work on text
This commit is contained in:
@@ -14,8 +14,8 @@ namespace Archimedes {
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public:
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Body(RenderTarget rt, glm::mat4 t = glm::mat4(1.0f)) : Object(t), mesh(rt) {};
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Body(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, RenderMode rm = RenderMode::Triangles, glm::mat4 t = glm::mat4(1.0f))
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: Object(t), mesh(vb, ia, vl, s, rm) {}
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Body(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> tex = std::nullopt, RenderMode rm = RenderMode::Triangles, glm::mat4 t = glm::mat4(1.0f))
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: Object(t), mesh(vb, ia, vl, s, tex, rm) {}
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Body() : Object(glm::mat4(1.0f)) {}
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@@ -17,32 +17,72 @@ namespace Archimedes {
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Polygon
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};
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class Texture {
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public:
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Texture() {}
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Texture(std::vector<unsigned char> bin, size_t width, size_t height)
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: bin(bin), width(width), height(height) {}
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~Texture() {}
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const void* getBin() { return bin.data(); }
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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size_t getWidth() { return width; }
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size_t getHeight() { return height; }
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unsigned int id;
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private:
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std::vector<unsigned char> bin;
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bool active = false;
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size_t width, height;
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};
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class LayoutElement {
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public:
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LayoutElement(unsigned int type, size_t count) : type(type), count(count) {}
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enum class Type {
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Float,
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UInt,
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Int,
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Double
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};
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LayoutElement(Type type, size_t count, size_t stride, size_t offset)
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: type(type), count(count), stride(stride), offset(offset) {}
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~LayoutElement() {}
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unsigned int getType() const { return type; }
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size_t getSize() const { return size; }
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Type getType() const { return type; }
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size_t getCount() const { return count; }
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size_t getStride() const { return stride; }
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size_t getOffset() const { return offset; }
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private:
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unsigned int type;
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size_t size;
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Type type;
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size_t count;
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size_t stride;
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size_t offset;
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};
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class VertexLayout {
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public:
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VertexLayout() {}
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VertexLayout(std::vector<LayoutElement> elements) : elements(elements) {}
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~VertexLayout() {}
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const std::vector<LayoutElement>& getElements() const { return elements; }
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std::vector<LayoutElement>& getElements() { return elements; }
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private:
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std::vector<LayoutElement> elements;
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@@ -58,11 +98,15 @@ namespace Archimedes {
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~VertexBuffer() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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const void* getData() const { return data.data(); }
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size_t getSize() const { return data.size() * sizeof(float); }
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unsigned int id;
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private:
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bool active = false;
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std::vector<float> data;
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};
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@@ -74,9 +118,12 @@ namespace Archimedes {
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~VertexArray() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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unsigned int id;
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private:
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bool active = false;
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};
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class IndexArray {
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@@ -89,11 +136,15 @@ namespace Archimedes {
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~IndexArray() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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const void* getIndicies() const { return indices.data(); }
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size_t getCount() const { return indices.size(); }
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unsigned int id;
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private:
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bool active = false;
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std::vector<unsigned int> indices;
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};
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@@ -118,14 +169,31 @@ namespace Archimedes {
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void init(const std::string& vs, const std::string& fs, LoadType loadType) {
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switch(loadType) {
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case LoadType::FromSource:
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this->vs = vs;
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this->fs = fs;
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this->shader = source { vs, fs };
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break;
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case LoadType::FromBin:
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break;
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case LoadType::FromFileSource:
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this->vs = readSourceFile(vs);
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this->fs = readSourceFile(fs);
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this->shader = source {
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readSourceFile(vs),
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readSourceFile(fs)
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};
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break;
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case LoadType::FromFileBin:
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break;
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default:
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break;
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}
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}
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void init(const std::vector<unsigned char>& vs, const std::vector<unsigned char>& fs, LoadType loadType) {
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switch(loadType) {
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case LoadType::FromSource:
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break;
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case LoadType::FromBin:
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this->shader = bin { vs, fs };
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break;
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case LoadType::FromFileSource:
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break;
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case LoadType::FromFileBin:
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break;
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@@ -134,13 +202,31 @@ namespace Archimedes {
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}
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}
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std::string getVSource() const { return vs; }
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std::string getFSource() const { return fs; }
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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std::string getVSource() const { return std::get<source>(shader).vertex; }
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std::string getFSource() const { return std::get<source>(shader).fragment; }
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std::vector<unsigned char>& getVbin() { return std::get<bin>(shader).vertex; }
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std::vector<unsigned char>& getFbin() { return std::get<bin>(shader).fragment; }
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unsigned int id;
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private:
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std::string vs;
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std::string fs;
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struct source {
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std::string vertex;
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std::string fragment;
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};
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struct bin {
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std::vector<unsigned char> vertex;
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std::vector<unsigned char> fragment;
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};
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std::variant<source, bin> shader;
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bool active = false;
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std::string readSourceFile(const std::string& path) {
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@@ -159,25 +245,38 @@ namespace Archimedes {
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return s;
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}
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std::vector<unsigned char> readBinFile(const std::string& path) {
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std::ifstream file(path, std::ios::binary);
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if(!file.is_open()) {
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return std::vector<unsigned char>();
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}
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std::vector<unsigned char> s;
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s.reserve(10000);
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while(!file.eof()) {
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s.push_back(file.get());
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}
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return s;
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}
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};
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class RenderTarget {
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public:
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RenderTarget(const std::vector<float> data, const std::vector<unsigned int> indices, VertexLayout layout, const std::string& vs, const std::string& fs, RenderMode rm = RenderMode::Triangles)
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: vertexBuffer(data),
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indexArray(indices),
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layout(layout),
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shader(vs, fs, Shader::LoadType::FromFileSource),
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renderMode(rm) {
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}
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RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, RenderMode rm = RenderMode::Triangles)
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RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> t = std::nullopt, RenderMode rm = RenderMode::Triangles)
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: vertexBuffer(vb),
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indexArray(ia),
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layout(vl),
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shader(s),
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texture(t),
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renderMode(rm) {
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}
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@@ -186,6 +285,15 @@ namespace Archimedes {
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~RenderTarget() {}
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void setup(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> t = std::nullopt, RenderMode rm = RenderMode::Triangles) {
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vertexBuffer = vb;
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indexArray = ia;
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layout = vl;
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shader = s;
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texture = t;
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renderMode = rm;
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}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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@@ -201,6 +309,8 @@ namespace Archimedes {
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Shader shader;
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std::optional<Texture> texture;
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RenderMode renderMode;
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bool active = false;
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@@ -26,16 +26,11 @@ namespace Archimedes {
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virtual void render() = 0;
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virtual Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) = 0;
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virtual void setupShader(Shader& shader) = 0;
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virtual RenderTarget createRenderTarget(
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VertexBuffer vb,
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IndexArray ia,
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VertexLayout layout,
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Shader& s
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) = 0;
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virtual void setupTexture(Texture& texture) = 0;
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virtual void updateTexture(Texture& texture) = 0;
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virtual void setupRenderTarget(RenderTarget& rt) = 0;
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@@ -39,59 +39,6 @@ namespace Archimedes {
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}
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Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
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Shader shader(vs, fs, lt);
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std::string vss = shader.getVSource();
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std::string fss = shader.getFSource();
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const char* vsc = vss.c_str();
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const char* fsc = fss.c_str();
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vsc, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fsc, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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shader.id = shaderProgram;
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return shader;
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}
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void setupShader(Shader& shader) override {
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std::string vss = shader.getVSource();
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@@ -141,14 +88,16 @@ namespace Archimedes {
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}
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RenderTarget createRenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout layout, Shader& s) override {
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auto rt = RenderTarget(vb, ia, layout, s);
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void setupTexture(Texture& texture) override {
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glGenTextures(1, &texture.id);
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updateTexture(texture);
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}
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setupRenderTarget(rt);
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return rt;
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};
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void updateTexture(Texture& texture) override {
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glBindTexture(GL_TEXTURE_2D, texture.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture.getWidth(), texture.getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture.getBin());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void setupRenderTarget(RenderTarget& rt) override {
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@@ -157,28 +106,87 @@ namespace Archimedes {
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glGenBuffers(1, &rt.vertexBuffer.id);
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glGenBuffers(1, &rt.indexArray.id);
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rt.vertexArray.setActive(true);
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rt.vertexBuffer.setActive(true);
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rt.indexArray.setActive(true);
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if(rt.texture.has_value()) {
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glGenTextures(1, &rt.texture.value().id);
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rt.texture.value().setActive(true);
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}
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updateRenderTarget(rt);
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rt.setActive(true);
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};
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void updateRenderTarget(RenderTarget& rt) override {
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if(rt.vertexArray.getActive()) {
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glBindVertexArray(rt.vertexArray.id);
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if(rt.vertexBuffer.getActive()) {
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glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
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glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
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}
|
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|
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if(rt.indexArray.getActive()) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
|
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}
|
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|
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if(rt.texture.has_value()) {
|
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if(rt.texture.value().getActive()) {
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glActiveTexture(GL_TEXTURE0);
|
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glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, rt.texture.value().getWidth(), rt.texture.value().getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, rt.texture.value().getBin());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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}
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if(rt.shader.getActive()) {
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glUseProgram(rt.shader.id);
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}
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unsigned int i = 0;
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for(LayoutElement e : rt.layout.getElements()) {
|
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|
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switch(e.getType()) {
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case LayoutElement::Type::Float:
|
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glVertexAttribPointer(i, e.getCount(), GL_FLOAT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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case LayoutElement::Type::Double:
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glVertexAttribPointer(i, e.getCount(), GL_DOUBLE, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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case LayoutElement::Type::Int:
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glVertexAttribPointer(i, e.getCount(), GL_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
|
||||
case LayoutElement::Type::UInt:
|
||||
glVertexAttribPointer(i, e.getCount(), GL_UNSIGNED_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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default:
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||||
break;
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}
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i++;
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
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||||
}
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glBindVertexArray(rt.vertexArray.id);
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glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
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glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
|
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
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glUseProgram(rt.shader.id);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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||||
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
};
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||||
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void freeRenderTarget(RenderTarget& rt) override {
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@@ -186,6 +194,12 @@ namespace Archimedes {
|
||||
glDeleteVertexArrays(1, &rt.vertexArray.id);
|
||||
glDeleteBuffers(1, &rt.vertexBuffer.id);
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||||
glDeleteBuffers(1, &rt.indexArray.id);
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||||
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||||
rt.vertexArray.setActive(false);
|
||||
rt.vertexBuffer.setActive(false);
|
||||
rt.indexArray.setActive(false);
|
||||
|
||||
rt.setActive(false);
|
||||
};
|
||||
|
||||
void draw(
|
||||
@@ -210,6 +224,18 @@ namespace Archimedes {
|
||||
unsigned int colorLoc = glGetUniformLocation(rt.shader.id, "color");
|
||||
glUniform4f(colorLoc, color.r, color.g, color.b, color.a);
|
||||
|
||||
|
||||
if(rt.texture.has_value()) {
|
||||
if(rt.texture.value().getActive()) {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
|
||||
|
||||
glUniform1i(glGetUniformLocation(rt.shader.id, "tex"), 0);
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(rt.vertexArray.id);
|
||||
|
||||
switch(rt.renderMode) {
|
||||
|
||||
Reference in New Issue
Block a user