sandbox
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@@ -2,6 +2,10 @@
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#define EXTRATOOLS_H
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <nlohmann/json.hpp>
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#include <curl/curl.h>
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@@ -14,7 +14,8 @@ namespace Archimedes {
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~Object() {};
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private:
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glm::mat4 worldTransform = glm::mat4(1.0f);
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};
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}
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@@ -43,6 +43,8 @@ namespace Archimedes {
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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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~VertexBuffer() {}
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@@ -73,6 +75,8 @@ namespace Archimedes {
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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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~IndexArray() {}
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@@ -95,7 +99,15 @@ namespace Archimedes {
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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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Shader() {}
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Shader(const std::string& vs, const std::string& fs, LoadType loadType) {
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init(vs, fs, loadType);
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}
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~Shader() {}
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void init(const std::string& vs, const std::string& fs, 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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@@ -113,17 +125,12 @@ namespace Archimedes {
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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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@@ -165,6 +172,8 @@ namespace Archimedes {
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}
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RenderTarget() {}
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~RenderTarget() {}
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//private:
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@@ -173,11 +182,13 @@ namespace Archimedes {
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VertexArray vertexArray;
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VertexLayout layout;
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IndexArray indexArray;
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VertexLayout layout;
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Shader shader;
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glm::mat4 transform = glm::mat4(1.0f);
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};
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}
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@@ -26,18 +26,18 @@ namespace Archimedes {
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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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virtual void useShader(Shader& shader) = 0;
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virtual RenderTarget createRenderTarget(
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VertexBuffer vb,
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IndexArray ia,
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VertexLayout layout,
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Shader& s
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) = 0;
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virtual void useRenderTarget(RenderTarget& rt) = 0;
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virtual void draw(const RenderTarget*) = 0;
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virtual void draw(const RenderTarget&) = 0;
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virtual Renderer* getRendererImpl() = 0;
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@@ -21,15 +21,21 @@ namespace Archimedes {
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RendererOpenGL() {};
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~RendererOpenGL() {};
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bool init() override {
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return glewInit() == GLEW_OK;
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bool init() override {
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bool ok = glewInit() == GLEW_OK;
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if(ok) {
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glEnable(GL_DEPTH_TEST);
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}
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return ok;
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};
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void render() override {
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glViewport(0, 0, w, h);
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glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@@ -85,31 +91,74 @@ namespace Archimedes {
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return shader;
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}
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void useShader(Shader& shader) override {
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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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}
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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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RenderTarget createRenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout layout, Shader& s) override {
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auto rt = RenderTarget(vb, ia, layout, s);
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IndexArray ia(indices, count);
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glGenVertexArrays(1, &rt.vertexArray.id);
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Shader s = createShader(vs, fs, lt);
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glGenBuffers(1, &rt.vertexBuffer.id);
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auto rt = new RenderTarget(vb, ia, layout, s);
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glBindVertexArray(rt.vertexArray.id);
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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(float) * 6, data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
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glBufferData(GL_ARRAY_BUFFER, vb.getSize(), vb.getData(), GL_STATIC_DRAW);
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glGenBuffers(1, &rt->indexArray.id);
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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, count * sizeof(unsigned int), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
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glUseProgram(s.id);
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@@ -124,13 +173,52 @@ namespace Archimedes {
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return rt;
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};
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void draw(const RenderTarget* rt) override {
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void useRenderTarget(RenderTarget& rt) override {
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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, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
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glUseProgram(rt->shader.id);
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glBindVertexArray(rt->vertexArray.id);
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glGenBuffers(1, &rt.indexArray.id);
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glDrawElements(GL_TRIANGLES, rt->indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
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glUseProgram(rt.shader.id);
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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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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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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unsigned int transformLoc = glGetUniformLocation(rt.shader.id, "model");
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rt.transform));
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unsigned int resLoc = glGetUniformLocation(rt.shader.id, "res");
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glUniform2ui(resLoc, w, h);
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unsigned int ccLoc = glGetUniformLocation(rt.shader.id, "clearColor");
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glUniform4f(ccLoc, clearColor.r, clearColor.g, clearColor.b, clearColor.a);
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glBindVertexArray(rt.vertexArray.id);
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glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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@@ -39,8 +39,17 @@ namespace Archimedes {
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h = this->h;
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}
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virtual void setSize(const int& w, const int& h) {
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this->w = w;
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this->h = h;
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}
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Renderer* getRenderer() { return renderer; }
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void setRenderer(Renderer* r) { renderer = r; }
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void setRenderer(Renderer* r) {
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renderer = r;
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renderer->w = w;
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renderer->h = h;
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}
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virtual Window* getWindowImpl() = 0;
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@@ -116,6 +116,13 @@ namespace Archimedes {
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return glfwWindowShouldClose(window);
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}
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void setSize(const int& w, const int& h) override {
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this->w = w;
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this->h = h;
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glfwSetWindowSize(window, w, h);
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}
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void restoreContext() override { glfwMakeContextCurrent(window); }
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void getSize(int& w, int& h) override {
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@@ -141,15 +141,6 @@ namespace Archimedes {
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#ifdef RENDERER_OPENGL
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void restoreContext() override { SDL_GL_MakeCurrent(window, gl_context); }
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#endif
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void getSize(int& w, int& h) override {
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w = this->w;
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h = this->h;
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}
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void setSize(int& w, int& h) {
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this->w = w;
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this->h = h;
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}
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SDL_Window* getWindow() { return window; }
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#ifdef RENDERER_OPENGL
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