Working on RenderTarget example
This commit is contained in:
src
dawn
display
game
scene
util
dawnglfw/host
dawnopengl/display
BackBufferRenderTarget.cppBackBufferRenderTarget.hppCMakeLists.txtRenderManager.cppRenderManager.hpp
dawnpokergame/game
24
src/dawn/display/Color.hpp
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24
src/dawn/display/Color.hpp
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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 "dawnlibs.hpp"
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namespace Dawn {
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struct Color {
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float_t r, g, b, a;
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};
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#define COLOR_WHITE { 1, 1, 1, 1 }
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#define COLOR_RED { 1, 0, 0, 1 }
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#define COLOR_GREEN { 0, 255, 0, 1 }
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#define COLOR_BLUE { 0, 0, 255, 1 }
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#define COLOR_BLACK { 0, 0, 0, 1 }
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#define COLOR_MAGENTA { 1, 0, 1, 1 }
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#define COLOR_CORNFLOWER_BLUE { 0.39215686274f, 0.58431372549f, 0.9294117647f, 1.0f }
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#define COLOR_WHITE_TRANSPARENT { 1, 1, 1, 0 }
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#define COLOR_BLACK_TRANSPARENT { 0, 0, 0, 0 }
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#define COLOR_TRANSPARENT COLOR_BLACK_TRANSPARENT
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}
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22
src/dawn/display/RenderTarget.hpp
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22
src/dawn/display/RenderTarget.hpp
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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 "util/flag.hpp"
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#include "display/Color.hpp"
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#define RENDER_TARGET_CLEAR_FLAG_COLOR FLAG_DEFINE(0)
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#define RENDER_TARGET_CLEAR_FLAG_DEPTH FLAG_DEFINE(1)
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namespace Dawn {
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class RenderTarget {
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public:
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virtual float_t getWidth() = 0;
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virtual float_t getHeight() = 0;
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virtual void setClearColor(struct Color color) = 0;
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virtual void clear(flag8_t clearFlags) = 0;
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virtual void bind() = 0;
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};
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}
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34
src/dawn/display/_RenderManager.hpp
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34
src/dawn/display/_RenderManager.hpp
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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 "RenderTarget.hpp"
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namespace Dawn {
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class DawnGame;
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class IRenderManager {
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public:
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std::weak_ptr<DawnGame> game;
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/**
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* Returns the primary render target (the backbuffer) that draws directly
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* to the screen.
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*
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* @return Shared pointer to the backbuffer render target.
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*/
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virtual std::shared_ptr<RenderTarget> getBackBuffer() = 0;
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/**
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* Initialize this render manager.
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*/
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virtual void init() = 0;
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/**
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* Perform a synchronous frame update on the render manager.
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*/
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virtual void update() = 0;
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};
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}
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@ -20,9 +20,9 @@ namespace Dawn {
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{
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private:
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std::shared_ptr<Scene> scene;
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std::weak_ptr<DawnHost> host;
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public:
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std::weak_ptr<DawnHost> host;
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RenderManager renderManager;
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/**
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@ -5,6 +5,8 @@
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#include "SceneItemComponent.hpp"
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#include "SceneItem.hpp"
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#include "Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -12,6 +14,14 @@ SceneItemComponent::SceneItemComponent(std::weak_ptr<SceneItem> item) {
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this->item = item;
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}
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std::shared_ptr<Scene> SceneItemComponent::getScene() {
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return this->item.lock()->scene.lock();
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}
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std::shared_ptr<DawnGame> SceneItemComponent::getGame() {
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return this->item.lock()->scene.lock()->game.lock();
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}
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SceneItemComponent::~SceneItemComponent() {
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}
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@ -8,6 +8,8 @@
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namespace Dawn {
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class SceneItem;
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class Scene;
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class DawnGame;
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class SceneItemComponent {
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public:
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@ -17,6 +19,9 @@ namespace Dawn {
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virtual void start() = 0;
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std::shared_ptr<Scene> getScene();
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std::shared_ptr<DawnGame> getGame();
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virtual ~SceneItemComponent();
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};
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}
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@ -4,6 +4,8 @@
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// https://opensource.org/licenses/MIT
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#include "Camera.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -34,8 +36,17 @@ void Camera::updateProjection() {
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}
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}
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std::shared_ptr<RenderTarget> Camera::getRenderTarget() {
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if(this->target == nullptr) {
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return this->getGame()->renderManager.getBackBuffer();
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}
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return this->target;
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}
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float_t Camera::getAspect() {
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return 16.0f / 9.0f;
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auto target = this->getRenderTarget();
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return target->getWidth() / target->getHeight();
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}
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void Camera::start() {
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@ -5,6 +5,7 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "display/RenderTarget.hpp"
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namespace Dawn {
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enum CameraType {
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@ -15,6 +16,7 @@ namespace Dawn {
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class Camera : public SceneItemComponent {
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public:
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glm::mat4 projection;
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std::shared_ptr<RenderTarget> target = nullptr;
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// Perspective
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enum CameraType type = CAMERA_TYPE_PERSPECTIVE;
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@ -42,6 +44,8 @@ namespace Dawn {
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*/
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void updateProjection();
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std::shared_ptr<RenderTarget> getRenderTarget();
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/**
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* Returs the aspect ratio of the camera.
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*
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11
src/dawn/util/flag.hpp
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11
src/dawn/util/flag.hpp
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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 "dawnlibs.hpp"
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typedef uint_fast8_t flag8_t;
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#define FLAG_DEFINE(n) (1 << n)
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#include "DawnGLFWHost.hpp"
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#include "game/DawnGame.hpp"
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#include "dawnopengl.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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using namespace Dawn;
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@ -53,6 +54,11 @@ int32_t DawnHost::init(std::weak_ptr<DawnGame> game) {
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if(auto g = game.lock()) {
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auto result = g->init();
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if(result != DAWN_GAME_INIT_RESULT_SUCCESS) return result;
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g->renderManager.renderTarget->setSize(
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DAWN_GLFW_WINDOW_WIDTH_DEFAULT,
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DAWN_GLFW_WINDOW_HEIGHT_DEFAULT
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);
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} else {
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return DAWN_GLFW_INIT_RESULT_GAME_LOCK_FAILED;
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}
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@ -107,6 +113,8 @@ int32_t DawnHost::update(std::weak_ptr<DawnGame> game, float_t delta) {
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return ret;
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}
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}
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return DAWN_GLFW_UPDATE_RESULT_GAME_LOCK_FAILED;
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}
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void DawnHost::unload(std::weak_ptr<DawnGame> game) {
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@ -18,6 +18,8 @@
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#define DAWN_GLFW_START_RESULT_UPDATE_FAILED -1
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#define DAWN_GLFW_UPDATE_RESULT_GAME_LOCK_FAILED -1
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namespace Dawn {
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class DawnHostData {
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public:
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46
src/dawnopengl/display/BackBufferRenderTarget.cpp
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46
src/dawnopengl/display/BackBufferRenderTarget.cpp
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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(
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std::weak_ptr<RenderManager> renderManager
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) {
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this->renderManager = renderManager;
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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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this->width = width;
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this->height = 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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32
src/dawnopengl/display/BackBufferRenderTarget.hpp
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32
src/dawnopengl/display/BackBufferRenderTarget.hpp
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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/RenderTarget.hpp"
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#include "display/RenderManager.hpp"
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namespace Dawn {
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class BackBufferRenderTarget : public RenderTarget {
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private:
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std::weak_ptr<RenderManager> renderManager;
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float_t width = 1;
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float_t height = 1;
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struct Color clearColor = COLOR_CORNFLOWER_BLUE;
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public:
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BackBufferRenderTarget(std::weak_ptr<RenderManager> renderManager);
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float_t getWidth() override;
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float_t getHeight() override;
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void setSize(float_t width, float_t height);
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void setClearColor(struct Color color);
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void clear(flag8_t clearFlags) override;
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void bind() override;
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};
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}
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@ -7,6 +7,7 @@
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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RenderManager.cpp
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BackBufferRenderTarget.cpp
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)
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# Subdirs
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@ -6,26 +6,28 @@
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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/BackBufferRenderTarget.hpp"
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using namespace Dawn;
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RenderManager::RenderManager(std::weak_ptr<DawnGame> game) {
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this->game = game;
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this->renderTarget=std::make_shared<BackBufferRenderTarget>(weak_from_this());
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}
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void RenderManager::init() {
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glClearColor(
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0.39215686274f,
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0.58431372549f,
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0.9294117647f,
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1.0f
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);
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}
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glViewport(0, 0, 1280, 720);
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std::shared_ptr<RenderTarget> RenderManager::getBackBuffer() {
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return this->renderTarget;
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}
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void RenderManager::update() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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this->getBackBuffer()->bind();
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this->getBackBuffer()->clear(
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RENDER_TARGET_CLEAR_FLAG_COLOR |
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RENDER_TARGET_CLEAR_FLAG_DEPTH
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);
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}
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RenderManager::~RenderManager() {
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@ -4,15 +4,19 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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#include "display/_RenderManager.hpp"
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namespace Dawn {
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class DawnGame;
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class BackBufferRenderTarget;
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class RenderManager :
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public IRenderManager,
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public std::enable_shared_from_this<RenderManager>
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{
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class RenderManager {
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public:
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std::weak_ptr<DawnGame> game;
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std::shared_ptr<BackBufferRenderTarget> renderTarget;
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/**
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* Construct a new RenderManager for a game instance.
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*
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@ -20,16 +24,10 @@ namespace Dawn {
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*/
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RenderManager(std::weak_ptr<DawnGame> game);
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/**
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* Initialize this render manager.
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*/
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void init();
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/**
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* Perform a synchronous frame update on the render manager.
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*/
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void update();
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std::shared_ptr<RenderTarget> getBackBuffer() 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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@ -35,7 +35,6 @@ int32_t DawnGame::update(float_t delta) {
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auto meshRenderer = this->scene->findComponent<MeshRenderer>();
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if(meshRenderer != nullptr) {
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std::cout << "REndering" << std::endl;
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meshRenderer->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
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}
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Reference in New Issue
Block a user