work on renderer
This commit is contained in:
184
include/utils/Renderer/RenderTarget.h
Normal file
184
include/utils/Renderer/RenderTarget.h
Normal file
@@ -0,0 +1,184 @@
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#ifndef RENDERTARGET_H
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#define RENDERTARGET_H
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#include "pch.hpp"
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#include "extratools.h"
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namespace Archimedes {
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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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~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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size_t getCount() const { return count; }
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private:
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unsigned int type;
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size_t size;
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size_t count;
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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() {}
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const std::vector<LayoutElement>& getElements() const { return elements; }
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private:
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std::vector<LayoutElement> elements;
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};
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class VertexBuffer {
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public:
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VertexBuffer(const void* data, size_t size) : data(data), size(size) {
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}
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~VertexBuffer() {}
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const void* getData() const { return data; }
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size_t getSize() const { return size; }
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unsigned int id;
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private:
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const void* data;
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size_t size;
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};
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class VertexArray {
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public:
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VertexArray() {
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}
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~VertexArray() {}
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unsigned int id;
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private:
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};
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class IndexArray {
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public:
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IndexArray(const unsigned int* indices, size_t count) : indices(indices), count(count) {
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}
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~IndexArray() {}
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const void* getIndicies() const { return indices; }
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size_t getCount() const { return count; }
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unsigned int id;
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private:
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const unsigned int* indices;
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size_t count;
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};
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class Shader {
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public:
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enum class LoadType {
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FromSource,
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FromBin,
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FromFileSource,
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FromFileBin
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};
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Shader(const std::string& vs, const std::string& fs, LoadType loadType) : 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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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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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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~Shader() {}
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std::string getVSource() const { return vs; }
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std::string getFSource() const { return fs; }
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unsigned int id;
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private:
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LoadType loadType;
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std::string vs;
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std::string fs;
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std::string readSourceFile(const std::string& path) {
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std::ifstream file(path);
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if(!file.is_open()) {
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return "";
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}
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std::string s;
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while(!file.eof()) {
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file >> s;
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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 void* data, size_t size, unsigned int* indices, size_t count, VertexLayout layout, const std::string& vs, const std::string& fs)
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: vertexBuffer(data, size),
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indexArray(indices, count),
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layout(layout),
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shader(vs, fs, Shader::LoadType::FromFileSource) {
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}
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RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s)
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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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}
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~RenderTarget() {}
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//private:
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VertexBuffer vertexBuffer;
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VertexArray vertexArray;
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VertexLayout layout;
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IndexArray indexArray;
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Shader shader;
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};
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}
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#endif
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@@ -5,89 +5,10 @@
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#include "extratools.h"
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#include "RenderTarget.h"
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namespace Archimedes {
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class VertexArray {
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public:
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VertexArray(const void* data, size_t size) : data(data), size(size) {
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}
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~VertexArray() {}
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const void* getData() const { return data; }
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size_t getSize() const { return size; }
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unsigned int getId() const { return id; }
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private:
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const void* data;
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size_t size;
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unsigned int id;
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};
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class IndexArray {
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public:
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IndexArray(const unsigned int* indices, size_t count) : indices(indices), count(count) {
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}
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~IndexArray() {}
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const void* getIndicies() const { return indices; }
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size_t getCount() const { return count; }
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private:
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const unsigned int* indices;
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size_t count;
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unsigned int id;
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};
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class Shader {
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public:
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enum class LoadType {
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FromSource,
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FromFileSource,
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FromFileBin
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};
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Shader(const std::string& source, 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::FromFileSource:
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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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~Shader() {}
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unsigned int getId() const { return id; }
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private:
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unsigned int id;
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};
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class RenderTarget {
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public:
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RenderTarget(const void* data, size_t size, size_t count, const std::string& shader)
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: data(data), size(size), count(count), shader(shader) {}
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~RenderTarget() {}
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private:
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const void* data;
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size_t size;
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size_t count;
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const std::string& shader;
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};
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class Renderer {
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public:
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@@ -103,7 +24,20 @@ namespace Archimedes {
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virtual void render() = 0;
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virtual void draw(const VertexArray&, const IndexArray&, const Shader&) = 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 RenderTarget* createRenderTarget(
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const void* data,
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size_t size,
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unsigned int* indices,
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size_t count,
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VertexLayout layout,
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const std::string& vs,
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const std::string& fs,
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const Shader::LoadType& lt
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) = 0;
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virtual void draw(const RenderTarget&) = 0;
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virtual Renderer* getRendererImpl() = 0;
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@@ -1,5 +1,4 @@
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#define RENDERER_OPENGL
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#ifdef RENDERER_OPENGL
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#undef RENDERER_OPENGL
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@@ -13,12 +12,6 @@
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namespace Archimedes {
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class VertexArrayOpenGL : public VertexArray {};
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class IndexArrayOpenGL : public IndexArray {};
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class ShaderOpenGL : public Shader {};
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class RendererOpenGL : public Renderer {
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public:
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@@ -39,13 +32,102 @@ namespace Archimedes {
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}
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void draw(const VertexArray& va, const IndexArray& ia, const Shader& shader) override {
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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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glUseProgram(shader.id);
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std::string vss = shader.getVSource();
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std::string fss = shader.getFSource();
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glBindVertexArray(va.id);
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const char* vsc = vss.c_str();
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const char* fsc = fss.c_str();
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glDrawElements(GL_TRIANGLES, va.count, GL_UNSIGNED_INT, 0);
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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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RenderTarget* createRenderTarget(const void* data, size_t size, unsigned int* indices, size_t count, VertexLayout layout, const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
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VertexBuffer vb(data, size);
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IndexArray ia(indices, count);
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Shader s = createShader(vs, fs, lt);
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auto rt = new RenderTarget(vb, ia, layout, s);
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glGenVertexArrays(1, &rt->vertexArray.id);
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glGenBuffers(1, &rt->vertexBuffer.id);
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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, sizeof(data), data, GL_STATIC_DRAW);
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glGenBuffers(1, &rt->indexArray.id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt->indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(rt->vertexArray.id, count, GL_FLOAT, GL_FALSE, count * sizeof(float), (void*)0);
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glEnableVertexAttribArray(rt->vertexArray.id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return rt;
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};
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void draw(const RenderTarget& rt) override {
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glUseProgram(rt.shader.id);
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glBindVertexArray(rt.vertexArray.id);
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glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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@@ -33,6 +33,8 @@ namespace Archimedes {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, 1);
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}
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window = glfwCreateWindow(640, 480, "Archimedes", NULL, NULL);
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