UI Hello World
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@ -16,17 +16,18 @@ RenderManager::RenderManager(DawnGame &game) :
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{
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this->standardRenderPipeline=std::make_shared<StandardRenderPipeline>(*this);
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this->simpleShader = std::make_shared<SimpleTexturedShader>();
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this->uiShader = std::make_shared<UIShader>();
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}
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void RenderManager::init() {
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this->standardRenderPipeline->init();
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this->simpleShader->compile();
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this->uiShader->compile();
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// Setup the alpha blend function.
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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// Prepare the initial values
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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}
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@ -43,6 +44,26 @@ std::shared_ptr<Shader> RenderManager::getDefaultShader() {
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return this->simpleShader;
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}
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std::shared_ptr<UIShader> RenderManager::getUIShader() {
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return this->uiShader;
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}
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void RenderManager::setRenderFlags(renderflag_t flags) {
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this->renderFlags = flags;
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if((flags & RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST) == 0) {
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glDisable(GL_DEPTH_TEST);
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} else {
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glEnable(GL_DEPTH_TEST);
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}
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if((flags & RENDER_MANAGER_RENDER_FLAG_BLEND) == 0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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}
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void RenderManager::update() {
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this->getRenderPipeline().render();
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}
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@ -18,6 +18,7 @@ namespace Dawn {
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public:
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BackBufferRenderTarget backBuffer;
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std::shared_ptr<SimpleTexturedShader> simpleShader;
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std::shared_ptr<UIShader> uiShader;
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/**
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* Construct a new RenderManager for a game instance.
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@ -27,6 +28,8 @@ namespace Dawn {
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RenderTarget & getBackBuffer() override;
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RenderPipeline & getRenderPipeline() override;
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std::shared_ptr<Shader> getDefaultShader() override;
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std::shared_ptr<UIShader> getUIShader() override;
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void setRenderFlags(renderflag_t renderFlags) override;
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void init() override;
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void update() override;
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@ -9,7 +9,7 @@
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namespace Dawn {
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class SimpleTexturedShader : public Shader {
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private:
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public:
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shaderparameter_t paramProjection;
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shaderparameter_t paramView;
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shaderparameter_t paramModel;
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@ -17,7 +17,6 @@ namespace Dawn {
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shaderparameter_t paramTexture;
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shaderparameter_t paramHasTexture;
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public:
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std::map<shaderparameter_t, enum ShaderParameterType>
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getParameters() override {
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std::map<shaderparameter_t, enum ShaderParameterType> ps;
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119
src/dawnopengl/display/shader/UIShader.hpp
Normal file
119
src/dawnopengl/display/shader/UIShader.hpp
Normal file
@ -0,0 +1,119 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/Shader.hpp"
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#include "scene/components/Components.hpp"
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namespace Dawn {
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class UIShader : public Shader {
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public:
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shaderparameter_t paramProjection;
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shaderparameter_t paramView;
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shaderparameter_t paramModel;
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shaderparameter_t paramColor;
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shaderparameter_t paramTexture;
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shaderparameter_t paramHasTexture;
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std::map<shaderparameter_t, enum ShaderParameterType>
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getParameters() override {
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std::map<shaderparameter_t, enum ShaderParameterType> ps;
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ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
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ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
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ps[this->paramTexture] = SHADER_PARAMETER_TYPE_TEXTURE;
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return ps;
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}
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void setDefaultParameters(Material &material) override {
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material.colorValues[this->paramColor] = COLOR_WHITE;
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}
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void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
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this->setMatrix(this->paramProjection, proj);
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this->setMatrix(this->paramView, view);
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}
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void setMeshParameters(glm::mat4 transform) override {
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this->setMatrix(this->paramModel, transform);
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}
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void bindTexture(
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shaderparameter_t param,
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std::shared_ptr<Texture> texture
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) override {
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if(texture == nullptr) {
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this->setBoolean(this->paramHasTexture, false);
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} else {
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this->setBoolean(this->paramHasTexture, true);
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this->setTextureSlot(param, 0x00);
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texture->bind(0x00);
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}
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}
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void compile() override {
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this->compileShader(
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// Vertex Shader
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec2 o_TextCoord;\n"
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"void main() {\n"
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"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
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"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
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"}",
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// Fragment Shader
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"#version 330 core\n"
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"out vec4 o_Color;\n"
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"in vec2 o_TextCoord;\n"
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"uniform vec4 u_Color;\n"
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"uniform sampler2D u_Text;\n"
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"uniform bool u_HasTexture;\n"
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"void main() {\n"
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"if(u_HasTexture) {\n"
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"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
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"} else {\n"
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"o_Color = u_Color;"
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"}\n"
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"}\n"
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);
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this->paramProjection = this->getParameterByName("u_Proj");
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this->paramView = this->getParameterByName("u_View");
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this->paramModel = this->getParameterByName("u_Model");
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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this->paramHasTexture = this->getParameterByName("u_HasTexture");
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this->setBoolean(this->paramHasTexture, false);
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}
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void setUICamera(glm::mat4 view, glm::mat4 projection) {
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this->setMatrix(this->paramView, view);
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this->setMatrix(this->paramProjection, projection);
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}
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void setUIModel(glm::mat4 model) {
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this->setMatrix(this->paramModel, model);
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}
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void setUITexture(std::shared_ptr<Texture> texture) {
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this->bindTexture(this->paramTexture, texture);
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}
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void setUIColor(struct Color color) {
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this->setColor(this->paramColor, color);
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}
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};
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}
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