work on renderer

This commit is contained in:
2026-02-10 13:37:49 -06:00
parent 086e5f5126
commit dd1befc2a0
9 changed files with 335 additions and 209 deletions

View File

@@ -1,5 +1,4 @@
#define RENDERER_OPENGL
#ifdef RENDERER_OPENGL
#undef RENDERER_OPENGL
@@ -13,12 +12,6 @@
namespace Archimedes {
class VertexArrayOpenGL : public VertexArray {};
class IndexArrayOpenGL : public IndexArray {};
class ShaderOpenGL : public Shader {};
class RendererOpenGL : public Renderer {
public:
@@ -39,13 +32,102 @@ namespace Archimedes {
}
void draw(const VertexArray& va, const IndexArray& ia, const Shader& shader) override {
Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
Shader shader(vs, fs, lt);
glUseProgram(shader.id);
std::string vss = shader.getVSource();
std::string fss = shader.getFSource();
glBindVertexArray(va.id);
const char* vsc = vss.c_str();
const char* fsc = fss.c_str();
glDrawElements(GL_TRIANGLES, va.count, GL_UNSIGNED_INT, 0);
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vsc, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fsc, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
shader.id = shaderProgram;
return shader;
}
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 {
VertexBuffer vb(data, size);
IndexArray ia(indices, count);
Shader s = createShader(vs, fs, lt);
auto rt = new RenderTarget(vb, ia, layout, s);
glGenVertexArrays(1, &rt->vertexArray.id);
glGenBuffers(1, &rt->vertexBuffer.id);
glBindVertexArray(rt->vertexArray.id);
glBindBuffer(GL_ARRAY_BUFFER, rt->vertexBuffer.id);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
glGenBuffers(1, &rt->indexArray.id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt->indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(rt->vertexArray.id, count, GL_FLOAT, GL_FALSE, count * sizeof(float), (void*)0);
glEnableVertexAttribArray(rt->vertexArray.id);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return rt;
};
void draw(const RenderTarget& rt) override {
glUseProgram(rt.shader.id);
glBindVertexArray(rt.vertexArray.id);
glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}