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

@@ -18,7 +18,6 @@ TestTriangle::~TestTriangle() {
if(app) {
WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
wm->getRenderer()->getCmdList().erase(rcmd_it);
/*
#if WINDOW == 2
wm->removeEventFn(ecmd_it);
@@ -39,98 +38,22 @@ void TestTriangle::onLoad() {
window = wm->aquireWindow();
wm->getRenderer()->getCmdList().push_back([this](){
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // no need to unbind it every time
});
rcmd_it = --wm->getRenderer()->getCmdList().end()++;
//////////////////////glew
/*
if(glewInit() != GLEW_OK) {
std::cout << "glew is not ok!" << std::endl;
std::abort();
}
*/
///////////////////////////////NUCLEAR
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, 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, &fragmentShaderSource, 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
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);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
rt = window->getRenderer()->createRenderTarget(
vertices,
9 * sizeof(float),
indices,
3,
Archimedes::VertexLayout(),
vertexShaderSource,
fragmentShaderSource,
Archimedes::Shader::LoadType::FromSource
);
}
void TestTriangle::run() {
window->getRenderer()->draw(*rt);
}

View File

@@ -29,8 +29,6 @@ class TestTriangle : public Archimedes::Module {
Archimedes::Window* window;
std::list<std::function<void()>>::iterator rcmd_it;
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
@@ -44,14 +42,19 @@ class TestTriangle : public Archimedes::Module {
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
unsigned int shaderProgram;
unsigned int VBO, VAO;
Archimedes::RenderTarget* rt;
float vertices[9] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int indices[3] = {
1, // left
2, // right
3 // top
};
};
#ifdef TESTTRIANGLE_DYNAMIC

View File

@@ -15,8 +15,6 @@ ImguiModule::~ImguiModule() {
if(app) {
WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
wm->getRenderer()->getCmdList().erase(rcmd_it);
#if WINDOW == 2
wm->removeEventFn(ecmd_it);
#endif
@@ -80,21 +78,6 @@ void ImguiModule::onLoad() {
std::cout << "rendererInit failed!\n" << std::endl;
}
wm->getRenderer()->getCmdList().push_back([this](){
ImGui::Render();
rendererRenderDrawData();
if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
window->getWindowImpl().restoreContext();
}
});
rcmd_it = --wm->getRenderer()->getCmdList().end()++;
#if WINDOW == 2
ecmd_it = wm->addEventFn([](Archimedes::Event* e){
if(e->userData.type() == typeid(SDL_Event*)) {
@@ -113,6 +96,17 @@ void ImguiModule::run() {
rendererNewFrame();
windowNewFrame();
ImGui::NewFrame();
ImGui::Render();
rendererRenderDrawData();
if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
window->getWindowImpl().restoreContext();
}
};
bool ImguiModule::onEvent(const Archimedes::Event &e) {

View File

@@ -84,19 +84,22 @@ class ImguiModule : public Archimedes::Module {
void rendererRenderDrawData() { ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); }
#endif
#if WINDOW == 1
#if RENDERER == 1
auto windowInit() { return ImGui_ImplGlfw_InitForOpenGL(window->getWindowImpl().getWindow(), true); }
#ifdef WINDOW_GLFW
#ifdef RENDERER_OPENGL
auto windowInit() { return ImGui_ImplGlfw_InitForOpenGL(window->getWindowImpl()->getWindow(), true); }
#endif
void windowShutdown() { ImGui_ImplGlfw_Shutdown(); }
void windowNewFrame() { ImGui_ImplGlfw_NewFrame(); }
#elif WINDOW == 2
#if RENDERER == 1
#endif
#ifdef WINDOW_SDL3
#ifdef RENDERER_OPENGL
auto windowInit() { return ImGui_ImplSDL3_InitForOpenGL(window->getWindowImpl().getWindow(), window->getWindowImpl().getContext()); }
#elif RENDERER == 2
#endif
#ifdef RENDERER_SDL3
auto windowInit() { return ImGui_ImplSDL3_InitForSDLRenderer(window->getWindowImpl().getWindow(), renderer); }
#endif