add draw types

This commit is contained in:
2026-02-16 22:41:20 -06:00
parent 5fd5eb892b
commit fda88a906b
4 changed files with 64 additions and 15 deletions

View File

@@ -5,17 +5,40 @@
#include "extratools.h"
#include "utils/Renderer/RenderTarget.h"
namespace Archimedes {
class Object {
public:
Object() {};
Object(RenderTarget rt) : mesh(rt) {};
Object(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, glm::mat4 t)
: mesh(vb, ia, vl, s), worldTransform(t) {}
Object() {}
~Object() {};
///scales an object absolutely
void scaleTo() {}
void scaleRel() {}
void moveTo() {}
void moveRel() {}
void rotateTo() {}
void rotateRel() {}
private:
glm::vec3 position = glm::vec3(0);
glm::vec3 rotation = glm::vec3(0);
glm::mat4 worldTransform = glm::mat4(1.0f);
RenderTarget mesh;
};
}

View File

@@ -12,6 +12,13 @@ namespace Archimedes {
class Renderer {
public:
enum class RenderMode {
Triangles,
Lines,
Points
};
int w, h;
glm::vec4 clearColor = { 0.0f, 0.0f, 0.0f, 1.0f };
@@ -37,7 +44,7 @@ namespace Archimedes {
virtual void useRenderTarget(RenderTarget& rt) = 0;
virtual void draw(const RenderTarget&) = 0;
virtual void draw(const RenderTarget& rt, RenderMode mode = RenderMode::Triangles) = 0;
virtual Renderer* getRendererImpl() = 0;

View File

@@ -173,6 +173,7 @@ namespace Archimedes {
return rt;
};
void useRenderTarget(RenderTarget& rt) override {
glGenVertexArrays(1, &rt.vertexArray.id);
@@ -202,7 +203,7 @@ namespace Archimedes {
};
void draw(const RenderTarget& rt) override {
void draw(const RenderTarget& rt, RenderMode mode) override {
glUseProgram(rt.shader.id);
@@ -218,7 +219,17 @@ namespace Archimedes {
glBindVertexArray(rt.vertexArray.id);
glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
switch(mode) {
case RenderMode::Triangles:
glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
case RenderMode::Lines:
glDrawElements(GL_LINES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
case RenderMode::Points:
glDrawElements(GL_POINTS, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
default:
break;
}
glBindVertexArray(0);
}