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

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@@ -2,6 +2,7 @@
#define PCH_HPP #define PCH_HPP
#include <iostream> #include <iostream>
#include <fstream>
#include <cstring> #include <cstring>
#include <cassert> #include <cassert>
#include <list> #include <list>

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@@ -0,0 +1,184 @@
#ifndef RENDERTARGET_H
#define RENDERTARGET_H
#include "pch.hpp"
#include "extratools.h"
namespace Archimedes {
class LayoutElement {
public:
LayoutElement(unsigned int type, size_t count) : type(type), count(count) {}
~LayoutElement() {}
unsigned int getType() const { return type; }
size_t getSize() const { return size; }
size_t getCount() const { return count; }
private:
unsigned int type;
size_t size;
size_t count;
};
class VertexLayout {
public:
VertexLayout() {}
~VertexLayout() {}
const std::vector<LayoutElement>& getElements() const { return elements; }
private:
std::vector<LayoutElement> elements;
};
class VertexBuffer {
public:
VertexBuffer(const void* data, size_t size) : data(data), size(size) {
}
~VertexBuffer() {}
const void* getData() const { return data; }
size_t getSize() const { return size; }
unsigned int id;
private:
const void* data;
size_t size;
};
class VertexArray {
public:
VertexArray() {
}
~VertexArray() {}
unsigned int id;
private:
};
class IndexArray {
public:
IndexArray(const unsigned int* indices, size_t count) : indices(indices), count(count) {
}
~IndexArray() {}
const void* getIndicies() const { return indices; }
size_t getCount() const { return count; }
unsigned int id;
private:
const unsigned int* indices;
size_t count;
};
class Shader {
public:
enum class LoadType {
FromSource,
FromBin,
FromFileSource,
FromFileBin
};
Shader(const std::string& vs, const std::string& fs, LoadType loadType) : loadType(loadType) {
switch(loadType) {
case LoadType::FromSource:
this->vs = vs;
this->fs = fs;
break;
case LoadType::FromBin:
break;
case LoadType::FromFileSource:
this->vs = readSourceFile(vs);
this->fs = readSourceFile(fs);
break;
case LoadType::FromFileBin:
break;
default:
break;
}
}
~Shader() {}
std::string getVSource() const { return vs; }
std::string getFSource() const { return fs; }
unsigned int id;
private:
LoadType loadType;
std::string vs;
std::string fs;
std::string readSourceFile(const std::string& path) {
std::ifstream file(path);
if(!file.is_open()) {
return "";
}
std::string s;
while(!file.eof()) {
file >> s;
}
return s;
}
};
class RenderTarget {
public:
RenderTarget(const void* data, size_t size, unsigned int* indices, size_t count, VertexLayout layout, const std::string& vs, const std::string& fs)
: vertexBuffer(data, size),
indexArray(indices, count),
layout(layout),
shader(vs, fs, Shader::LoadType::FromFileSource) {
}
RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s)
: vertexBuffer(vb),
indexArray(ia),
layout(vl),
shader(s) {
}
~RenderTarget() {}
//private:
VertexBuffer vertexBuffer;
VertexArray vertexArray;
VertexLayout layout;
IndexArray indexArray;
Shader shader;
};
}
#endif

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@@ -5,89 +5,10 @@
#include "extratools.h" #include "extratools.h"
#include "RenderTarget.h"
namespace Archimedes { namespace Archimedes {
class VertexArray {
public:
VertexArray(const void* data, size_t size) : data(data), size(size) {
}
~VertexArray() {}
const void* getData() const { return data; }
size_t getSize() const { return size; }
unsigned int getId() const { return id; }
private:
const void* data;
size_t size;
unsigned int id;
};
class IndexArray {
public:
IndexArray(const unsigned int* indices, size_t count) : indices(indices), count(count) {
}
~IndexArray() {}
const void* getIndicies() const { return indices; }
size_t getCount() const { return count; }
private:
const unsigned int* indices;
size_t count;
unsigned int id;
};
class Shader {
public:
enum class LoadType {
FromSource,
FromFileSource,
FromFileBin
};
Shader(const std::string& source, LoadType loadType) {
switch(loadType) {
case LoadType::FromSource:
break;
case LoadType::FromFileSource:
break;
case LoadType::FromFileBin:
break;
default:
break;
}
}
~Shader() {}
unsigned int getId() const { return id; }
private:
unsigned int id;
};
class RenderTarget {
public:
RenderTarget(const void* data, size_t size, size_t count, const std::string& shader)
: data(data), size(size), count(count), shader(shader) {}
~RenderTarget() {}
private:
const void* data;
size_t size;
size_t count;
const std::string& shader;
};
class Renderer { class Renderer {
public: public:
@@ -103,7 +24,20 @@ namespace Archimedes {
virtual void render() = 0; virtual void render() = 0;
virtual void draw(const VertexArray&, const IndexArray&, const Shader&) = 0; virtual Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) = 0;
virtual 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
) = 0;
virtual void draw(const RenderTarget&) = 0;
virtual Renderer* getRendererImpl() = 0; virtual Renderer* getRendererImpl() = 0;

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@@ -1,5 +1,4 @@
#define RENDERER_OPENGL
#ifdef RENDERER_OPENGL #ifdef RENDERER_OPENGL
#undef RENDERER_OPENGL #undef RENDERER_OPENGL
@@ -13,12 +12,6 @@
namespace Archimedes { namespace Archimedes {
class VertexArrayOpenGL : public VertexArray {};
class IndexArrayOpenGL : public IndexArray {};
class ShaderOpenGL : public Shader {};
class RendererOpenGL : public Renderer { class RendererOpenGL : public Renderer {
public: 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); glBindVertexArray(0);
} }

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@@ -33,6 +33,8 @@ namespace Archimedes {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, 1);
} }
window = glfwCreateWindow(640, 480, "Archimedes", NULL, NULL); window = glfwCreateWindow(640, 480, "Archimedes", NULL, NULL);

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@@ -18,7 +18,6 @@ TestTriangle::~TestTriangle() {
if(app) { if(app) {
WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; } WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
wm->getRenderer()->getCmdList().erase(rcmd_it);
/* /*
#if WINDOW == 2 #if WINDOW == 2
wm->removeEventFn(ecmd_it); wm->removeEventFn(ecmd_it);
@@ -39,98 +38,22 @@ void TestTriangle::onLoad() {
window = wm->aquireWindow(); window = wm->aquireWindow();
rt = window->getRenderer()->createRenderTarget(
wm->getRenderer()->getCmdList().push_back([this](){ vertices,
// draw our first triangle 9 * sizeof(float),
glUseProgram(shaderProgram); indices,
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 3,
glDrawArrays(GL_TRIANGLES, 0, 3); Archimedes::VertexLayout(),
glBindVertexArray(0); // no need to unbind it every time vertexShaderSource,
}); fragmentShaderSource,
Archimedes::Shader::LoadType::FromSource
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);
} }
void TestTriangle::run() { void TestTriangle::run() {
window->getRenderer()->draw(*rt);
} }

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

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

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