88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
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#include <Dengine/Renderer.h>
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#include <Dengine/OpenGL.h>
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#include <glm/gtc/matrix_transform.hpp>
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namespace Dengine
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{
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Renderer::Renderer(Shader *shader)
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{
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this->shader = shader;
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this->initRenderData();
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}
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Renderer::~Renderer()
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{
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glDeleteVertexArrays(1, &this->quadVAO);
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}
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void Renderer::drawSprite(const Texture *texture, glm::vec2 position,
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glm::vec2 size, GLfloat rotate, glm::vec3 color)
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{
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this->shader->use();
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glm::mat4 model;
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// First translate (transformations are: scale happens first, then rotation
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// and then finall translation happens; reversed order)
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model = glm::translate(model, glm::vec3(position, 0.0f));
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// Move origin of rotation to center of quad
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model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
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// Then rotate
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model = glm::rotate(model, rotate, glm::vec3(0.0f, 0.0f, 1.0f));
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// Move origin back
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model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));
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model = glm::scale(model, glm::vec3(size, 1.0f)); // Last scale
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this->shader->uniformSetMat4fv("model", model);
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// TODO(doyle): Unimplemented
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// this->shader->uniformSetVec3f("spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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texture->bind();
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this->shader->uniformSet1i("tex", 0);
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glBindVertexArray(this->quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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void Renderer::initRenderData()
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{
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glm::vec4 vertices[] = {
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// x y s t
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{+1.0f, +1.0f, 1.0f, 1.0f}, // Top right
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{+1.0f, -1.0f, 1.0f, 0.0f}, // Bottom right
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{-1.0f, +1.0f, 0.0f, 1.0f}, // Top left
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{-1.0f, -1.0f, 0.0f, 0.0f}, // Bottom left
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};
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GLuint VBO;
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/* Create buffers */
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glGenVertexArrays(1, &this->quadVAO);
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glGenBuffers(1, &VBO);
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindVertexArray(this->quadVAO);
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/* Configure VBO */
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(glm::vec4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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}
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