refactor rendering
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@@ -196,7 +196,7 @@ int main(int argc, char** argv) {
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td::render::Camera cam;
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td::render::RenderPipeline renderer;
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renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w));
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renderer.AddRenderer<td::render::WorldRenderer>(cam, w);
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cam.SetCamPos({77, 25, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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@@ -8,7 +8,7 @@ namespace render {
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void Camera::UpdatePerspective(float a_AspectRatio) {
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m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
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m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
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NotifyListeners(&ICameraListener::OnPerspectiveChange);
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OnPerspectiveChange();
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}
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void Camera::SetCamPos(const Vec3f& a_NewPos) {
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@@ -21,7 +21,7 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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m_CamPos = a_NewPos;
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m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
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m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
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NotifyListeners(&ICameraListener::OnViewChange);
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OnViewChange();
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}
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} // namespace render
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@@ -5,13 +5,27 @@
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namespace td {
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namespace render {
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void Renderer::Render(const GL::VertexArray& a_Vao) {
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void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
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a_Vao.Bind();
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glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
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// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr);
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a_Vao.Unbind();
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}
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Renderer::Renderer(std::unique_ptr<shader::CameraShaderProgram>&& a_Shader, Camera& a_Camera) :
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m_Shader(std::move(a_Shader)), m_Camera(a_Camera) {
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a_Camera.OnPerspectiveChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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});
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a_Camera.OnViewChange.Connect([this]() {
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m_Shader->Start();
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m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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});
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}
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RenderPipeline::RenderPipeline() {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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@@ -7,28 +7,17 @@
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namespace td {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(std::make_unique<shader::WorldShader>(), a_Camera), m_World(a_World) {
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
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a_Camera.BindListener(this);
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}
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WorldRenderer::~WorldRenderer() {}
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void WorldRenderer::Render() {
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m_Shader.Start();
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m_Shader->Start();
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Renderer::Render(*m_WorldVao);
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ImGui::ShowDemoWindow();
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}
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void WorldRenderer::OnPerspectiveChange() {
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m_Shader.Start();
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m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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}
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void WorldRenderer::OnViewChange() {
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m_Shader.Start();
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m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
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}
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} // namespace render
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} // namespace td
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21
src/td/render/shader/CameraShaderProgram.cpp
Normal file
21
src/td/render/shader/CameraShaderProgram.cpp
Normal file
@@ -0,0 +1,21 @@
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#include <td/render/shader/CameraShaderProgram.h>
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namespace td {
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namespace shader {
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void CameraShaderProgram::SetProjectionMatrix(const Mat4f& proj) const {
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LoadMat4(m_LocationProjection, proj);
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}
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void CameraShaderProgram::SetViewMatrix(const Mat4f& view) const {
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LoadMat4(m_LocationView, view);
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}
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void CameraShaderProgram::GetAllUniformLocation() {
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m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
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m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
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}
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} // namespace shader
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} // namespace td
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@@ -81,22 +81,9 @@ void main(void){
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)";
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#endif
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WorldShader::WorldShader() : ShaderProgram() {
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WorldShader::WorldShader() : CameraShaderProgram() {
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ShaderProgram::LoadProgram(vertexSource, fragmentSource);
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}
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void WorldShader::GetAllUniformLocation() {
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m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
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m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
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}
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void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
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LoadMat4(m_LocationProjection, proj);
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}
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void WorldShader::SetViewMatrix(const Mat4f& view) const {
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LoadMat4(m_LocationView, view);
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}
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} // namespace shader
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} // namespace td
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