This commit is contained in:
2026-02-13 08:24:03 -06:00
parent ec8a9c9f4f
commit f9f311c82b
12 changed files with 569 additions and 56 deletions

View File

@@ -21,15 +21,21 @@ namespace Archimedes {
RendererOpenGL() {};
~RendererOpenGL() {};
bool init() override {
return glewInit() == GLEW_OK;
bool init() override {
bool ok = glewInit() == GLEW_OK;
if(ok) {
glEnable(GL_DEPTH_TEST);
}
return ok;
};
void render() override {
glViewport(0, 0, w, h);
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@@ -85,31 +91,74 @@ namespace Archimedes {
return shader;
}
void useShader(Shader& shader) override {
std::string vss = shader.getVSource();
std::string fss = shader.getFSource();
const char* vsc = vss.c_str();
const char* fsc = fss.c_str();
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;
}
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);
RenderTarget createRenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout layout, Shader& s) override {
auto rt = RenderTarget(vb, ia, layout, s);
IndexArray ia(indices, count);
glGenVertexArrays(1, &rt.vertexArray.id);
Shader s = createShader(vs, fs, lt);
glGenBuffers(1, &rt.vertexBuffer.id);
auto rt = new RenderTarget(vb, ia, layout, s);
glBindVertexArray(rt.vertexArray.id);
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(float) * 6, data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
glBufferData(GL_ARRAY_BUFFER, vb.getSize(), vb.getData(), GL_STATIC_DRAW);
glGenBuffers(1, &rt->indexArray.id);
glGenBuffers(1, &rt.indexArray.id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt->indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
glUseProgram(s.id);
@@ -124,13 +173,52 @@ namespace Archimedes {
return rt;
};
void draw(const RenderTarget* rt) override {
void useRenderTarget(RenderTarget& rt) override {
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, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
glUseProgram(rt->shader.id);
glBindVertexArray(rt->vertexArray.id);
glGenBuffers(1, &rt.indexArray.id);
glDrawElements(GL_TRIANGLES, rt->indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
glUseProgram(rt.shader.id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
};
void draw(const RenderTarget& rt) override {
glUseProgram(rt.shader.id);
unsigned int transformLoc = glGetUniformLocation(rt.shader.id, "model");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rt.transform));
unsigned int resLoc = glGetUniformLocation(rt.shader.id, "res");
glUniform2ui(resLoc, w, h);
unsigned int ccLoc = glGetUniformLocation(rt.shader.id, "clearColor");
glUniform4f(ccLoc, clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glBindVertexArray(rt.vertexArray.id);
glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}