Created
July 31, 2021 14:58
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Prototype C++ code generation for a game engine
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#pragma once | |
// file : sprite.h | |
// generated at 2021-07-31 09:54:44.8542459 CDT | |
#include <utility> | |
#include <array> | |
#include <jclib/gl/shader.h> | |
#include <jclib/gl/program.h> | |
struct sprite_vertex | |
{ | |
float x = 0.0f; | |
float y = 0.0f; | |
float z = 0.0f; | |
uint8_t r = 1.0f; | |
uint8_t g = 1.0f; | |
uint8_t b = 1.0f; | |
uint8_t a = 1.0f; | |
}; | |
class sprite_shader | |
{ | |
public: | |
/** | |
* @brief sprite shader stages | |
*/ | |
constexpr static auto shader_stages = std::array | |
{ | |
::std::pair{ "C:/Users/jonat/source/repos/JonathanCline/NextEngine//sprite/sprite.vert.glsl", ::jc::gl::shader_type::vertex_shader }, | |
::std::pair{ "C:/Users/jonat/source/repos/JonathanCline/NextEngine//sprite/sprite.frag.glsl", ::jc::gl::shader_type::fragment_shader } | |
}; | |
/** | |
* @brief Bind's the underlying shader resource | |
*/ | |
void bind() noexcept | |
{ | |
::jc::gl::bind(this->program_); | |
}; | |
/** | |
* @brief Gets's the underlying shader ID | |
*/ | |
auto id() const noexcept | |
{ | |
return this->program_.get(); | |
}; | |
sprite_shader() : | |
program_{ } | |
{ | |
// compile stages | |
::jc::gl::shader _stage0{ this->shader_stages.at(0).second }; | |
::jc::gl::compile_shader_file(_stage0, this->shader_stages.at(0).first); | |
::jc::gl::shader _stage1{ this->shader_stages.at(1).second }; | |
::jc::gl::compile_shader_file(_stage1, this->shader_stages.at(1).first); | |
::jc::gl::attach(this->program_, _stage0); | |
::jc::gl::attach(this->program_, _stage1); | |
::jc::gl::link_program(this->program_); | |
::jc::gl::detatch(this->program_, _stage0); | |
::jc::gl::detatch(this->program_, _stage1); | |
}; | |
private: | |
/** | |
* @brief Underlying shader handle | |
*/ | |
::jc::gl::program program_{}; | |
}; | |
/** | |
* @brief sprite art type | |
*/ | |
class sprite_art | |
{ | |
public: | |
/** | |
* @brief sprite shader type alias | |
*/ | |
using shader_type = ::sprite_shader; | |
}; |
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local engine = nextengine | |
print("defining sprite object") | |
engine.define( | |
{ | |
name = "sprite", | |
type = "gfxobject", | |
shader = | |
{ | |
vertex = | |
{ | |
glsl_version = 330, | |
core = true, | |
attributes = | |
{ | |
{ | |
inout = "in", | |
type = "vec3", | |
name = "pos", | |
location = 0 | |
}, | |
{ | |
inout = "in", | |
type = "vec4", | |
name = "col", | |
location = 1 | |
}, | |
{ | |
inout = "out", | |
type = "vec4", | |
name = "vertcol" | |
} | |
}, | |
uniforms = | |
{ | |
}, | |
contents = [[ | |
void main() | |
{ | |
vertcol = col; | |
gl_Position = vec4(pos.xyz, 1.0); | |
}; | |
]] | |
}, | |
fragment = | |
{ | |
glsl_version = 330, | |
core = true, | |
attributes = | |
{ | |
{ | |
inout = "out", | |
type = "vec4", | |
name = "color" | |
}, | |
{ | |
inout = "in", | |
type = "vec4", | |
name = "vertcol" | |
} | |
}, | |
uniforms = | |
{ | |
}, | |
contents = [[ | |
void main() | |
{ | |
color = vertcol; | |
}; | |
]] | |
} | |
} | |
} | |
) | |
print("finished defining sprite object") |
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