100 lines
2.2 KiB
C++
100 lines
2.2 KiB
C++
#include "Render.hpp"
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#include "GraphicsApi.hpp"
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using namespace tp;
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struct Shape {
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float buffer[8] = {
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1, 1, 1, 0, 0, 0, //
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0, 1, // 1, 1, 0, 0,
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};
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unsigned int indices[6] = { 0, 1, 3, 1, 2, 3 };
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GLuint VAO = 0;
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GLuint VBO = 0;
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GLuint EBO = 0;
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Shape() {
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
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glEnableVertexAttribArray(0);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void drawCall() {
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const auto numPoints = sizeof(buffer) / (2 * sizeof(float));
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glBindVertexArray(VAO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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auto num = sizeof(indices) / sizeof(indices[0]);
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glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_INT, nullptr);
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// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
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// glBindVertexArray(0);
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}
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~Shape() {
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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(1, &VAO);
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}
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};
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Render::Render(Vec2F renderResolution) :
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mRenderBuffer(renderResolution) {
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mDefaultShader.load("rsc/shaders/default.vert", nullptr, "rsc/shaders/default.frag", true);
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}
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Render::~Render() {}
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uint4 Render::getRenderBuffer() { return mRenderBuffer.texId(); }
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Vec2F Render::getBufferSize() { return mRenderBuffer.getSize(); }
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void Render::render(const Geometry& geometry, Vec2F size) {
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static Shape shape;
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mRenderBuffer.mClearCol = { 0.1f, 0.1f, 0.1f, 1.f };
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mRenderBuffer.beginDraw();
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mRenderBuffer.clear();
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{
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mDefaultShader.bind();
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static auto uniform_color = mDefaultShader.getu("Color");
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static auto uniform_scale = mDefaultShader.getu("Viewport");
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RGBA col = { 0, 0, 1.f, 1.f };
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RectF viewport = { -1.0f, -1.0f, 3.f, 3.f };
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viewport.w = viewport.z * (size.y / size.x);
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glUniform4fv(uniform_color, 1, &col.r);
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glUniform4fv(uniform_scale, 1, &viewport.x);
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shape.drawCall();
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mDefaultShader.unbind();
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}
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mRenderBuffer.endDraw();
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}
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