Huge graphics overhaul

This commit is contained in:
NaifBanana
2026-08-20 08:14:29 -05:00
parent 960689ecb6
commit 3bad580793
19 changed files with 1534 additions and 252 deletions
+12
View File
@@ -3,6 +3,7 @@ cmake_minimum_required(VERSION 3.26.0)
if (NB_BUILD_TESTS)
enable_testing()
include(GoogleTest)
add_executable(TestWindow
./TestWindow.cpp
)
@@ -11,4 +12,15 @@ if (NB_BUILD_TESTS)
NBGraphics
)
add_executable(TestImages
./testImages.cpp
)
target_link_libraries(TestImages
NBCore
NBGraphics
GTest::gtest_main
)
gtest_discover_tests(TestImages)
endif()
+50 -9
View File
@@ -1,7 +1,12 @@
#include "GLLoad.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Image.hpp"
#include "ProgramPipeline.hpp"
#include "VertexArray.hpp"
#include "Window.hpp"
#include "Textures.hpp"
int main() {
nb::logger.log("Howdy!");
@@ -10,54 +15,90 @@ int main() {
window.setWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
window.init();
nb::logger.log("Goob");
auto vert = std::make_shared<nb::Shader>(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout (location = 0) in vec2 aPos;\n"
"layout (location = 1) in vec2 tPos;\n"
"out vec2 vPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
" vPos = tPos;\n"
"}\0"
);
LOG("Vertex Shader: " + vert->log());
LOG(vert->log());
auto frag = std::make_shared<nb::Shader>(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec2 vPos;\n"
"out vec4 FragColor;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
" FragColor = texture(tex, vPos);\n"
"}\n\0"
);
LOG("Fragment shader: " + frag->log());
LOG(frag->log());
nb::ByteVector data = nb::vectorToBytes<float>({
-0.5, -0.5, 0.5, -0.5, 0.0, 0.5
-0.5, -0.5, 0,0,
-0.5, 0.5, 0,1,
0.5, 0.5, 1,1,
0.5, -0.5, 1,0
});
nb::Program prog({vert, frag});
prog.bind();
std::vector<uint32_t> indxs = {0, 1, 2, 0, 2, 3};
nb::VertexGroup tri(data, {
nb::VertexAttribute{
2,
GL_FLOAT,
false,
{0, 8}
{0, 16}
},
nb::VertexAttribute{
2,
GL_FLOAT,
false,
{8, 16}
}
});
}, indxs);
tri.bind();
int width, height, numChannels;
auto raw_img_data = stbi_load(
"./awesomeface.png",
&width,
&height,
&numChannels,
0
);
LOG(numChannels);
using RGBA = nb::Pixel<uint8_t, nb::Red, nb::Green, nb::Blue, nb::Alpha>;
nb::ImageReference<RGBA> img(width, height, raw_img_data);
auto tex = nb::ImageTexture<RGBA>();
tex.parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex.parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
tex.setImage(img);
tex.bind();
tri.bind();
LOG(img.at(256, 256).r);
stbi_image_free(raw_img_data);
LOG(prog.log());
GLFWwindow* window_ptr = window.getWindow();
while(!glfwWindowShouldClose(window_ptr)) {
glDrawArrays(GL_TRIANGLES, 0, 3);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
tri.draw();
glfwPollEvents();
glfwSwapBuffers(window_ptr);
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 58 KiB

+156
View File
@@ -0,0 +1,156 @@
#include <gtest/gtest.h>
#include <vector>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Image.hpp"
TEST(TestImage, SinglePixel) {
using RGB = nb::Pixel<uint8_t, nb::Red, nb::Green, nb::Blue>;
RGB p1;
p1.r = 0x00;
p1.g = 0x0F;
p1.b = 0xFF;
ASSERT_EQ(p1.r, 0x00);
ASSERT_EQ(p1.g, 0x0F);
ASSERT_EQ(p1.b, 0xFF);
RGB p2(p1);
ASSERT_EQ(p2.r, 0x00);
ASSERT_EQ(p2.g, 0x0F);
ASSERT_EQ(p2.b, 0xFF);
RGB p3(0xA, 0xB, 0xC);
ASSERT_EQ(p3.r, 0xA);
ASSERT_EQ(p3.g, 0xB);
ASSERT_EQ(p3.b, 0xC);
RGB p4 = p3;
ASSERT_EQ(p4.r, 0xA);
ASSERT_EQ(p4.g, 0xB);
ASSERT_EQ(p4.b, 0xC);
RGB p5(0xA0, 0xB0, 0xC0);
ASSERT_EQ(p5.r, 0xA0);
ASSERT_EQ(p5.g, 0xB0);
ASSERT_EQ(p5.b, 0xC0);
using RBAG = nb::Pixel<float,
nb::Red, nb::Blue, nb::Alpha, nb::Green
>;
float a=0.5, b=0.4, c=0.0, d=0.3;
RBAG p6 = {a, b, c, d};
ASSERT_EQ(p6.r, a);
ASSERT_EQ(p6.b, b);
ASSERT_EQ(p6.a, c);
ASSERT_EQ(p6.g, d);
RBAG p7 = p6;
ASSERT_EQ(p7.r, a);
ASSERT_EQ(p7.b, b);
ASSERT_EQ(p7.a, c);
ASSERT_EQ(p7.g, d);
}
TEST(TestImage, PixelReference) {
using RGB = nb::Pixel<uint8_t, nb::Red, nb::Green, nb::Blue>;
using RGBRef = nb::PixelReference<RGB>;
using RBAG = nb::Pixel<float,
nb::Red, nb::Blue, nb::Alpha, nb::Green
>;
using RBAGRef = nb::PixelReference<RBAG>;
RGB p1{255, 254, 253};
RGBRef rp1(p1);
ASSERT_EQ(rp1.r, p1.r);
ASSERT_EQ(rp1.g, p1.g);
ASSERT_EQ(rp1.b, p1.b);
RGB p2{0xa, 0xb, 0xc};
rp1 = p2;
ASSERT_EQ(p1.r, p2.r);
ASSERT_EQ(p1.g, p2.g);
ASSERT_EQ(p1.b, p2.b);
RGB p3 = rp1;
ASSERT_EQ(p3.r, p1.r);
ASSERT_EQ(p3.g, p1.g);
ASSERT_EQ(p3.b, p1.b);
RGBRef rp2 = rp1;
rp2 = RGB(2, 4, 8);
ASSERT_EQ(p1.r, 2);
ASSERT_EQ(p1.g, 4);
ASSERT_EQ(p1.b, 8);
int val = 27;
rp1.b = val;
ASSERT_EQ(rp1.r, p1.r);
ASSERT_EQ(rp1.g, p1.g);
ASSERT_EQ(rp1.b, p1.b);
ASSERT_EQ(p1.b, val);
}
TEST(TestImage, SimpleImage) {
unsigned char data[] = {
0x00, 0x00,
0x00, 0xFF,
0xFF, 0x00,
0xFF, 0xFF
};
using RG = nb::Pixel<uint8_t, nb::Red, nb::Blue>;
nb::Image<RG> img(
2, 2, data
);
for (int i = 0; i < sizeof(data); ++i) {
ASSERT_EQ(img.data()[i], data[i]);
}
auto pixel = img.at(0, 1);
ASSERT_EQ(pixel.r, data[4]);
ASSERT_EQ(pixel.b, data[5]);
}
TEST(TestImage, LoadImage) {
int width, height, numChannels;
unsigned char* data = stbi_load(
"./awesomeface.png",
&width,
&height,
&numChannels,
0
);
using RGBA = nb::Pixel<unsigned char, nb::Red, nb::Green, nb::Blue, nb::Alpha>;
nb::Image<RGBA> img(
width, height, data
);
for(int i = 0; i < height; ++i) {
for (int j = 0; j < width; ++j) {
auto pixel = img.at(j, i);
ASSERT_EQ(pixel.r, data[4*(i*width+j)]);
ASSERT_EQ(pixel.g, data[4*(i*width+j) + 1]);
ASSERT_EQ(pixel.b, data[4*(i*width+j) + 2]);
ASSERT_EQ(pixel.a, data[4*(i*width+j) + 3]);
}
}
stbi_image_free(data);
}
TEST(TestImage, ImageBounds) {
size_t len = 10;
uint8_t val = 0xAA;
std::vector<uint8_t> vec(2*len*len, val);
using RB = nb::Pixel<uint8_t, nb::Red, nb::Blue>;
nb::Image<RB> img(
len, len, vec.data()
);
for (int i=0; i < 15; ++i) {
if (i<len) {
auto pixel = img.at(len/2, i);
ASSERT_EQ(pixel.r, val);
ASSERT_EQ(pixel.b, val);
} else {
ASSERT_THROW(img.at(len/2, i), nb::ImageError);
ASSERT_THROW(img.at(i, len/2), nb::ImageError);
}
}
}