Files
Archimedes/include/utils/Renderer/RendererImpl/RendererOpenGL/RendererOpenGL.h
2026-02-10 23:51:27 -06:00

153 lines
5.3 KiB
C++

#ifdef RENDERER_OPENGL
#ifndef RENDERER_OPENGL_H
#define RENDERER_OPENGL_H
#include "pch.hpp"
#include "utils/Renderer/Renderer.h"
#define GLEW_STATIC
#include <GL/glew.h>
namespace Archimedes {
class RendererOpenGL : public Renderer {
public:
typedef void renderCmd();
RendererOpenGL() {};
~RendererOpenGL() {};
bool init() override {
return glewInit() == GLEW_OK;
};
void render() override {
glViewport(0, 0, w, h);
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
}
Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
Shader shader(vs, fs, lt);
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;
std::cout << "createShader success!\n";
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(float) * 6, data, GL_STATIC_DRAW);
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);
glUseProgram(s.id);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
std::cout << "createRenderTarget success!\n";
return rt;
};
void draw(const RenderTarget* rt) override {
/*std::cout << "\nNow Rendering:\n"
<< "\nindex buffer id: " << rt.indexArray.id
<< "\nshader id: " << rt.shader.id
<< "\nvertex array id: " << rt.vertexArray.id
<< "\nvertex buffer id: " << rt.vertexBuffer.id
<< "\n" << "";*/
glUseProgram(rt->shader.id);
glBindVertexArray(rt->vertexArray.id);
glDrawElements(GL_TRIANGLES, rt->indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
RendererOpenGL* getRendererImpl() override { return this; }
};
}
#endif
#endif