.h"

4
J/array.h

@ -6,6 +6,10 @@
// Copyright 2011 Vadovas. All rights reserved.
//
/*
Luckily for us there is tr1, we use the std::array from there.
*/
#ifndef J_array_h
#define J_array_h

6
J/basic.h

@ -6,6 +6,12 @@
// Copyright 2011 Vadovas. All rights reserved.
//
/*
This file will be included by all headers that need opengl. It alse defines a useful error checking function.
There may be some notes here and there (especially in the fbo and shader headers) about OpenGL ES2, those notes can be educational ;).
*/
#ifndef J_basic_h
#define J_basic_h

11
J/fbo.h

@ -6,6 +6,14 @@
// Copyright 2011 Vadovas. All rights reserved.
//
/*
Like the shader object, all work is done in the constructor and destructor. So copying a fbo object is impossible, use smart pointers instead. The standard constructor only takes a width and height. Texture settings and the presence of a depth buffer are preset and cannot be changed (since one probably wants those things, and there is not a lot of flexibility in ES2).
The other constructor (wich is defined in fbo.mm) is to make EAGLView more compact, it makes a fbo in a given context and with a given layer (no texture will be generated, so you cannot use this fbo for texture lookup).
Just like the shader, this class has begin() and end() functions.
*/
#ifndef FBO_H
#define FBO_H
@ -21,7 +29,7 @@
// TODO: more error checking in debug build.
// TODO: make texture class? for easier switching between linear/nearest interpolation for example
// TODO: make texture class? for easier switching between linear/nearest interpolation for example. (also affects shader::set_texture).
// NOTE: stencil attachment is not supported
namespace J {
@ -60,6 +68,7 @@ public:
}
// ctor from EAGLContext, not using textures, so you cannot use it as lookup, only as renderer.
// this one is defined in fbo.mm, because it uses Quartz and objC / iOS stuff.
fbo(EAGLContext* context, CAEAGLLayer* layer);
~fbo() {

1
J/fbo.mm

@ -11,6 +11,7 @@
#import <QuartzCore/QuartzCore.h>
namespace J {
// NOTE: this function is merely to make the EAGLView more compact. It is really a objC / iOS thing.
fbo::fbo(EAGLContext* context, CAEAGLLayer* layer) : width(0), height(0), fbo_number(0), renderbuffers(), texture_id(0){
glGenFramebuffers(1, &fbo_number);
bind();

27
J/shader.h

@ -6,6 +6,14 @@
// Copyright 2011 Vadovas. All rights reserved.
//
/*
This is a very basic shader class. The compilation and linking is done in the constructor, and deletion is don in the destructor. As a result, you can't copy a shader, use smart pointers instead. Because OpenGL ES2 uses attribute-indices at link-time, you have to specify your attributes in the constructor (this is a bit cumbersome).
There are a lot of uniform setters, for both values and array's, they are called set_uniform() for all types. For matrices a additional parameter (trans) can be given, but in ES2 this value has to be false. It's still a parameter to avoid ambiguity, because the overload works with c-style arrays (vector4 is not distinguishable from matrix2x2). A fix would be to introduce types like vector4 and matrix2x2 and such, but Astrant already has those, so I refrain to do that.
Using the setters should only be done between the begin() and end() functions.
*/
#ifndef SHADER_H
#define SHADER_H
@ -19,17 +27,17 @@
#include "basic.h"
#include "array.h"
// TODO: do glValidateProgram, like in the OpenGL template (see bottom)
// TODO: add error checking at set_uniforms?
// TODO: use an uniform map? (benchmark first!)
// TODO: allow arrays is uniforms (now all counts are 1)
// TODO: matrix attributes are not handled well (they take up 4 indices in the attributes)
// TODO: allow arrays in uniforms (now all counts are 1). To make this possible, first make vector and matrix structs. (But Astrant already has those)
// TODO: matrix attributes are not handled well (they take up 4 indices in the attributes instead of one)
// TODO: make the attribute-list nicer (it is really cumbersome now, with the vector)
// NOTE: there is only 1 set_uniform for std::array...
namespace J {
class shader {
// NOTE: it could be hardcoded to use vertex_shader and fragment_shader, for ShaderMap.
// NOTE: it could be hardcoded to use vertex_shader and fragment_shader, for ShaderMap. There is no geometry_shader in ES2.
typedef std::map<GLenum, GLuint> ShaderMap; // shader_type -> shader_name
typedef std::map<std::string, GLuint> AttributeMap; // attribute_name -> attribute_index
@ -77,7 +85,7 @@ public:
GLuint shader = it.second;
glDetachShader(program, shader);
glDeleteShader(shader);
// NOTE: If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object
// NOTE: If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object. Also deleting a shader with name '0' is safe.
}
end();
@ -96,6 +104,7 @@ public:
// *****************
// attribute setters
// NOTE: the normalized parameter is for integer types, if true they will be mapped to [0, 1], if false it stays in [0, 256] or so.
void set_attribute(const std::string& name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr){
const GLuint index = attributes[name];
glVertexAttribPointer(index, size, type, normalized, stride, ptr);
@ -173,7 +182,8 @@ public:
glUniform1iv(glGetUniformLocation(program, name), 1, value);
}
// matrices (in ES2 only square matrices)
// matrices
// NOTE: in ES2 there are only square matrices
void set_uniform(char const* name, const GLfloat (&value)[16], GLboolean trans) const {
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, trans, value);
}
@ -190,7 +200,8 @@ public:
glUniformMatrix2fv(glGetUniformLocation(program, name), 1, trans, value);
}
// textures (see todo above)
// textures
// NOTE: with a texture class this can be made prettier (also se the TODO in fbo.h)
void set_texture(const char* name, GLenum target, GLuint tex, int textureLocation, GLenum filter = GL_LINEAR) const {
glActiveTexture(GL_TEXTURE0 + textureLocation);
glBindTexture(target, tex);
@ -219,7 +230,7 @@ private:
// *******************
// compiling / linking
void compile_shader(std::istream& file, GLenum type) {
// get the c-string, the shortest way (not fastest)
// get the c-string, the shortest way (not fastest), from http://tinodidriksen.com/
std::string buffer((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
const char* sptr = buffer.c_str();
int ssize = buffer.size();

5
J/to_string.h

@ -6,13 +6,16 @@
// Copyright 2011 Vadovas. All rights reserved.
//
/*
Workaround for the std::to_string in C++11. Might not be the fastest way (performance-wise), but it was the fastest to implement ;).
*/
#ifndef OpenGLTemplate_to_string_h
#define OpenGLTemplate_to_string_h
#include <iostream>
#include <sstream>
// NOTE: workaround for the std::to_string in C++11
namespace std {
template <typename T>