#include "Render.hpp" #include "GraphicsApi.hpp" using namespace tp; struct Shape { float buffer[6] = { 0, 0, 1, 0, 0, 1, }; GLuint vbo_id = 0; GLuint vbo_len = 6; Shape() { glGenBuffers(1, &vbo_id); glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_COPY); } void drawCall() { glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glBindVertexArray(0); } ~Shape() { glDeleteBuffers(1, &vbo_id); } }; Render::Render(Vec2F renderResolution) : mRenderBuffer(renderResolution) { mDefaultShader.load("rsc/shaders/default.vert", nullptr, "rsc/shaders/default.frag", true); } Render::~Render() {} uint4 Render::getRenderBuffer() { return mRenderBuffer.texId(); } Vec2F Render::getBufferSize() { return mRenderBuffer.getSize(); } void Render::render(const Geometry& geometry, Vec2F size) { static Shape shape; mRenderBuffer.mClearCol = { 0.1f, 0.1f, 0.1f, 1.f }; mRenderBuffer.beginDraw(); mRenderBuffer.clear(); { mDefaultShader.bind(); static auto uniform_color = mDefaultShader.getu("Color"); static auto uniform_scale = mDefaultShader.getu("Viewport"); RGBA col = { 0, 0, 1.f, 1.f }; RectF viewport = { 0.0f, 0.0f, 1.f, 1.f }; viewport.w = viewport.z * (size.y / size.x); glUniform4fv(uniform_color, 1, &col.r); glUniform4fv(uniform_scale, 1, &viewport.x); shape.drawCall(); mDefaultShader.unbind(); } mRenderBuffer.endDraw(); }