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spectre/source/Graphics/DefaultRenderer2D.cpp

76 lines
2 KiB
C++

#include <Spectre/Graphics/Texture.h>
#include <Spectre/Graphics/OpenGL.h>
#include <Spectre/Graphics/Renderable.h>
#include <Spectre/Graphics/DefaultRenderer2D.h>
namespace sp {
DefaultRenderer2D::DefaultRenderer2D()
{
m_shader.create();
if (!m_shader.loadFromFile("assets/shaders/standard.shader.glsl")) {
std::cout << "Failed to load shader: " << m_shader.getLastError() << std::endl;
}
if (!m_shader.link()) {
std::cout << "Failed to link shader: " << m_shader.getLastError() << std::endl;
}
}
void DefaultRenderer2D::submit(const Renderable2D& renderable)
{
m_queue.push_back(&renderable);
}
void DefaultRenderer2D::render()
{
Matrix4f viewMatrix;
if (m_camera) {
viewMatrix = m_camera->getViewMatrix();
} else {
viewMatrix = Matrix4f::Identity;
}
m_shader.enable();
glEnableVertexAttribArray(VertexAttribPosition);
glEnableVertexAttribArray(VertexAttribColor0);
glEnableVertexAttribArray(VertexAttribTexCoord0);
for(size_t i = 0; i < m_queue.size(); i++) {
const Renderable2D* obj = m_queue[i];
const std::vector<Vertex2D> vertices = obj->getVertices();
const std::vector<unsigned short> indices = obj->getIndices();
unsigned char *data = (unsigned char*) &vertices[0];
const Texture *tex = obj->getTexture();
Matrix4f modelViewMatrix = viewMatrix * obj->getTransform().getMatrix();
m_shader.setMVPMatrix(modelViewMatrix);
glVertexAttribPointer(VertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), data + 0);
glVertexAttribPointer(VertexAttribColor0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), data + 8);
glVertexAttribPointer(VertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), data + 20);
if (tex) {
tex->enable();
}
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, &indices[0]);
if (tex) {
tex->disable();
}
}
glDisableVertexAttribArray(VertexAttribPosition);
glDisableVertexAttribArray(VertexAttribColor0);
glDisableVertexAttribArray(VertexAttribTexCoord0);
m_shader.disable();
m_queue.clear();
}
} // namespace sp