109 lines
3.8 KiB
C++
109 lines
3.8 KiB
C++
#ifndef RENDERER_HPP_
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#define RENDERER_HPP_
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#include "orbit_camera.hpp"
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#include "config.hpp"
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#include "input_handler.hpp"
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#include "state_manager.hpp"
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#include "user_interface.hpp"
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#include <raylib.h>
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#include <rlgl.h>
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class renderer
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{
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private:
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const state_manager& state;
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const input_handler& input;
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user_interface& gui;
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const orbit_camera& camera;
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RenderTexture render_target =
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LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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// TODO: Those should be moved to the user_interface.h
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RenderTexture klotski_target =
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LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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RenderTexture menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
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// Batching
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std::vector<std::pair<Vector3, Vector3>> connections;
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// Instancing
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static constexpr int INSTANCE_COLOR_ATTR = 5;
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std::vector<Matrix> transforms;
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std::vector<Color> colors;
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Material vertex_mat = LoadMaterialDefault();
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Mesh cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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Shader instancing_shader =
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LoadShader("shader/instancing_vertex.glsl", "shader/instancing_fragment.glsl");
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unsigned int color_vbo_id = 0;
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public:
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renderer(const orbit_camera& _camera, const state_manager& _state, const input_handler& _input,
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user_interface& _gui)
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: state(_state), input(_input), gui(_gui), camera(_camera)
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{
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instancing_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(instancing_shader, "mvp");
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instancing_shader.locs[SHADER_LOC_MATRIX_MODEL] =
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GetShaderLocationAttrib(instancing_shader, "instanceTransform");
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
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GetShaderLocation(instancing_shader, "viewPos");
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// infoln("LOC vertexPosition: {}",
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// rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
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// infoln("LOC instanceTransform: {}",
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// rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
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// infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor"));
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// vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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vertex_mat.shader = instancing_shader;
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transforms.reserve(DRAW_VERTICES_LIMIT);
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colors.reserve(DRAW_VERTICES_LIMIT);
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color_vbo_id = rlLoadVertexBuffer(colors.data(), DRAW_VERTICES_LIMIT * sizeof(Color), true);
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rlEnableVertexArray(cube_instance.vaoId);
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rlEnableVertexBuffer(color_vbo_id);
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rlSetVertexAttribute(INSTANCE_COLOR_ATTR, 4, RL_UNSIGNED_BYTE, true, 0, 0);
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rlEnableVertexAttribute(INSTANCE_COLOR_ATTR);
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rlSetVertexAttributeDivisor(INSTANCE_COLOR_ATTR, 1);
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rlDisableVertexBuffer();
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rlDisableVertexArray();
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}
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renderer(const renderer& copy) = delete;
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auto operator=(const renderer& copy) -> renderer& = delete;
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renderer(renderer&& move) = delete;
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auto operator=(renderer&& move) -> renderer& = delete;
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~renderer()
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{
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UnloadRenderTexture(render_target);
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UnloadRenderTexture(klotski_target);
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UnloadRenderTexture(menu_target);
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// Instancing
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UnloadMaterial(vertex_mat);
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UnloadMesh(cube_instance);
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// I think the shader already gets unloaded with the material?
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// UnloadShader(instancing_shader);
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}
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private:
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auto update_texture_sizes() -> void;
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auto draw_mass_springs(const std::vector<Vector3>& masses) -> void;
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auto draw_klotski() const -> void;
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auto draw_menu() const -> void;
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auto draw_textures(int fps, int ups, size_t mass_count, size_t spring_count) const -> void;
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public:
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auto render(const std::vector<Vector3>& masses, int fps, int ups, size_t mass_count,
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size_t spring_count) -> void;
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};
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#endif |