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Add new structures for renderer data
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24
rwengine/include/render/DrawBuffer.hpp
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24
rwengine/include/render/DrawBuffer.hpp
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#pragma once
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#ifndef _DRAWBUFFER_HPP_
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#define _DRAWBUFFER_HPP_
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#include <GL/glew.h>
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class GeometryBuffer;
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class DrawBuffer {
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GLuint vao;
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public:
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DrawBuffer();
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~DrawBuffer();
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GLuint getVAOName() const
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{ return vao; }
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/**
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* Adds a Geometry Buffer to the Draw Buffer.
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*/
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void addGeometry(GeometryBuffer* gbuff);
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};
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#endif
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61
rwengine/include/render/GeometryBuffer.hpp
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rwengine/include/render/GeometryBuffer.hpp
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#pragma once
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#ifndef _GEOMETRYBUFFER_HPP_
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#define _GEOMETRYBUFFER_HPP_
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#include <GL/glew.h>
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#include <vector>
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/**
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* Enum used to determine which shader input an attribute maps to
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*/
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enum AttributeSemantic {
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ATRS_Position,
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ATRS_Normal,
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ATRS_Colour,
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ATRS_TexCoord
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};
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/**
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* Stores Vertex Attribute data
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*/
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struct AttributeIndex {
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AttributeSemantic sem;
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GLsizei size;
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/*GLenum type*/
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GLsizei stride;
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GLsizei offset;
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};
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typedef std::vector<AttributeIndex> AttributeList;
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class GeometryBuffer {
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GLuint vbo;
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GLsizei num;
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AttributeList attributes;
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public:
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GeometryBuffer();
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~GeometryBuffer();
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GLuint getVBOName() const
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{ return vbo; }
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/**
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* Uploads Vertex Buffer data from an STL vector
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*/
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template<class T> void uploadVertices(const std::vector<T>& data) {
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uploadVertices(data.size(), data.size()*sizeof(T), data.data());
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// Assume T has a static method for attributes;
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attributes = T::vertex_attributes();
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}
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/**
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* Uploads raw memory into the buffer.
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*/
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void uploadVertices(GLsizei num, GLsizeiptr size, const GLvoid* mem);
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const AttributeList& getDataAttributes() const
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{ return attributes; }
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};
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#endif
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40
rwengine/src/render/DrawBuffer.cpp
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40
rwengine/src/render/DrawBuffer.cpp
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#include <render/DrawBuffer.hpp>
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#include <render/GeometryBuffer.hpp>
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#include <map>
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/* TODO: Come up with a more elegant solution to "WHICH ARRAY IS IT?" */
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std::map<AttributeSemantic, GLuint> semantic_to_attrib_array = {
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{ATRS_Position, 0},
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{ATRS_Normal, 4},
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{ATRS_Colour, 8},
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{ATRS_TexCoord, 12}
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};
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DrawBuffer::DrawBuffer()
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: vao(0)
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{
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}
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DrawBuffer::~DrawBuffer()
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{
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if(vao) {
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glDeleteVertexArrays(1, &vao);
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}
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}
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void DrawBuffer::addGeometry(GeometryBuffer* gbuff)
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{
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if(vao == 0) {
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glGenVertexArrays(1, &vao);
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}
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, gbuff->getVBOName());
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// Iterate the attributes present in the gbuff
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for(const AttributeIndex& at : gbuff->getDataAttributes()) {
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GLuint vaoindex = semantic_to_attrib_array[at.sem];
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glEnableVertexAttribArray(vaoindex);
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glVertexAttribPointer(vaoindex, at.size, GL_FLOAT, GL_FALSE, at.stride, reinterpret_cast<GLvoid*>(at.offset));
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}
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}
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17
rwengine/src/render/GeometryBuffer.cpp
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rwengine/src/render/GeometryBuffer.cpp
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#include <render/GeometryBuffer.hpp>
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GeometryBuffer::GeometryBuffer()
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: vbo(0), num(0)
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{
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}
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void GeometryBuffer::uploadVertices(GLsizei num, GLsizeiptr size, const GLvoid* mem)
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{
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if(vbo == 0) {
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glGenBuffers(1, &vbo);
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}
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this->num = num;
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, size, mem, GL_STATIC_DRAW);
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}
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