Convert Renderer2D to singleton pattern
This commit is contained in:
@@ -46,7 +46,8 @@ namespace Inferno {
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m_cameraO = std::make_shared<OrthographicCamera>();
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m_cameraP = std::make_shared<PerspectiveCamera>();
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Renderer2D::initialize();
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Renderer2D* renderer2D = new Renderer2D();
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renderer2D->initialize();
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// Load assets
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@@ -56,7 +57,7 @@ namespace Inferno {
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Application::~Application()
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{
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Renderer2D::destroy();
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Renderer2D::the().destroy();
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TextureManager::the().destroy();
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ShaderManager::the().destroy();
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// Input::destroy();
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@@ -102,13 +103,13 @@ namespace Inferno {
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RenderCommand::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f });
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RenderCommand::clear();
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Renderer2D::beginScene(m_cameraP); // camera, lights, environment
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Renderer2D::the().beginScene(m_cameraP); // camera, lights, environment
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Renderer2D::drawQuad(std::make_shared<Transform>(cube), colors);
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Renderer2D::drawQuad(std::make_shared<Transform>(cube2), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
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Renderer2D::drawQuad(std::make_shared<Transform>(cube3), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
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Renderer2D::the().drawQuad(std::make_shared<Transform>(cube), colors);
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Renderer2D::the().drawQuad(std::make_shared<Transform>(cube2), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
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Renderer2D::the().drawQuad(std::make_shared<Transform>(cube3), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
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Renderer2D::endScene();
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Renderer2D::the().endScene();
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m_window->render();
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@@ -3,6 +3,7 @@
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#include <glad/glad.h>
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#include "inferno/assertions.h"
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#include "inferno/component/transform.h"
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#include "inferno/render/buffer.h"
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#include "inferno/render/camera.h"
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@@ -37,68 +38,129 @@ namespace Inferno {
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// -----------------------------------------
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std::shared_ptr<Camera> Renderer2D::s_camera = nullptr;
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QuadBatch* Renderer2D::s_quadBatch;
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uint32_t Renderer::m_supportedTextureUnitPerBatch = 0;
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void Renderer::initialize()
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{
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// Get amount of texture units supported by the GPU
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uint32_t constTextureUnitCount = textureUnitPerBatch;
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uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
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m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
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// Create texture unit samplers
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int32_t samplers[textureUnitPerBatch];
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for (uint32_t i = 0; i < textureUnitPerBatch; i++) {
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samplers[i] = i;
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}
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// Create shader
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m_shader = ShaderManager::the().load("assets/glsl/batch-quad");
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m_shader->bind();
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m_shader->setInt("u_textures", samplers, textureUnitPerBatch);
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m_shader->unbind();
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}
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void Renderer::destroy()
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{
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}
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uint32_t Renderer::addTextureUnit(std::shared_ptr<Texture> texture)
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{
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if (texture == nullptr) {
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return 0;
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}
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// Create a new batch if the texture unit limit has been reached
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if (m_textureUnitIndex >= m_supportedTextureUnitPerBatch) {
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nextBatch();
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}
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// If texure was already added
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for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
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if (m_textureUnits[i] == texture) {
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return i;
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}
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}
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// Add texture
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uint32_t textureUnitIndex = m_textureUnitIndex;
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m_textureUnits[textureUnitIndex] = texture;
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m_textureUnitIndex++;
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return textureUnitIndex;
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}
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void Renderer::bind()
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{
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m_shader->bind();
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for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
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m_textureUnits[i]->bind(i);
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}
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m_vertexArray->bind();
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}
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void Renderer::unbind()
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{
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m_vertexArray->unbind();
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for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
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m_textureUnits[i]->unbind();
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}
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m_shader->unbind();
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}
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// -----------------------------------------
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Renderer2D* Renderer2D::s_instance = nullptr;
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void Renderer2D::initialize()
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{
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s_quadBatch = new QuadBatch();
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ASSERT(!s_instance, "ShaderManager already exists!");
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s_instance = this;
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Renderer::initialize();
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// CPU
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// -----------------------------------------
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// Create array for storing quads vertices
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s_quadBatch->vertexBufferBase = std::unique_ptr<QuadVertex[]>(new QuadVertex[QuadBatch::vertexCount]);
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s_quadBatch->vertexBufferPtr = s_quadBatch->vertexBufferBase.get();
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m_vertexBufferBase = std::unique_ptr<QuadVertex[]>(new QuadVertex[vertexCount]);
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m_vertexBufferPtr = m_vertexBufferBase.get();
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// Set default quad vertex positions
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s_quadBatch->vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
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s_quadBatch->vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
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s_quadBatch->vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
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s_quadBatch->vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
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// Create texture unit samplers
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int32_t samplers[s_quadBatch->textureUnitPerBatch];
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for (uint32_t i = 0; i < s_quadBatch->textureUnitPerBatch; i++) {
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samplers[i] = i;
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}
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// Get amount of texture units supported by the GPU
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uint32_t constTextureUnitCount = QuadBatch::textureUnitPerBatch;
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uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
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s_quadBatch->supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
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m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
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m_vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
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m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
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m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
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// Texture unit 0 is reserved for no texture
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s_quadBatch->textureUnits[0] = nullptr;
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m_textureUnits[0] = nullptr;
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// GPU
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// -----------------------------------------
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// Create shader
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s_quadBatch->shader = ShaderManager::the().load("assets/glsl/batch-quad");
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s_quadBatch->shader->bind();
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s_quadBatch->shader->setInt("u_textures", samplers, s_quadBatch->textureUnitPerBatch);
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s_quadBatch->shader->unbind();
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// Create vertex array
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s_quadBatch->vertexArray = std::make_shared<VertexArray>();
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m_vertexArray = std::make_shared<VertexArray>();
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// Create vertex buffer
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auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * QuadBatch::vertexCount);
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auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount);
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vertexBuffer->setLayout({
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{ BufferElementType::Vec3, "a_position" },
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{ BufferElementType::Vec4, "a_color" },
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{ BufferElementType::Vec2, "a_textureCoordinates" },
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{ BufferElementType::Float, "a_textureIndex" },
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});
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s_quadBatch->vertexArray->addVertexBuffer(std::move(vertexBuffer));
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m_vertexArray->addVertexBuffer(std::move(vertexBuffer));
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// Generate indices
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uint32_t* indices = new uint32_t[QuadBatch::indexCount];
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uint32_t* indices = new uint32_t[indexCount];
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uint32_t offset = 0;
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for (uint32_t i = 0; i < QuadBatch::indexCount; i += QuadBatch::indexPerQuad) {
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for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
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indices[i + 0] = offset + 0;
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indices[i + 1] = offset + 1;
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indices[i + 2] = offset + 2;
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@@ -106,12 +168,12 @@ namespace Inferno {
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indices[i + 4] = offset + 3;
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indices[i + 5] = offset + 0;
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offset += QuadBatch::vertexPerQuad;
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offset += vertexPerQuad;
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}
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// Create index buffer
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auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * QuadBatch::indexCount);
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s_quadBatch->vertexArray->setIndexBuffer(indexBuffer);
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auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
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m_vertexArray->setIndexBuffer(indexBuffer);
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delete[] indices;
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dbg(Log::Info) << "Renderer2D initialized";
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@@ -119,7 +181,8 @@ namespace Inferno {
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void Renderer2D::destroy()
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{
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delete s_quadBatch;
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delete s_instance;
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s_instance = nullptr;
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}
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void Renderer2D::beginScene(const std::shared_ptr<Camera>& camera)
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@@ -150,7 +213,7 @@ namespace Inferno {
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void Renderer2D::drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color, std::shared_ptr<Texture> texture)
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{
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// Create a new batch if the quad limit has been reached
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if (s_quadBatch->quadCount >= QuadBatch::quads) {
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if (m_quadIndex >= quadCount) {
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nextBatch();
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}
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@@ -161,91 +224,43 @@ namespace Inferno {
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uint32_t textureUnitIndex = addTextureUnit(texture);
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// Add the quads 4 vertices
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for (uint32_t i = 0; i < QuadBatch::vertexPerQuad; i++) {
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s_quadBatch->vertexBufferPtr->position = transform->transform() * s_quadBatch->vertexPositions[i];
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s_quadBatch->vertexBufferPtr->color = color[i];
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s_quadBatch->vertexBufferPtr->textureCoordinates = textureCoordinates[i];
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s_quadBatch->vertexBufferPtr->textureIndex = (float)textureUnitIndex;
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s_quadBatch->vertexBufferPtr++;
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for (uint32_t i = 0; i < vertexPerQuad; i++) {
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m_vertexBufferPtr->position = transform->transform() * m_vertexPositions[i];
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m_vertexBufferPtr->color = color[i];
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m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
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m_vertexBufferPtr->textureIndex = (float)textureUnitIndex;
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m_vertexBufferPtr++;
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}
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s_quadBatch->quadCount++;
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}
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uint32_t Renderer2D::addTextureUnit(std::shared_ptr<Texture> texture)
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{
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if (texture == nullptr) {
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return 0;
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}
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// Create a new batch if the texture unit limit has been reached
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if (s_quadBatch->textureUnitIndex >= s_quadBatch->supportedTextureUnitPerBatch) {
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nextBatch();
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}
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// If texure was already added
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for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) {
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if (s_quadBatch->textureUnits[i] == texture) {
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return i;
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}
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}
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// Add texture
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uint32_t textureUnitIndex = s_quadBatch->textureUnitIndex;
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s_quadBatch->textureUnits[textureUnitIndex] = texture;
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s_quadBatch->textureUnitIndex++;
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return textureUnitIndex;
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}
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void Renderer2D::bind()
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{
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s_quadBatch->shader->bind();
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for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) {
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s_quadBatch->textureUnits[i]->bind(i);
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}
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s_quadBatch->vertexArray->bind();
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}
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void Renderer2D::unbind()
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{
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s_quadBatch->vertexArray->unbind();
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for (uint32_t i = 1; i < s_quadBatch->textureUnitIndex; i++) {
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s_quadBatch->textureUnits[i]->unbind();
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}
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s_quadBatch->shader->unbind();
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m_quadIndex++;
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}
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void Renderer2D::flush()
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{
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if (s_quadBatch->quadCount == 0) {
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if (m_quadIndex == 0) {
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return;
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}
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// Upload vertex data to GPU
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s_quadBatch->vertexArray->getVertexBuffers().at(0)->uploadData(
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s_quadBatch->vertexBufferBase.get(),
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s_quadBatch->quadCount * QuadBatch::vertexPerQuad * sizeof(QuadVertex));
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m_vertexArray->getVertexBuffers().at(0)->uploadData(
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m_vertexBufferBase.get(),
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quadCount * vertexPerQuad * sizeof(QuadVertex));
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bind();
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// Render
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s_quadBatch->shader->setFloat("u_projectionView", s_camera->projection() * s_camera->transform()->transform());
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RenderCommand::drawIndexed(s_quadBatch->vertexArray, s_quadBatch->quadCount * QuadBatch::indexPerQuad);
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m_shader->setFloat("u_projectionView", s_camera->projection() * s_camera->transform()->transform());
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RenderCommand::drawIndexed(m_vertexArray, quadCount * indexPerQuad);
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unbind();
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}
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void Renderer2D::startBatch()
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{
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s_quadBatch->quadCount = 0;
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s_quadBatch->vertexBufferPtr = s_quadBatch->vertexBufferBase.get();
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m_quadIndex = 0;
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m_vertexBufferPtr = m_vertexBufferBase.get();
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s_quadBatch->textureUnitIndex = 1;
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m_textureUnitIndex = 1;
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}
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void Renderer2D::nextBatch()
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@@ -15,7 +15,6 @@ namespace Inferno {
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class Shader;
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class Texture;
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class Transform;
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class VertexBuffer;
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class VertexArray;
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struct QuadVertex {
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@@ -25,32 +24,6 @@ namespace Inferno {
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float textureIndex = 0; // @Todo get int to pass to fragment correctly
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};
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struct QuadBatch {
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static const uint32_t vertexPerQuad = 4;
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static const uint32_t indexPerQuad = 6;
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static const uint32_t quads = 1000;
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static const uint32_t vertexCount = quads * vertexPerQuad;
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static const uint32_t indexCount = quads * indexPerQuad;
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static const uint32_t textureUnitPerBatch = 32;
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// CPU quad vertices
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uint32_t quadCount = 0;
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std::unique_ptr<QuadVertex[]> vertexBufferBase = nullptr;
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QuadVertex* vertexBufferPtr = nullptr;
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// Default quad vertex positions
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glm::vec4 vertexPositions[vertexPerQuad];
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// Texture units
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uint32_t supportedTextureUnitPerBatch = 0;
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uint32_t textureUnitIndex = 1;
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std::array<std::shared_ptr<Texture>, textureUnitPerBatch> textureUnits;
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// GPU objects
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std::shared_ptr<Shader> shader = nullptr;
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std::shared_ptr<VertexArray> vertexArray = nullptr;
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};
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// -----------------------------------------
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class RenderCommand {
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@@ -65,30 +38,72 @@ namespace Inferno {
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// -----------------------------------------
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class Renderer2D {
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class Renderer {
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public:
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static void initialize();
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static void destroy();
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static const uint32_t vertexPerQuad = 4;
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static const uint32_t indexPerQuad = 6;
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static const uint32_t textureUnitPerBatch = 32;
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static void beginScene(const std::shared_ptr<Camera>& camera);
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static void endScene();
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protected:
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virtual void initialize() = 0;
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virtual void destroy() = 0;
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static void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color);
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static void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color);
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static void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color, std::shared_ptr<Texture> texture);
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static void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color, std::shared_ptr<Texture> texture);
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uint32_t addTextureUnit(std::shared_ptr<Texture> texture);
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void bind();
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void unbind();
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virtual void flush() = 0;
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virtual void startBatch() = 0;
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virtual void nextBatch() = 0;
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uint32_t m_quadIndex = 0;
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// Texture units
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static uint32_t m_supportedTextureUnitPerBatch;
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uint32_t m_textureUnitIndex = 1;
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std::array<std::shared_ptr<Texture>, textureUnitPerBatch> m_textureUnits;
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// GPU objects
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std::shared_ptr<Shader> m_shader = nullptr;
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std::shared_ptr<VertexArray> m_vertexArray = nullptr;
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};
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// -----------------------------------------
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class Renderer2D final : public Renderer {
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public:
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static const uint32_t quadCount = 1000;
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static const uint32_t vertexCount = quadCount * vertexPerQuad;
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static const uint32_t indexCount = quadCount * indexPerQuad;
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void initialize() override;
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void destroy() override;
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void beginScene(const std::shared_ptr<Camera>& camera);
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void endScene();
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void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color);
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void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color);
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void drawQuad(std::shared_ptr<Transform> transform, glm::vec4 color, std::shared_ptr<Texture> texture);
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void drawQuad(std::shared_ptr<Transform> transform, glm::mat4 color, std::shared_ptr<Texture> texture);
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static inline Renderer2D& the() { return *s_instance; }
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private:
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static uint32_t addTextureUnit(std::shared_ptr<Texture> texture);
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void flush() override;
|
||||
void startBatch() override;
|
||||
void nextBatch() override;
|
||||
|
||||
static void bind();
|
||||
static void unbind();
|
||||
static void flush();
|
||||
static void startBatch();
|
||||
static void nextBatch();
|
||||
std::shared_ptr<Camera> s_camera;
|
||||
|
||||
static std::shared_ptr<Camera> s_camera;
|
||||
static QuadBatch* s_quadBatch;
|
||||
// CPU quad vertices
|
||||
std::unique_ptr<QuadVertex[]> m_vertexBufferBase = nullptr;
|
||||
QuadVertex* m_vertexBufferPtr = nullptr;
|
||||
|
||||
// Default quad vertex positions
|
||||
glm::vec4 m_vertexPositions[vertexPerQuad];
|
||||
|
||||
static Renderer2D* s_instance;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user