140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
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#ifdef RENDERER_OPENGL
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#undef RENDERER_OPENGL
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#include "pch.hpp"
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#include "utils/Renderer/Renderer.h"
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#define GLEW_STATIC
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#include <GL/glew.h>
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namespace Archimedes {
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class RendererOpenGL : public Renderer {
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public:
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typedef void renderCmd();
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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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};
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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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}
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Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
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Shader shader(vs, fs, lt);
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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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RendererOpenGL* getRendererImpl() override { return this; }
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};
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}
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#endif
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