Modules/GeometryEditor2D/private/Render.cpp
IlyaShurupov a9fbb909ac tmp
2024-04-12 15:27:40 +03:00

76 lines
1.6 KiB
C++

#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();
}