#ifndef RENDERER_HPP_ #define RENDERER_HPP_ #include "camera.hpp" #include "config.hpp" #include "input.hpp" #include "state_manager.hpp" #include "user_interface.hpp" #include #include class renderer { private: const state_manager& state; const input_handler& input; user_interface& gui; const orbit_camera& camera; RenderTexture render_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT); RenderTexture klotski_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT); RenderTexture menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT); // Batching std::vector> connections; // Instancing static constexpr int INSTANCE_COLOR_ATTR = 5; std::vector transforms; std::vector colors; Material vertex_mat = LoadMaterialDefault(); Mesh cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE); Shader instancing_shader = LoadShader("shader/instancing_vertex.glsl", "shader/instancing_fragment.glsl"); unsigned int color_vbo_id = 0; public: renderer(const orbit_camera& _camera, const state_manager& _state, const input_handler& _input, user_interface& _gui) : state(_state), input(_input), gui(_gui), camera(_camera) { instancing_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(instancing_shader, "mvp"); instancing_shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(instancing_shader, "instanceTransform"); instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(instancing_shader, "viewPos"); infoln("LOC vertexPosition: {}", rlGetLocationAttrib(instancing_shader.id, "vertexPosition")); infoln("LOC instanceTransform: {}", rlGetLocationAttrib(instancing_shader.id, "instanceTransform")); infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor")); // vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR; vertex_mat.shader = instancing_shader; transforms.reserve(DRAW_VERTICES_LIMIT); colors.reserve(DRAW_VERTICES_LIMIT); color_vbo_id = rlLoadVertexBuffer(colors.data(), DRAW_VERTICES_LIMIT * sizeof(Color), true); rlEnableVertexArray(cube_instance.vaoId); rlEnableVertexBuffer(color_vbo_id); rlSetVertexAttribute(INSTANCE_COLOR_ATTR, 4, RL_UNSIGNED_BYTE, true, 0, 0); rlEnableVertexAttribute(INSTANCE_COLOR_ATTR); rlSetVertexAttributeDivisor(INSTANCE_COLOR_ATTR, 1); rlDisableVertexBuffer(); rlDisableVertexArray(); } renderer(const renderer& copy) = delete; auto operator=(const renderer& copy) -> renderer& = delete; renderer(renderer&& move) = delete; auto operator=(renderer&& move) -> renderer& = delete; ~renderer() { UnloadRenderTexture(render_target); UnloadRenderTexture(klotski_target); UnloadRenderTexture(menu_target); // Instancing UnloadMaterial(vertex_mat); UnloadMesh(cube_instance); // I think the shader already gets unloaded with the material? // UnloadShader(instancing_shader); } private: auto update_texture_sizes() -> void; auto draw_mass_springs(const std::vector& masses) -> void; auto draw_klotski() const -> void; auto draw_menu() const -> void; auto draw_textures(int fps, int ups, size_t mass_count, size_t spring_count) const -> void; public: auto render(const std::vector& masses, int fps, int ups, size_t mass_count, size_t spring_count) -> void; }; #endif