work on renderer
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user