Fixed all my pointers

This commit is contained in:
2022-10-19 19:44:47 -07:00
parent f0cbae4cf8
commit acc9d798cb
31 changed files with 289 additions and 141 deletions

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@ -7,10 +7,9 @@
using namespace Dawn;
BackBufferRenderTarget::BackBufferRenderTarget(
std::weak_ptr<RenderManager> renderManager
) {
this->renderManager = renderManager;
BackBufferRenderTarget::BackBufferRenderTarget(RenderManager &renderManager) :
renderManager(renderManager)
{
}
float_t BackBufferRenderTarget::getWidth() {

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@ -6,18 +6,19 @@
#pragma once
#include "dawnopengl.hpp"
#include "display/RenderTarget.hpp"
#include "display/RenderManager.hpp"
namespace Dawn {
class RenderManager;
class BackBufferRenderTarget : public RenderTarget {
private:
std::weak_ptr<RenderManager> renderManager;
RenderManager &renderManager;
float_t width = 1;
float_t height = 1;
float_t height = 1;
struct Color clearColor = COLOR_CORNFLOWER_BLUE;
public:
BackBufferRenderTarget(std::weak_ptr<RenderManager> renderManager);
BackBufferRenderTarget(RenderManager &renderManager);
float_t getWidth() override;
float_t getHeight() override;

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@ -8,6 +8,7 @@ target_sources(${DAWN_TARGET_NAME}
PRIVATE
RenderManager.cpp
BackBufferRenderTarget.cpp
StandardRenderPipeline.cpp
)
# Subdirs

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@ -6,28 +6,31 @@
#include "dawnopengl.hpp"
#include "game/DawnGame.hpp"
#include "display/RenderManager.hpp"
#include "display/BackBufferRenderTarget.hpp"
#include "display/StandardRenderPipeline.hpp"
using namespace Dawn;
RenderManager::RenderManager(std::weak_ptr<DawnGame> game) {
this->game = game;
this->renderTarget=std::make_shared<BackBufferRenderTarget>(weak_from_this());
RenderManager::RenderManager(DawnGame &game) :
IRenderManager(game),
backBuffer(*this)
{
this->standardRenderPipeline=std::make_shared<StandardRenderPipeline>(*this);
}
void RenderManager::init() {
this->standardRenderPipeline->init();
}
std::shared_ptr<RenderTarget> RenderManager::getBackBuffer() {
return this->renderTarget;
RenderTarget & RenderManager::getBackBuffer() {
return this->backBuffer;
}
RenderPipeline & RenderManager::getRenderPipeline() {
return *this->standardRenderPipeline;
}
void RenderManager::update() {
this->getBackBuffer()->bind();
this->getBackBuffer()->clear(
RENDER_TARGET_CLEAR_FLAG_COLOR |
RENDER_TARGET_CLEAR_FLAG_DEPTH
);
this->getRenderPipeline().render();
}
RenderManager::~RenderManager() {

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@ -5,26 +5,24 @@
#pragma once
#include "display/_RenderManager.hpp"
#include "display/BackBufferRenderTarget.hpp"
namespace Dawn {
class BackBufferRenderTarget;
class StandardRenderPipeline;
class RenderManager :
public IRenderManager,
public std::enable_shared_from_this<RenderManager>
{
class RenderManager : public IRenderManager {
private:
std::shared_ptr<StandardRenderPipeline> standardRenderPipeline;
public:
std::shared_ptr<BackBufferRenderTarget> renderTarget;
BackBufferRenderTarget backBuffer;
/**
* Construct a new RenderManager for a game instance.
*
* @param game Game instance this render manager belongs to.
*/
RenderManager(std::weak_ptr<DawnGame> game);
std::shared_ptr<RenderTarget> getBackBuffer() override;
RenderManager(DawnGame &game);
RenderTarget & getBackBuffer() override;
RenderPipeline & getRenderPipeline() override;
void init() override;
void update() override;

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@ -0,0 +1,55 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "StandardRenderPipeline.hpp"
#include "scene/components/Components.hpp"
using namespace Dawn;
StandardRenderPipeline::StandardRenderPipeline(RenderManager &renderManager) :
RenderPipeline(renderManager)
{
}
void StandardRenderPipeline::renderScene(Scene &scene) {
RenderTarget &backBuffer = this->renderManager.getBackBuffer();
auto cameras = scene.findComponents<Camera>();
std::shared_ptr<Camera> backBufferCamera = nullptr;
// First, render all non-backbuffer cameras.
auto it = cameras.begin();
while(it != cameras.end()) {
RenderTarget &cameraTarget = (*it)->getRenderTarget();
// Leave the backbuffer camera(s) to last, so we skip them.
if(&cameraTarget == &backBuffer) {
backBufferCamera = *it;
} else {
this->renderSceneCamera(scene, **it);
}
++it;
}
// Now render the backbuffer camera.
if(backBufferCamera == nullptr) return;
this->renderSceneCamera(scene, *backBufferCamera);
}
void StandardRenderPipeline::renderSceneCamera(Scene &scene, Camera &camera) {
RenderTarget &renderTarget = camera.getRenderTarget();
renderTarget.bind();
renderTarget.clear(
RENDER_TARGET_CLEAR_FLAG_DEPTH |
RENDER_TARGET_CLEAR_FLAG_COLOR
);
auto meshes = scene.findComponents<MeshRenderer>();
auto it = meshes.begin();
while(it != meshes.end()) {
(*it)->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
++it;
}
}

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@ -0,0 +1,18 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopengl.hpp"
#include "display/RenderPipeline.hpp"
namespace Dawn {
class StandardRenderPipeline : public RenderPipeline {
public:
StandardRenderPipeline(RenderManager &renderManager);
void renderScene(Scene &scene) override;
void renderSceneCamera(Scene &scene, Camera &camera) override;
};
}

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@ -8,19 +8,19 @@
using namespace Dawn;
void TriangleMesh::createTriangleMesh(std::shared_ptr<Mesh> mesh) {
mesh->createBuffers(3, 3);
mesh->bufferPositions(0, std::array<glm::vec3, 3>{{
void TriangleMesh::createTriangleMesh(Mesh &mesh) {
mesh.createBuffers(3, 3);
mesh.bufferPositions(0, std::array<glm::vec3, 3>{{
glm::vec3(-1, 0, 0),
glm::vec3(0, 1, 0),
glm::vec3(1, 0, 0)
}});
mesh->bufferCoordinates(0, std::array<glm::vec2, 3>{{
mesh.bufferCoordinates(0, std::array<glm::vec2, 3>{{
glm::vec2(0, 0),
glm::vec2(0, 1),
glm::vec2(1, 0)
}});
mesh->bufferIndices(0, std::array<meshindice_t,3>{{
mesh.bufferIndices(0, std::array<meshindice_t,3>{{
0, 1, 2
}});
}