Modules/GeometryEditor2D/private/Render.cpp
IlyaShurupov e161fffc0c tmp
2024-04-12 16:27:21 +03:00

100 lines
2.2 KiB
C++

#include "Render.hpp"
#include "GraphicsApi.hpp"
using namespace tp;
struct Shape {
float buffer[8] = {
1, 1, 1, 0, 0, 0, //
0, 1, // 1, 1, 0, 0,
};
unsigned int indices[6] = { 0, 1, 3, 1, 2, 3 };
GLuint VAO = 0;
GLuint VBO = 0;
GLuint EBO = 0;
Shape() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void drawCall() {
const auto numPoints = sizeof(buffer) / (2 * sizeof(float));
glBindVertexArray(VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
auto num = sizeof(indices) / sizeof(indices[0]);
glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
// glBindVertexArray(0);
}
~Shape() {
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
};
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 = { -1.0f, -1.0f, 3.f, 3.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();
}