work on renderer
This commit is contained in:
@@ -2,6 +2,7 @@
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#define PCH_HPP
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#include <iostream>
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#include <fstream>
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#include <cstring>
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#include <cassert>
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#include <list>
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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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glUseProgram(shader.id);
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glBindVertexArray(va.id);
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Shader shader(vs, fs, lt);
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glDrawElements(GL_TRIANGLES, va.count, GL_UNSIGNED_INT, 0);
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std::string vss = shader.getVSource();
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std::string fss = shader.getFSource();
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const char* vsc = vss.c_str();
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const char* fsc = fss.c_str();
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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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@@ -18,7 +18,6 @@ TestTriangle::~TestTriangle() {
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if(app) {
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WindowModule* wm; { wm = (WindowModule*) moduleInstances[WindowModule()]; }
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wm->getRenderer()->getCmdList().erase(rcmd_it);
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/*
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#if WINDOW == 2
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wm->removeEventFn(ecmd_it);
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@@ -39,98 +38,22 @@ void TestTriangle::onLoad() {
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window = wm->aquireWindow();
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wm->getRenderer()->getCmdList().push_back([this](){
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// draw our first triangle
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glUseProgram(shaderProgram);
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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
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // no need to unbind it every time
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});
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rcmd_it = --wm->getRenderer()->getCmdList().end()++;
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//////////////////////glew
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/*
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if(glewInit() != GLEW_OK) {
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std::cout << "glew is not ok!" << std::endl;
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std::abort();
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}
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*/
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///////////////////////////////NUCLEAR
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, 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, &fragmentShaderSource, 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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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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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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||||
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// 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);
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||||
|
||||
// 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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user