Part one - removed references and smart pointers
This commit is contained in:
@ -1,48 +1,48 @@
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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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#include "BackBufferRenderTarget.hpp"
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using namespace Dawn;
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BackBufferRenderTarget::BackBufferRenderTarget(RenderManager &renderManager) :
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renderManager(renderManager)
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{
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}
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float_t BackBufferRenderTarget::getWidth() {
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return this->width;
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}
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float_t BackBufferRenderTarget::getHeight() {
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return this->height;
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}
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void BackBufferRenderTarget::setSize(float_t width, float_t height) {
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if(this->width == width && this->height == height) return;
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this->width = width;
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this->height = height;
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this->eventRenderTargetResized.invoke(*this, width, height);
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}
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void BackBufferRenderTarget::setClearColor(struct Color color) {
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this->clearColor = color;
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}
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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glClearColor(
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this->clearColor.r,
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this->clearColor.g,
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this->clearColor.b,
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this->clearColor.a
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void BackBufferRenderTarget::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)this->width, (GLsizei)this->height);
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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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#include "BackBufferRenderTarget.hpp"
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using namespace Dawn;
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BackBufferRenderTarget::BackBufferRenderTarget(RenderManager &renderManager) :
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renderManager(renderManager)
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{
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}
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float_t BackBufferRenderTarget::getWidth() {
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return this->width;
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}
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float_t BackBufferRenderTarget::getHeight() {
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return this->height;
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}
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void BackBufferRenderTarget::setSize(float_t width, float_t height) {
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if(this->width == width && this->height == height) return;
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this->width = width;
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this->height = height;
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this->eventRenderTargetResized.invoke(this, width, height);
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}
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void BackBufferRenderTarget::setClearColor(struct Color color) {
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this->clearColor = color;
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}
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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glClearColor(
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this->clearColor.r,
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this->clearColor.g,
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this->clearColor.b,
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this->clearColor.a
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void BackBufferRenderTarget::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)this->width, (GLsizei)this->height);
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}
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@ -1,73 +1,74 @@
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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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#include "dawnopengl.hpp"
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#include "game/DawnGame.hpp"
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#include "display/RenderManager.hpp"
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#include "display/StandardRenderPipeline.hpp"
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using namespace Dawn;
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RenderManager::RenderManager(DawnGame &game) :
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IRenderManager(game),
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backBuffer(*this)
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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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// Prepare the initial values
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glEnable(GL_TEXTURE_2D);
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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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RenderTarget & RenderManager::getBackBuffer() {
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return this->backBuffer;
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}
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RenderPipeline & RenderManager::getRenderPipeline() {
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return *this->standardRenderPipeline;
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}
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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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RenderManager::~RenderManager() {
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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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#include "dawnopengl.hpp"
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#include "game/DawnGame.hpp"
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#include "display/RenderManager.hpp"
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#include "display/StandardRenderPipeline.hpp"
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using namespace Dawn;
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RenderManager::RenderManager(DawnGame *game) :
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IRenderManager(game),
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backBuffer(*this)
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{
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this->standardRenderPipeline = new StandardRenderPipeline(this);
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this->simpleShader = new SimpleTexturedShader();
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this->uiShader = new 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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// Prepare the initial values
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glEnable(GL_TEXTURE_2D);
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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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RenderTarget * RenderManager::getBackBuffer() {
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return &this->backBuffer;
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}
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RenderPipeline * RenderManager::getRenderPipeline() {
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return this->standardRenderPipeline;
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}
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Shader * RenderManager::getDefaultShader() {
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return this->simpleShader;
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}
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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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RenderManager::~RenderManager() {
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delete this->standardRenderPipeline;
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delete this->simpleShader;
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delete this->uiShader;
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}
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@ -1,41 +1,41 @@
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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/_RenderManager.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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namespace Dawn {
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class StandardRenderPipeline;
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class RenderManager : public IRenderManager {
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private:
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std::shared_ptr<StandardRenderPipeline> standardRenderPipeline;
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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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*/
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RenderManager(DawnGame &game);
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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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/**
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* Destroy a previously initialized RenderManager.
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*/
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~RenderManager();
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};
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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/_RenderManager.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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namespace Dawn {
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class StandardRenderPipeline;
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class RenderManager : public IRenderManager {
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private:
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StandardRenderPipeline *standardRenderPipeline;
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public:
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BackBufferRenderTarget backBuffer;
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SimpleTexturedShader *simpleShader;
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UIShader *uiShader;
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/**
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* Construct a new RenderManager for a game instance.
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*/
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RenderManager(DawnGame *game);
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RenderTarget * getBackBuffer() override;
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RenderPipeline * getRenderPipeline() override;
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Shader * getDefaultShader() override;
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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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/**
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* Destroy a previously initialized RenderManager.
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*/
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~RenderManager();
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};
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}
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@ -1,14 +1,14 @@
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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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#include "StandardRenderPipeline.hpp"
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#include "scene/components/Components.hpp"
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using namespace Dawn;
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StandardRenderPipeline::StandardRenderPipeline(RenderManager &renderManager) :
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RenderPipeline(renderManager)
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{
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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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#include "StandardRenderPipeline.hpp"
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#include "scene/components/Components.hpp"
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using namespace Dawn;
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StandardRenderPipeline::StandardRenderPipeline(RenderManager *renderManager) :
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RenderPipeline(renderManager)
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{
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}
|
@ -1,15 +1,15 @@
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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 "dawnopengl.hpp"
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#include "display/RenderPipeline.hpp"
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namespace Dawn {
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class StandardRenderPipeline : public RenderPipeline {
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public:
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StandardRenderPipeline(RenderManager &renderManager);
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};
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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 "dawnopengl.hpp"
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#include "display/RenderPipeline.hpp"
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namespace Dawn {
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class StandardRenderPipeline : public RenderPipeline {
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public:
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StandardRenderPipeline(RenderManager *renderManager);
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};
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}
|
@ -1,32 +1,37 @@
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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 "dawnopengl.hpp"
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#include "display/_Texture.hpp"
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#include "util/memory.hpp"
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namespace Dawn {
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typedef GLuint textureslot_t;
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class Texture : public ITexture {
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private:
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int32_t width = -1;
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int32_t height = -1;
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GLuint id = -1;
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public:
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void bind(textureslot_t slot);
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int32_t getWidth() override;
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int32_t getHeight() override;
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void setSize(int32_t width, int32_t height) override;
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void fill(struct Color) override;
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bool_t isReady() override;
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void buffer(struct Color pixels[]) override;
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~Texture();
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};
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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 "dawnopengl.hpp"
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#include "display/_Texture.hpp"
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#include "util/memory.hpp"
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namespace Dawn {
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typedef GLuint textureslot_t;
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class Texture : public ITexture {
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private:
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int32_t width = -1;
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int32_t height = -1;
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GLuint id = -1;
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public:
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int32_t getWidth() override;
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int32_t getHeight() override;
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void setSize(int32_t width, int32_t height) override;
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void fill(struct Color) override;
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bool_t isReady() override;
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void buffer(struct Color pixels[]) override;
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/**
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* Binds the texture to the given slot (for use by the shaders).
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*
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* @param slot Slot to bind to.
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*/
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void bind(textureslot_t slot);
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~Texture();
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};
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}
|
@ -1,136 +1,137 @@
|
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// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
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#include "display/mesh/_Mesh.hpp"
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#include "dawnopengl.hpp"
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/** Indice that references a specific vertice */
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typedef int32_t meshindice_t;
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namespace Dawn {
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enum MeshDrawMode {
|
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MESH_DRAW_MODE_TRIANGLES = GL_TRIANGLES
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
private:
|
||||
|
||||
protected:
|
||||
/** Pointer to the vertex buffer on the GPU */
|
||||
GLuint vertexBuffer = -1;
|
||||
/** Pointer to the index buffer on the GPU */
|
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GLuint indexBuffer = -1;
|
||||
|
||||
/** How many vertices are in the mesh */
|
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int32_t verticeCount = -1;
|
||||
/** How many indices are in the mesh */
|
||||
int32_t indiceCount = -1;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Create a new set of buffers for the mesh to use.
|
||||
*
|
||||
* @param verticeCount How many Vertices will this buffer support.
|
||||
* @param indiceCount How many Indices will this buffer support.
|
||||
*/
|
||||
void createBuffers(
|
||||
int32_t verticeCount,
|
||||
int32_t indiceCount
|
||||
);
|
||||
|
||||
/**
|
||||
* Cleanup the buffers on a given mesh. This is useful if you intend to
|
||||
* expand the count of vertices your mesh supports.
|
||||
*/
|
||||
void disposeBuffers();
|
||||
|
||||
/**
|
||||
* Write vertice positions to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param vertices Array of positions to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferPositions(
|
||||
int32_t position,
|
||||
std::array<glm::vec3, N> positions
|
||||
) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(glm::vec3) * position,
|
||||
sizeof(positions),
|
||||
(void *)positions.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write vertice coordinates to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param coordinates Array of coordinates to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferCoordinates(
|
||||
int32_t position,
|
||||
std::array<glm::vec2, N> coordinates
|
||||
) {
|
||||
auto offsetCoordinates = (
|
||||
(sizeof(glm::vec3) * this->verticeCount) +
|
||||
(sizeof(glm::vec2) * position)
|
||||
);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
offsetCoordinates,
|
||||
sizeof(coordinates),
|
||||
(void *)coordinates.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write indices to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param indices Array of indices to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferIndices(
|
||||
int32_t position,
|
||||
std::array<meshindice_t, N> indices
|
||||
) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(meshindice_t) * position,
|
||||
sizeof(indices),
|
||||
(void *)indices.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a primitive. Primitives are drawn by their indices.
|
||||
*
|
||||
* @param drawMode Which drawing mode to use to draw the primitive.
|
||||
* @param start Start indice (index) to draw.
|
||||
* @param count Count of indices to draw. Use -1 to draw all.
|
||||
*/
|
||||
void draw(
|
||||
enum MeshDrawMode drawMode,
|
||||
int32_t start,
|
||||
int32_t count
|
||||
);
|
||||
|
||||
/**
|
||||
* Cleanup a previously initiated mesh.
|
||||
*/
|
||||
~Mesh();
|
||||
};
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/_Mesh.hpp"
|
||||
#include "dawnopengl.hpp"
|
||||
#include "assert/assert.hpp"
|
||||
|
||||
/** Indice that references a specific vertice */
|
||||
typedef int32_t meshindice_t;
|
||||
|
||||
namespace Dawn {
|
||||
enum MeshDrawMode {
|
||||
MESH_DRAW_MODE_TRIANGLES = GL_TRIANGLES
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
private:
|
||||
|
||||
protected:
|
||||
/** Pointer to the vertex buffer on the GPU */
|
||||
GLuint vertexBuffer = -1;
|
||||
/** Pointer to the index buffer on the GPU */
|
||||
GLuint indexBuffer = -1;
|
||||
|
||||
/** How many vertices are in the mesh */
|
||||
int32_t verticeCount = -1;
|
||||
/** How many indices are in the mesh */
|
||||
int32_t indiceCount = -1;
|
||||
|
||||
public:
|
||||
/**
|
||||
* Create a new set of buffers for the mesh to use.
|
||||
*
|
||||
* @param verticeCount How many Vertices will this buffer support.
|
||||
* @param indiceCount How many Indices will this buffer support.
|
||||
*/
|
||||
void createBuffers(
|
||||
int32_t verticeCount,
|
||||
int32_t indiceCount
|
||||
);
|
||||
|
||||
/**
|
||||
* Cleanup the buffers on a given mesh. This is useful if you intend to
|
||||
* expand the count of vertices your mesh supports.
|
||||
*/
|
||||
void disposeBuffers();
|
||||
|
||||
/**
|
||||
* Write vertice positions to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param vertices Array of positions to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferPositions(
|
||||
int32_t position,
|
||||
std::array<glm::vec3, N> positions
|
||||
) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(glm::vec3) * position,
|
||||
sizeof(positions),
|
||||
(void *)positions.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write vertice coordinates to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param coordinates Array of coordinates to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferCoordinates(
|
||||
int32_t position,
|
||||
std::array<glm::vec2, N> coordinates
|
||||
) {
|
||||
auto offsetCoordinates = (
|
||||
(sizeof(glm::vec3) * this->verticeCount) +
|
||||
(sizeof(glm::vec2) * position)
|
||||
);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
offsetCoordinates,
|
||||
sizeof(coordinates),
|
||||
(void *)coordinates.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write indices to the mesh.
|
||||
*
|
||||
* @tparam N Size of the array, in terms of number of elements.
|
||||
* @param position Position, within the buffer, to write to.
|
||||
* @param indices Array of indices to write.
|
||||
*/
|
||||
template<size_t N>
|
||||
void bufferIndices(
|
||||
int32_t position,
|
||||
std::array<meshindice_t, N> indices
|
||||
) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer);
|
||||
glBufferSubData(
|
||||
GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(meshindice_t) * position,
|
||||
sizeof(indices),
|
||||
(void *)indices.data()
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a primitive. Primitives are drawn by their indices.
|
||||
*
|
||||
* @param drawMode Which drawing mode to use to draw the primitive.
|
||||
* @param start Start indice (index) to draw.
|
||||
* @param count Count of indices to draw. Use -1 to draw all.
|
||||
*/
|
||||
void draw(
|
||||
enum MeshDrawMode drawMode,
|
||||
int32_t start,
|
||||
int32_t count
|
||||
);
|
||||
|
||||
/**
|
||||
* Cleanup a previously initiated mesh.
|
||||
*/
|
||||
~Mesh();
|
||||
};
|
||||
}
|
@ -1,101 +1,101 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleTexturedShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
std::map<shaderparameter_t, enum ShaderParameterType>
|
||||
getParameters() override {
|
||||
std::map<shaderparameter_t, enum ShaderParameterType> ps;
|
||||
|
||||
ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
|
||||
ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
|
||||
ps[this->paramTexture] = SHADER_PARAMETER_TYPE_TEXTURE;
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
void setDefaultParameters(Material &material) override {
|
||||
material.colorValues[this->paramColor] = COLOR_WHITE;
|
||||
}
|
||||
|
||||
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
|
||||
this->setMatrix(this->paramProjection, proj);
|
||||
this->setMatrix(this->paramView, view);
|
||||
}
|
||||
|
||||
void setMeshParameters(glm::mat4 transform) override {
|
||||
this->setMatrix(this->paramModel, transform);
|
||||
}
|
||||
|
||||
void bindTexture(
|
||||
shaderparameter_t param,
|
||||
Texture *texture
|
||||
) override {
|
||||
if(texture == nullptr) {
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
} else {
|
||||
this->setBoolean(this->paramHasTexture, true);
|
||||
this->setTextureSlot(param, 0x00);
|
||||
texture->bind(0x00);
|
||||
}
|
||||
}
|
||||
|
||||
void compile() override {
|
||||
this->compileShader(
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
}
|
||||
};
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleTexturedShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
std::map<shaderparameter_t, enum ShaderParameterType>
|
||||
getParameters() override {
|
||||
std::map<shaderparameter_t, enum ShaderParameterType> ps;
|
||||
|
||||
ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
|
||||
ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
|
||||
ps[this->paramTexture] = SHADER_PARAMETER_TYPE_TEXTURE;
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
void setDefaultParameters(Material *material) override {
|
||||
material->colorValues[this->paramColor] = COLOR_WHITE;
|
||||
}
|
||||
|
||||
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
|
||||
this->setMatrix(this->paramProjection, proj);
|
||||
this->setMatrix(this->paramView, view);
|
||||
}
|
||||
|
||||
void setMeshParameters(glm::mat4 transform) override {
|
||||
this->setMatrix(this->paramModel, transform);
|
||||
}
|
||||
|
||||
void bindTexture(
|
||||
shaderparameter_t param,
|
||||
Texture *texture
|
||||
) override {
|
||||
if(texture == nullptr) {
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
} else {
|
||||
this->setBoolean(this->paramHasTexture, true);
|
||||
this->setTextureSlot(param, 0x00);
|
||||
texture->bind(0x00);
|
||||
}
|
||||
}
|
||||
|
||||
void compile() override {
|
||||
this->compileShader(
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
}
|
||||
};
|
||||
}
|
@ -1,119 +1,119 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class UIShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
std::map<shaderparameter_t, enum ShaderParameterType>
|
||||
getParameters() override {
|
||||
std::map<shaderparameter_t, enum ShaderParameterType> ps;
|
||||
|
||||
ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
|
||||
ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
|
||||
ps[this->paramTexture] = SHADER_PARAMETER_TYPE_TEXTURE;
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
void setDefaultParameters(Material &material) override {
|
||||
material.colorValues[this->paramColor] = COLOR_WHITE;
|
||||
}
|
||||
|
||||
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
|
||||
this->setMatrix(this->paramProjection, proj);
|
||||
this->setMatrix(this->paramView, view);
|
||||
}
|
||||
|
||||
void setMeshParameters(glm::mat4 transform) override {
|
||||
this->setMatrix(this->paramModel, transform);
|
||||
}
|
||||
|
||||
void bindTexture(
|
||||
shaderparameter_t param,
|
||||
Texture *texture
|
||||
) override {
|
||||
if(texture == nullptr) {
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
} else {
|
||||
this->setBoolean(this->paramHasTexture, true);
|
||||
this->setTextureSlot(param, 0x00);
|
||||
texture->bind(0x00);
|
||||
}
|
||||
}
|
||||
|
||||
void compile() override {
|
||||
this->compileShader(
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
}
|
||||
|
||||
|
||||
void setUICamera(glm::mat4 view, glm::mat4 projection) {
|
||||
this->setMatrix(this->paramView, view);
|
||||
this->setMatrix(this->paramProjection, projection);
|
||||
}
|
||||
|
||||
void setUIModel(glm::mat4 model) {
|
||||
this->setMatrix(this->paramModel, model);
|
||||
}
|
||||
|
||||
void setUITexture(Texture *texture) {
|
||||
this->bindTexture(this->paramTexture, texture);
|
||||
}
|
||||
|
||||
void setUIColor(struct Color color) {
|
||||
this->setColor(this->paramColor, color);
|
||||
}
|
||||
};
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class UIShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
std::map<shaderparameter_t, enum ShaderParameterType>
|
||||
getParameters() override {
|
||||
std::map<shaderparameter_t, enum ShaderParameterType> ps;
|
||||
|
||||
ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
|
||||
ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
|
||||
ps[this->paramTexture] = SHADER_PARAMETER_TYPE_TEXTURE;
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
void setDefaultParameters(Material *material) override {
|
||||
material->colorValues[this->paramColor] = COLOR_WHITE;
|
||||
}
|
||||
|
||||
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
|
||||
this->setMatrix(this->paramProjection, proj);
|
||||
this->setMatrix(this->paramView, view);
|
||||
}
|
||||
|
||||
void setMeshParameters(glm::mat4 transform) override {
|
||||
this->setMatrix(this->paramModel, transform);
|
||||
}
|
||||
|
||||
void bindTexture(
|
||||
shaderparameter_t param,
|
||||
Texture *texture
|
||||
) override {
|
||||
if(texture == nullptr) {
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
} else {
|
||||
this->setBoolean(this->paramHasTexture, true);
|
||||
this->setTextureSlot(param, 0x00);
|
||||
texture->bind(0x00);
|
||||
}
|
||||
}
|
||||
|
||||
void compile() override {
|
||||
this->compileShader(
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
}
|
||||
|
||||
|
||||
void setUICamera(glm::mat4 view, glm::mat4 projection) {
|
||||
this->setMatrix(this->paramView, view);
|
||||
this->setMatrix(this->paramProjection, projection);
|
||||
}
|
||||
|
||||
void setUIModel(glm::mat4 model) {
|
||||
this->setMatrix(this->paramModel, model);
|
||||
}
|
||||
|
||||
void setUITexture(Texture *texture) {
|
||||
this->bindTexture(this->paramTexture, texture);
|
||||
}
|
||||
|
||||
void setUIColor(struct Color color) {
|
||||
this->setColor(this->paramColor, color);
|
||||
}
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user