ferx/engine/rendering/Renderer.cpp

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#include "Renderer.h"
#include "Engine.h"
RendererData Renderer::s_Data;
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float Renderer::s_DeltaTime = 0.0f;
float Renderer::s_LastFrame = 0.0f;
bool Renderer::s_FirstMouse = true;
float Renderer::s_LastX;
float Renderer::s_LastY;
Renderer::Renderer() = default;
Renderer::~Renderer()
{
Shutdown();
}
void Renderer::Init()
{
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
std::cerr << "Failed to initialize GLAD" << std::endl;
return;
}
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SetVariables();
LoadShaders();
SetupBuffers();
SetCallbacks();
}
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void Renderer::SetVariables()
{
s_Data.m_Scene = new Scene();
s_Data.m_Camera = new Camera(glm::vec3(0.0f, 0.0f, 3.0f));
s_Data.m_Cube = new Cube("Cube");
s_Data.m_ClearColor = new glm::vec3(0.0f, 0.1f, 0.2f);
s_Data.m_Scene->AddCube(std::shared_ptr<Cube>(s_Data.m_Cube));
}
RendererData& Renderer::GetData()
{
return s_Data;
}
void Renderer::LoadShaders()
{
s_Data.m_Shader = new Shader(ENGINE_RESOURCES_PATH"shaders/vertex.glsl", ENGINE_RESOURCES_PATH"shaders/fragment.glsl");
}
void Renderer::SetupBuffers()
{
s_Data.m_VAO = new VertexArray();
s_Data.m_VBO = new VertexBuffer();
s_Data.m_IBO = new IndexBuffer();
s_Data.m_VAO->Bind();
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s_Data.m_VBO->SetData(sizeof(float) * Cube::GetVertices().size(), Cube::GetVertices().data());
s_Data.m_IBO->SetData(sizeof(unsigned int) * Cube::GetIndices().size(), Cube::GetIndices().data());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
glEnableVertexAttribArray(1);
VertexArray::Unbind();
VertexBuffer::Unbind();
IndexBuffer::Unbind();
s_Data.m_FBO = new FrameBuffer();
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WindowSize windowSize = Engine::Get()->GetWindow()->GetSize();
s_Data.m_FBO->AttachTexture(windowSize.Width, windowSize.Height);
FrameBuffer::Unbind();
}
void Renderer::SetCallbacks()
{
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glfwSetWindowSizeCallback(Engine::Get()->GetWindow()->GetNativeWindow(), [](GLFWwindow* window, int width, int height)
{
SetupBuffers();
});
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glfwSetFramebufferSizeCallback(Engine::Get()->GetWindow()->GetNativeWindow(), [](GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
});
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glfwSetScrollCallback(Engine::Get()->GetWindow()->GetNativeWindow(), [](GLFWwindow* window, double xOffset, double yOffset)
{
s_Data.m_Camera->ProcessMouseScroll(static_cast<float>(yOffset));
});
}
void Renderer::Render() {
auto currentFrame = static_cast<float>(glfwGetTime());
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s_DeltaTime = currentFrame - s_LastFrame;
s_LastFrame = currentFrame;
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s_Data.m_FBO->Bind();
glfwPollEvents();
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ProcessInput(Engine::Get()->GetWindow()->GetNativeWindow());
glEnable(GL_DEPTH_TEST);
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glClearColor(s_Data.m_ClearColor->x, s_Data.m_ClearColor->y, s_Data.m_ClearColor->z, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
s_Data.m_Shader->Use();
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s_Data.m_Cube->Draw();
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const glm::mat4& model = *s_Data.m_Cube->GetModelMatrix();
const glm::mat4& view = s_Data.m_Camera->GetViewMatrix();
WindowSize size = Engine::Get()->GetWindow()->GetSize();
glm::mat4 projection = glm::perspective(glm::radians(45.0f), static_cast<float>(size.Width) / static_cast<float>(size.Height), 0.1f, 100.0f);
glUniformMatrix4fv(s_Data.m_Shader->GetUniformLocation("model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(s_Data.m_Shader->GetUniformLocation("view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(s_Data.m_Shader->GetUniformLocation("projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniform3fv(s_Data.m_Shader->GetUniformLocation("color"), 1, glm::value_ptr(*s_Data.m_Cube->GetShaderColor()));
*s_Data.m_Cube->GetModelMatrix() = glm::mat4(1.0f);
s_Data.m_VAO->Bind();
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glfwSwapBuffers(Engine::Get()->GetWindow()->GetNativeWindow());
}
void Renderer::ProcessInput(GLFWwindow *window)
{
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if(Input::IsMouseButtonPressed(ButtonRight))
{
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auto mousePos = Input::GetMousePosition();
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if(s_FirstMouse)
{
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s_LastX = mousePos.x;
s_LastY = mousePos.y;
s_FirstMouse = false;
}
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float xOffset = mousePos.x - s_LastX;
float yOffset = s_LastY - mousePos.y;
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s_LastX = mousePos.x;
s_LastY = mousePos.y;
s_Data.m_Camera->ProcessMouseMovement(xOffset, yOffset);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
else
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
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if (Input::IsKeyPressed(W))
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s_Data.m_Camera->ProcessKeyboard(FORWARD, s_DeltaTime);
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if (Input::IsKeyPressed(S))
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s_Data.m_Camera->ProcessKeyboard(BACKWARD, s_DeltaTime);
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if (Input::IsKeyPressed(A))
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s_Data.m_Camera->ProcessKeyboard(LEFT, s_DeltaTime);
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if (Input::IsKeyPressed(D))
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s_Data.m_Camera->ProcessKeyboard(RIGHT, s_DeltaTime);
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if (Input::IsKeyPressed(Q))
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s_Data.m_Camera->ProcessKeyboard(DOWN, s_DeltaTime);
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if (Input::IsKeyPressed(E))
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s_Data.m_Camera->ProcessKeyboard(UP, s_DeltaTime);
}
void Renderer::Shutdown()
{
s_Data.m_VAO->Shutdown();
s_Data.m_VBO->Shutdown();
s_Data.m_FBO->Shutdown();
s_Data.m_IBO->Shutdown();
s_Data.m_Shader->Shutdown();
}