94 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include <camera/camera.hpp>
 | |
| #include <renderer/buffers.hpp>
 | |
| #include <renderer/programs/texture.hpp>
 | |
| #include <renderer/shader.hpp>
 | |
| #include <renderer/vertex_layout.hpp>
 | |
| 
 | |
| namespace lt {
 | |
| 
 | |
| TextureRendererProgram::TextureRendererProgram(
 | |
|     unsigned int max_vertices,
 | |
|     const Ref<SharedContext> &shared_context,
 | |
|     Ref<Shader> shader
 | |
| )
 | |
|     : m_shader(std::move(shader))
 | |
|     , m_index_buffer(nullptr)
 | |
|     , m_vertex_layout(nullptr)
 | |
|     , m_max_vertices(max_vertices)
 | |
| {
 | |
| 	// #todo: don't use relative path
 | |
| 	// AssetManager::load_shader(
 | |
| 	//     "LT_ENGINE_RESOURCES_TEXTURE_SHADER",
 | |
| 	//     "data/assets/shaders/texture/vs.asset",
 | |
| 	//     "data/assets/shaders/texture/ps.asset"
 | |
| 	// );
 | |
| 	//
 | |
| 	// AssetManager::load_shader(
 | |
| 	//     "LT_ENGINE_RESOURCES_TINTED_TEXTURE_SHADER",
 | |
| 	//     "data/assets/shaders/tinted_texture/vs.asset",
 | |
| 	//     "data/assets/shaders/tinted_texture/ps.asset"
 | |
| 	// );
 | |
| 	//
 | |
| 	// AssetManager::load_shader(
 | |
| 	//     "LT_ENGINE_RESOURCES_QUAD_SHADER",
 | |
| 	//     "data/assets/shaders/quads/vs.asset",
 | |
| 	//     "data/assets/shaders/quads/ps.asset"
 | |
| 	// );
 | |
| 	//
 | |
| 	// m_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_TEXTURE_SHADER");
 | |
| 	// m_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_TINTED_TEXTURE_SHADER");
 | |
| 	// m_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_QUAD_SHADER");
 | |
| 
 | |
| 
 | |
| 	m_vertex_buffer = Ref<VertexBuffer>(
 | |
| 	    VertexBuffer::create(nullptr, sizeof(TextureVertexData), max_vertices, shared_context)
 | |
| 	);
 | |
| 	m_index_buffer = Ref<IndexBuffer>(
 | |
| 	    IndexBuffer::create(nullptr, (max_vertices / 4) * 6, shared_context)
 | |
| 	);
 | |
| 	m_vertex_layout = Ref<VertexLayout>(VertexLayout::create(
 | |
| 	    m_vertex_buffer,
 | |
| 	    m_shader,
 | |
| 	    { { "POSITION", VertexElementType::Float4 }, { "TEXCOORD", VertexElementType::Float2 } },
 | |
| 	    shared_context
 | |
| 	));
 | |
| }
 | |
| 
 | |
| auto TextureRendererProgram::advance() -> bool
 | |
| {
 | |
| 	m_idx += 4;
 | |
| 	if (m_idx >= m_map.size())
 | |
| 	{
 | |
| 		log_wrn("'VertexBuffer' map went beyond 'MaxVertices': {}", m_max_vertices);
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	m_quad_count++;
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void TextureRendererProgram::map()
 | |
| {
 | |
| 	m_map = std::span<TextureVertexData> {
 | |
| 		static_cast<TextureVertexData *>(m_vertex_buffer->map()),
 | |
| 		m_max_vertices,
 | |
| 	};
 | |
| 
 | |
| 	m_quad_count = 0u;
 | |
| 	m_idx = {};
 | |
| }
 | |
| 
 | |
| void TextureRendererProgram::un_map()
 | |
| {
 | |
| 	m_vertex_buffer->un_map();
 | |
| }
 | |
| 
 | |
| void TextureRendererProgram::bind()
 | |
| {
 | |
| 	m_shader->bind();
 | |
| 	m_vertex_layout->bind();
 | |
| 	m_vertex_buffer->bind();
 | |
| 	m_index_buffer->bind();
 | |
| }
 | |
| 
 | |
| } // namespace lt
 |