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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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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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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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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;
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case LayoutElement::Type::UInt:
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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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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 {
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glDeleteVertexArrays(1, &rt.vertexArray.id);
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glDeleteBuffers(1, &rt.vertexBuffer.id);
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glDeleteBuffers(1, &rt.indexArray.id);
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rt.vertexArray.setActive(false);
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rt.vertexBuffer.setActive(false);
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rt.indexArray.setActive(false);
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rt.setActive(false);
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};
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void draw(
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@@ -210,6 +224,18 @@ namespace Archimedes {
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unsigned int colorLoc = glGetUniformLocation(rt.shader.id, "color");
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glUniform4f(colorLoc, color.r, color.g, color.b, color.a);
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if(rt.texture.has_value()) {
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if(rt.texture.value().getActive()) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
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glUniform1i(glGetUniformLocation(rt.shader.id, "tex"), 0);
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}
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}
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glBindVertexArray(rt.vertexArray.id);
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switch(rt.renderMode) {
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