Use scene module in editor

This commit is contained in:
IlyaShurupov 2024-06-18 17:26:44 +03:00 committed by Ilya Shurupov
parent 5c90192c9f
commit 3bc43612ef
7 changed files with 78 additions and 140 deletions

View file

@ -1,62 +1,8 @@
#include "Render.hpp"
#include "GraphicsApi.hpp"
#include "GPUBuffers.hpp"
using namespace tp;
class ObjectBuffers {
public:
ObjectBuffers(Object* object) {
mObject = (object);
auto& buff = mObject->mTopology.Points;
auto& indices = mObject->mTopology.Indexes;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vec3F) * buff.size(), buff.getBuff(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Vec3<uhalni>) * indices.size(), indices.getBuff(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Object* mObject = nullptr;
GLuint VAO = 0;
GLuint VBO = 0;
GLuint EBO = 0;
void drawCall() {
auto& indices = mObject->mTopology.Indexes;
glBindVertexArray(VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
// glBindVertexArray(0);
}
~ObjectBuffers() {
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
};
Render::Render(Vec2F renderResolution) :
mRenderBuffer(renderResolution) {
@ -72,8 +18,8 @@ Vec2F Render::getBufferSize() { return mRenderBuffer.getSize(); }
void Render::render(const Scene& geometry, Vec2F size) {
for (auto object : geometry.mObjects) {
if (!object->mBuffers) {
object->mBuffers = std::make_shared<ObjectBuffers>(&object.data());
if (!object->mGUPBuffers) {
object->mGUPBuffers = new ObjectBuffers(&object.data());
}
}
@ -101,7 +47,7 @@ void Render::render(const Scene& geometry, Vec2F size) {
glUniformMatrix4fv(basis, 1, false, &basisMat[0][0]);
glUniformMatrix4fv(camera, 1, true, &cameraMat[0][0]);
object->mBuffers->drawCall();
object->mGUPBuffers->drawCall();
}
mDefaultShader.unbind();