Renderer: De-duplicate code between renderer types
This commit is contained in:
@@ -169,9 +169,9 @@ int Application::run()
|
|||||||
RenderCommand::clear();
|
RenderCommand::clear();
|
||||||
|
|
||||||
std::pair<glm::mat4, glm::mat4> projectionView = m_scene->cameraProjectionView();
|
std::pair<glm::mat4, glm::mat4> projectionView = m_scene->cameraProjectionView();
|
||||||
RendererCubemap::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
RendererCubemap::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
||||||
Renderer2D::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
Renderer2D::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
||||||
RendererCharacter::the().beginScene();
|
RendererCharacter::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
||||||
|
|
||||||
m_scene->render();
|
m_scene->render();
|
||||||
// RendererCharacter::the().drawCharacter(character, f->texture());
|
// RendererCharacter::the().drawCharacter(character, f->texture());
|
||||||
|
|||||||
+20
-20
@@ -42,17 +42,17 @@ public:
|
|||||||
static uint32_t getTypeCount(const BufferElementType type);
|
static uint32_t getTypeCount(const BufferElementType type);
|
||||||
static uint32_t getTypeGL(const BufferElementType type);
|
static uint32_t getTypeGL(const BufferElementType type);
|
||||||
|
|
||||||
inline BufferElementType getType() const { return m_type; }
|
BufferElementType getType() const { return m_type; }
|
||||||
inline std::string getName() const { return m_name; }
|
std::string getName() const { return m_name; }
|
||||||
inline uint32_t getSize() const { return m_size; }
|
uint32_t getSize() const { return m_size; }
|
||||||
inline uint32_t getOffset() const { return m_offset; }
|
uint32_t getOffset() const { return m_offset; }
|
||||||
inline bool getNormalized() const { return m_normalized; }
|
bool getNormalized() const { return m_normalized; }
|
||||||
|
|
||||||
inline void setType(const BufferElementType& type) { m_type = type; }
|
void setType(const BufferElementType& type) { m_type = type; }
|
||||||
inline void setName(const std::string& name) { m_name = name; }
|
void setName(const std::string& name) { m_name = name; }
|
||||||
inline void setSize(const uint32_t& size) { m_size = size; }
|
void setSize(const uint32_t& size) { m_size = size; }
|
||||||
inline void setOffset(const uint32_t& offset) { m_offset = offset; }
|
void setOffset(const uint32_t& offset) { m_offset = offset; }
|
||||||
inline void setNormalized(const bool& normalized) { m_normalized = normalized; }
|
void setNormalized(const bool& normalized) { m_normalized = normalized; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
BufferElementType m_type;
|
BufferElementType m_type;
|
||||||
@@ -70,14 +70,14 @@ public:
|
|||||||
BufferLayout() {}
|
BufferLayout() {}
|
||||||
BufferLayout(const std::initializer_list<BufferElement>& elements);
|
BufferLayout(const std::initializer_list<BufferElement>& elements);
|
||||||
|
|
||||||
inline const std::vector<BufferElement>& getElements() const { return m_elements; }
|
const std::vector<BufferElement>& getElements() const { return m_elements; }
|
||||||
inline uint32_t getStride() const { return m_stride; }
|
uint32_t getStride() const { return m_stride; }
|
||||||
|
|
||||||
// Iterators
|
// Iterators
|
||||||
inline std::vector<BufferElement>::iterator begin() { return m_elements.begin(); }
|
std::vector<BufferElement>::iterator begin() { return m_elements.begin(); }
|
||||||
inline std::vector<BufferElement>::iterator end() { return m_elements.end(); }
|
std::vector<BufferElement>::iterator end() { return m_elements.end(); }
|
||||||
inline std::vector<BufferElement>::const_iterator begin() const { return m_elements.begin(); }
|
std::vector<BufferElement>::const_iterator begin() const { return m_elements.begin(); }
|
||||||
inline std::vector<BufferElement>::const_iterator end() const { return m_elements.end(); }
|
std::vector<BufferElement>::const_iterator end() const { return m_elements.end(); }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void calculateOffsetsAndStride();
|
void calculateOffsetsAndStride();
|
||||||
@@ -101,7 +101,7 @@ public:
|
|||||||
|
|
||||||
void uploadData(const void* data, uint32_t size);
|
void uploadData(const void* data, uint32_t size);
|
||||||
|
|
||||||
inline const BufferLayout& getLayout() const { return m_layout; }
|
const BufferLayout& getLayout() const { return m_layout; }
|
||||||
|
|
||||||
inline void setLayout(const BufferLayout& layout) { m_layout = layout; }
|
inline void setLayout(const BufferLayout& layout) { m_layout = layout; }
|
||||||
|
|
||||||
@@ -121,7 +121,7 @@ public:
|
|||||||
void bind() const;
|
void bind() const;
|
||||||
void unbind() const;
|
void unbind() const;
|
||||||
|
|
||||||
inline uint32_t getCount() const { return m_count; }
|
uint32_t getCount() const { return m_count; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
@@ -142,8 +142,8 @@ public:
|
|||||||
void addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer);
|
void addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer);
|
||||||
void setIndexBuffer(std::shared_ptr<IndexBuffer> indexBuffer);
|
void setIndexBuffer(std::shared_ptr<IndexBuffer> indexBuffer);
|
||||||
|
|
||||||
inline const std::vector<std::shared_ptr<VertexBuffer>>& getVertexBuffers() const { return m_vertexBuffers; }
|
std::shared_ptr<VertexBuffer> at(size_t i) const { return m_vertexBuffers.at(i); }
|
||||||
inline std::shared_ptr<IndexBuffer> getIndexBuffer() const { return m_indexBuffer; }
|
std::shared_ptr<IndexBuffer> getIndexBuffer() const { return m_indexBuffer; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
|
|||||||
+163
-276
@@ -18,111 +18,56 @@
|
|||||||
|
|
||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
uint32_t Renderer::m_supportedTextureUnitPerBatch = 0;
|
template<typename T>
|
||||||
|
void Renderer<T>::beginScene(glm::mat4, glm::mat4)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
void Renderer::initialize()
|
template<typename T>
|
||||||
|
void Renderer<T>::endScene()
|
||||||
|
{
|
||||||
|
nextBatch();
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
uint32_t Renderer<T>::m_maxSupportedTextureSlots = 0;
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::initialize()
|
||||||
{
|
{
|
||||||
// Get amount of texture units supported by the GPU
|
// Get amount of texture units supported by the GPU
|
||||||
uint32_t constTextureUnitCount = textureUnitPerBatch;
|
|
||||||
uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
|
uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
|
||||||
m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
|
m_maxSupportedTextureSlots = std::min(maxTextureSlots, gpuTextureUnitCount);
|
||||||
|
|
||||||
// Texture unit 0 is reserved for no texture
|
// Texture unit 0 is reserved for no texture
|
||||||
m_textureUnits[0] = nullptr;
|
m_textureSlots[0] = nullptr;
|
||||||
|
|
||||||
// Create texture unit samplers
|
// Create texture unit samplers
|
||||||
int32_t samplers[textureUnitPerBatch];
|
int32_t samplers[maxTextureSlots];
|
||||||
for (uint32_t i = 0; i < textureUnitPerBatch; i++) {
|
for (uint32_t i = 0; i < maxTextureSlots; i++) {
|
||||||
samplers[i] = i;
|
samplers[i] = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create shader
|
// Create shader
|
||||||
loadShader();
|
loadShader();
|
||||||
m_shader->bind();
|
m_shader->bind();
|
||||||
m_shader->setInt("u_textures", samplers, textureUnitPerBatch);
|
m_shader->setInt("u_textures", samplers, maxTextureSlots);
|
||||||
m_shader->unbind();
|
m_shader->unbind();
|
||||||
|
|
||||||
// Create vertex array
|
// Create vertex array
|
||||||
m_vertexArray = std::make_shared<VertexArray>();
|
m_vertexArray = std::make_shared<VertexArray>();
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::destroy()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
uint32_t Renderer::addTextureUnit(std::shared_ptr<Texture> texture)
|
|
||||||
{
|
|
||||||
if (texture == nullptr) {
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a new batch if the texture unit limit has been reached
|
|
||||||
if (m_textureUnitIndex >= m_supportedTextureUnitPerBatch) {
|
|
||||||
nextBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
// If texure was already added
|
|
||||||
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
|
|
||||||
if (m_textureUnits[i] == texture) {
|
|
||||||
return i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add texture
|
|
||||||
uint32_t textureUnitIndex = m_textureUnitIndex;
|
|
||||||
m_textureUnits[textureUnitIndex] = texture;
|
|
||||||
m_textureUnitIndex++;
|
|
||||||
|
|
||||||
return textureUnitIndex;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::bind()
|
|
||||||
{
|
|
||||||
m_shader->bind();
|
|
||||||
|
|
||||||
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
|
|
||||||
m_textureUnits[i]->bind(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
m_vertexArray->bind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::unbind()
|
|
||||||
{
|
|
||||||
m_vertexArray->unbind();
|
|
||||||
|
|
||||||
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
|
|
||||||
m_textureUnits[i]->unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
m_shader->unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
// -----------------------------------------
|
|
||||||
|
|
||||||
Renderer2D::Renderer2D(s)
|
|
||||||
{
|
|
||||||
Renderer::initialize();
|
|
||||||
|
|
||||||
// CPU
|
// CPU
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
// Create array for storing quads vertices
|
|
||||||
m_vertexBufferBase = std::make_unique<QuadVertex[]>(vertexCount);
|
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
|
||||||
|
|
||||||
// Set default quad vertex positions
|
|
||||||
m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
|
|
||||||
m_vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
|
|
||||||
m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
|
|
||||||
m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
|
|
||||||
|
|
||||||
// Generate indices
|
// Generate indices
|
||||||
|
|
||||||
uint32_t* indices = new uint32_t[indexCount];
|
uint32_t* indices = new uint32_t[maxIndices];
|
||||||
|
|
||||||
uint32_t offset = 0;
|
uint32_t offset = 0;
|
||||||
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
|
for (uint32_t i = 0; i < maxIndices; i += indexPerQuad) {
|
||||||
indices[i + 0] = offset + 0;
|
indices[i + 0] = offset + 0;
|
||||||
indices[i + 1] = offset + 1;
|
indices[i + 1] = offset + 1;
|
||||||
indices[i + 2] = offset + 2;
|
indices[i + 2] = offset + 2;
|
||||||
@@ -136,8 +81,132 @@ Renderer2D::Renderer2D(s)
|
|||||||
// GPU
|
// GPU
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
|
// Create index buffer
|
||||||
|
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * maxIndices);
|
||||||
|
m_vertexArray->setIndexBuffer(indexBuffer);
|
||||||
|
delete[] indices;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::destroy()
|
||||||
|
{
|
||||||
|
delete[] m_vertexBufferBase;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
uint32_t Renderer<T>::addTextureUnit(std::shared_ptr<Texture> texture)
|
||||||
|
{
|
||||||
|
if (texture == nullptr) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a new batch if the texture unit limit has been reached
|
||||||
|
if (m_textureSlotIndex >= m_maxSupportedTextureSlots) {
|
||||||
|
nextBatch();
|
||||||
|
}
|
||||||
|
|
||||||
|
// If texure was already added
|
||||||
|
for (uint32_t i = 1; i < m_textureSlotIndex; i++) {
|
||||||
|
if (m_textureSlots[i] == texture) {
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add texture
|
||||||
|
uint32_t textureSlotIndex = m_textureSlotIndex;
|
||||||
|
m_textureSlots[textureSlotIndex] = texture;
|
||||||
|
m_textureSlotIndex++;
|
||||||
|
|
||||||
|
return textureSlotIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::bind()
|
||||||
|
{
|
||||||
|
m_shader->bind();
|
||||||
|
|
||||||
|
for (uint32_t i = 1; i < m_textureSlotIndex; i++) {
|
||||||
|
m_textureSlots[i]->bind(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_vertexArray->bind();
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::unbind()
|
||||||
|
{
|
||||||
|
m_vertexArray->unbind();
|
||||||
|
|
||||||
|
for (uint32_t i = 1; i < m_textureSlotIndex; i++) {
|
||||||
|
m_textureSlots[i]->unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_shader->unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::flush()
|
||||||
|
{
|
||||||
|
if (m_quadIndex == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Upload vertex data to GPU
|
||||||
|
m_vertexArray->at(0)->uploadData(
|
||||||
|
m_vertexBufferBase,
|
||||||
|
m_quadIndex * vertexPerQuad * sizeof(T));
|
||||||
|
|
||||||
|
bind();
|
||||||
|
|
||||||
|
// Render
|
||||||
|
bool depthTest = RenderCommand::depthTest();
|
||||||
|
RenderCommand::setDepthTest(m_enableDepthBuffer);
|
||||||
|
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
|
||||||
|
RenderCommand::setDepthTest(depthTest);
|
||||||
|
|
||||||
|
unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::startBatch()
|
||||||
|
{
|
||||||
|
m_quadIndex = 0;
|
||||||
|
m_vertexBufferPtr = m_vertexBufferBase;
|
||||||
|
|
||||||
|
m_textureSlotIndex = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void Renderer<T>::nextBatch()
|
||||||
|
{
|
||||||
|
flush();
|
||||||
|
startBatch();
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
Renderer2D::Renderer2D(s)
|
||||||
|
{
|
||||||
|
Renderer::initialize();
|
||||||
|
|
||||||
|
// CPU
|
||||||
|
// ---------------------------------
|
||||||
|
|
||||||
|
// Create array for storing quads vertices
|
||||||
|
m_vertexBufferBase = new QuadVertex[maxVertices];
|
||||||
|
m_vertexBufferPtr = m_vertexBufferBase;
|
||||||
|
|
||||||
|
// Set default quad vertex positions
|
||||||
|
m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
|
||||||
|
m_vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
|
||||||
|
m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
|
||||||
|
m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
|
||||||
|
|
||||||
|
// GPU
|
||||||
|
// ---------------------------------
|
||||||
|
|
||||||
// Create vertex buffer
|
// Create vertex buffer
|
||||||
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount);
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * maxVertices);
|
||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
@@ -146,19 +215,9 @@ Renderer2D::Renderer2D(s)
|
|||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
// Create index buffer
|
|
||||||
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
|
|
||||||
m_vertexArray->setIndexBuffer(indexBuffer);
|
|
||||||
delete[] indices;
|
|
||||||
|
|
||||||
ruc::info("Renderer2D initialized");
|
ruc::info("Renderer2D initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderer2D::~Renderer2D()
|
|
||||||
{
|
|
||||||
Renderer::destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
||||||
{
|
{
|
||||||
m_shader->bind();
|
m_shader->bind();
|
||||||
@@ -166,11 +225,6 @@ void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
|||||||
m_shader->unbind();
|
m_shader->unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer2D::endScene()
|
|
||||||
{
|
|
||||||
nextBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color)
|
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color)
|
||||||
{
|
{
|
||||||
drawQuad(transform, color, nullptr);
|
drawQuad(transform, color, nullptr);
|
||||||
@@ -189,7 +243,7 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color,
|
|||||||
void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
|
void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
|
||||||
{
|
{
|
||||||
// Create a new batch if the quad limit has been reached
|
// Create a new batch if the quad limit has been reached
|
||||||
if (m_quadIndex >= quadCount) {
|
if (m_quadIndex >= maxQuads) {
|
||||||
nextBatch();
|
nextBatch();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -219,39 +273,6 @@ void Renderer2D::loadShader()
|
|||||||
m_shader = ShaderManager::the().load("assets/glsl/batch-quad");
|
m_shader = ShaderManager::the().load("assets/glsl/batch-quad");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer2D::flush()
|
|
||||||
{
|
|
||||||
if (m_quadIndex == 0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload vertex data to GPU
|
|
||||||
m_vertexArray->getVertexBuffers().at(0)->uploadData(
|
|
||||||
m_vertexBufferBase.get(),
|
|
||||||
m_quadIndex * vertexPerQuad * sizeof(QuadVertex));
|
|
||||||
|
|
||||||
bind();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
|
|
||||||
|
|
||||||
unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer2D::startBatch()
|
|
||||||
{
|
|
||||||
m_quadIndex = 0;
|
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
|
||||||
|
|
||||||
m_textureUnitIndex = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer2D::nextBatch()
|
|
||||||
{
|
|
||||||
flush();
|
|
||||||
startBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
RendererCubemap::RendererCubemap(s)
|
RendererCubemap::RendererCubemap(s)
|
||||||
@@ -262,8 +283,8 @@ RendererCubemap::RendererCubemap(s)
|
|||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
// Create array for storing quads vertices
|
// Create array for storing quads vertices
|
||||||
m_vertexBufferBase = std::make_unique<CubemapVertex[]>(vertexCount);
|
m_vertexBufferBase = new CubemapVertex[maxVertices];
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
m_vertexBufferPtr = m_vertexBufferBase;
|
||||||
|
|
||||||
// Set default cubemap vertex positions
|
// Set default cubemap vertex positions
|
||||||
|
|
||||||
@@ -303,27 +324,13 @@ RendererCubemap::RendererCubemap(s)
|
|||||||
m_vertexPositions[22] = { 0.5f, -0.5f, 0.5f, 1.0f };
|
m_vertexPositions[22] = { 0.5f, -0.5f, 0.5f, 1.0f };
|
||||||
m_vertexPositions[23] = { 0.5f, -0.5f, -0.5f, 1.0f };
|
m_vertexPositions[23] = { 0.5f, -0.5f, -0.5f, 1.0f };
|
||||||
|
|
||||||
// Generate indices
|
|
||||||
|
|
||||||
uint32_t* indices = new uint32_t[indexCount];
|
|
||||||
|
|
||||||
uint32_t offset = 0;
|
|
||||||
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
|
|
||||||
indices[i + 0] = offset + 0;
|
|
||||||
indices[i + 1] = offset + 1;
|
|
||||||
indices[i + 2] = offset + 2;
|
|
||||||
indices[i + 3] = offset + 2;
|
|
||||||
indices[i + 4] = offset + 3;
|
|
||||||
indices[i + 5] = offset + 0;
|
|
||||||
|
|
||||||
offset += vertexPerQuad;
|
|
||||||
}
|
|
||||||
|
|
||||||
// GPU
|
// GPU
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
|
m_enableDepthBuffer = false;
|
||||||
|
|
||||||
// Create vertex buffer
|
// Create vertex buffer
|
||||||
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CubemapVertex) * vertexCount);
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CubemapVertex) * maxVertices);
|
||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
@@ -331,19 +338,9 @@ RendererCubemap::RendererCubemap(s)
|
|||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
// Create index buffer
|
|
||||||
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
|
|
||||||
m_vertexArray->setIndexBuffer(indexBuffer);
|
|
||||||
delete[] indices;
|
|
||||||
|
|
||||||
ruc::info("RendererCubemap initialized");
|
ruc::info("RendererCubemap initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
RendererCubemap::~RendererCubemap()
|
|
||||||
{
|
|
||||||
Renderer::destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
||||||
{
|
{
|
||||||
// We want the skybox fixed in position, so only retain the rotation and scale.
|
// We want the skybox fixed in position, so only retain the rotation and scale.
|
||||||
@@ -359,11 +356,6 @@ void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraVie
|
|||||||
m_shader->unbind();
|
m_shader->unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RendererCubemap::endScene()
|
|
||||||
{
|
|
||||||
nextBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture)
|
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture)
|
||||||
{
|
{
|
||||||
drawCubemap(transform, glm::mat4(color, color, color, color), texture);
|
drawCubemap(transform, glm::mat4(color, color, color, color), texture);
|
||||||
@@ -372,13 +364,13 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4
|
|||||||
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
|
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
|
||||||
{
|
{
|
||||||
// Create a new batch if the quad limit has been reached
|
// Create a new batch if the quad limit has been reached
|
||||||
if (m_quadIndex >= quadCount) {
|
if (m_quadIndex >= maxQuads) {
|
||||||
nextBatch();
|
nextBatch();
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t textureUnitIndex = addTextureUnit(texture);
|
uint32_t textureUnitIndex = addTextureUnit(texture);
|
||||||
|
|
||||||
// Add the quads 4 vertices
|
// Add the quads 4 vertices, 6 times, once per cube side
|
||||||
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
|
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
|
||||||
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
||||||
m_vertexBufferPtr->color = color[i % 4];
|
m_vertexBufferPtr->color = color[i % 4];
|
||||||
@@ -394,42 +386,6 @@ void RendererCubemap::loadShader()
|
|||||||
m_shader = ShaderManager::the().load("assets/glsl/batch-cubemap");
|
m_shader = ShaderManager::the().load("assets/glsl/batch-cubemap");
|
||||||
}
|
}
|
||||||
|
|
||||||
void RendererCubemap::flush()
|
|
||||||
{
|
|
||||||
if (m_quadIndex == 0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload vertex data to GPU
|
|
||||||
m_vertexArray->getVertexBuffers().at(0)->uploadData(
|
|
||||||
m_vertexBufferBase.get(),
|
|
||||||
m_quadIndex * vertexPerQuad * sizeof(CubemapVertex));
|
|
||||||
|
|
||||||
bind();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
bool depthTest = RenderCommand::depthTest();
|
|
||||||
RenderCommand::setDepthTest(false);
|
|
||||||
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
|
|
||||||
RenderCommand::setDepthTest(depthTest);
|
|
||||||
|
|
||||||
unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCubemap::startBatch()
|
|
||||||
{
|
|
||||||
m_quadIndex = 0;
|
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
|
||||||
|
|
||||||
m_textureUnitIndex = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCubemap::nextBatch()
|
|
||||||
{
|
|
||||||
flush();
|
|
||||||
startBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
RendererCharacter::RendererCharacter(s)
|
RendererCharacter::RendererCharacter(s)
|
||||||
@@ -440,30 +396,16 @@ RendererCharacter::RendererCharacter(s)
|
|||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
// Create array for storing quads vertices
|
// Create array for storing quads vertices
|
||||||
m_vertexBufferBase = std::make_unique<CharacterVertex[]>(vertexCount);
|
m_vertexBufferBase = new CharacterVertex[maxVertices];
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
m_vertexBufferPtr = m_vertexBufferBase;
|
||||||
|
|
||||||
// Generate indices
|
|
||||||
|
|
||||||
uint32_t* indices = new uint32_t[indexCount];
|
|
||||||
|
|
||||||
uint32_t offset = 0;
|
|
||||||
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
|
|
||||||
indices[i + 0] = offset + 0;
|
|
||||||
indices[i + 1] = offset + 1;
|
|
||||||
indices[i + 2] = offset + 2;
|
|
||||||
indices[i + 3] = offset + 2;
|
|
||||||
indices[i + 4] = offset + 3;
|
|
||||||
indices[i + 5] = offset + 0;
|
|
||||||
|
|
||||||
offset += vertexPerQuad;
|
|
||||||
}
|
|
||||||
|
|
||||||
// GPU
|
// GPU
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
|
|
||||||
|
m_enableDepthBuffer = false;
|
||||||
|
|
||||||
// Create vertex buffer
|
// Create vertex buffer
|
||||||
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CharacterVertex) * vertexCount);
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CharacterVertex) * maxVertices);
|
||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
@@ -478,32 +420,13 @@ RendererCharacter::RendererCharacter(s)
|
|||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
// Create index buffer
|
|
||||||
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
|
|
||||||
m_vertexArray->setIndexBuffer(indexBuffer);
|
|
||||||
delete[] indices;
|
|
||||||
|
|
||||||
ruc::info("RendererCharacter initialized");
|
ruc::info("RendererCharacter initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
RendererCharacter::~RendererCharacter()
|
|
||||||
{
|
|
||||||
Renderer::destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCharacter::beginScene()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCharacter::endScene()
|
|
||||||
{
|
|
||||||
nextBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture)
|
void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture)
|
||||||
{
|
{
|
||||||
// Create a new batch if the quad limit has been reached
|
// Create a new batch if the quad limit has been reached
|
||||||
if (m_quadIndex >= quadCount) {
|
if (m_quadIndex >= maxQuads) {
|
||||||
nextBatch();
|
nextBatch();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -534,40 +457,4 @@ void RendererCharacter::loadShader()
|
|||||||
m_shader = ShaderManager::the().load("assets/glsl/batch-font");
|
m_shader = ShaderManager::the().load("assets/glsl/batch-font");
|
||||||
}
|
}
|
||||||
|
|
||||||
void RendererCharacter::flush()
|
|
||||||
{
|
|
||||||
if (m_quadIndex == 0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload vertex data to GPU
|
|
||||||
m_vertexArray->getVertexBuffers().at(0)->uploadData(
|
|
||||||
m_vertexBufferBase.get(),
|
|
||||||
m_quadIndex * vertexPerQuad * sizeof(CharacterVertex));
|
|
||||||
|
|
||||||
bind();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
bool depthTest = RenderCommand::depthTest();
|
|
||||||
RenderCommand::setDepthTest(false);
|
|
||||||
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
|
|
||||||
RenderCommand::setDepthTest(depthTest);
|
|
||||||
|
|
||||||
unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCharacter::startBatch()
|
|
||||||
{
|
|
||||||
m_quadIndex = 0;
|
|
||||||
m_vertexBufferPtr = m_vertexBufferBase.get();
|
|
||||||
|
|
||||||
m_textureUnitIndex = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
void RendererCharacter::nextBatch()
|
|
||||||
{
|
|
||||||
flush();
|
|
||||||
startBatch();
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace Inferno
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -52,15 +52,25 @@ struct CharacterVertex {
|
|||||||
|
|
||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
class Renderer {
|
class Renderer {
|
||||||
public:
|
public:
|
||||||
static constexpr const uint32_t vertexPerQuad = 4;
|
static constexpr const uint32_t vertexPerQuad = 4;
|
||||||
static constexpr const uint32_t indexPerQuad = 6;
|
static constexpr const uint32_t indexPerQuad = 6;
|
||||||
static constexpr const uint32_t quadPerCube = 6;
|
static constexpr const uint32_t quadPerCube = 6;
|
||||||
static constexpr const uint32_t textureUnitPerBatch = 32;
|
|
||||||
|
// When to start a new batch
|
||||||
|
static constexpr const uint32_t maxQuads = 20000;
|
||||||
|
static constexpr const uint32_t maxVertices = maxQuads * vertexPerQuad;
|
||||||
|
static constexpr const uint32_t maxIndices = maxQuads * indexPerQuad;
|
||||||
|
static constexpr const uint32_t maxTextureSlots = 32;
|
||||||
|
|
||||||
|
virtual void beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView);
|
||||||
|
virtual void endScene();
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Renderer() {}
|
Renderer() {}
|
||||||
|
virtual ~Renderer() { destroy(); };
|
||||||
|
|
||||||
void initialize();
|
void initialize();
|
||||||
void destroy();
|
void destroy();
|
||||||
@@ -69,41 +79,47 @@ protected:
|
|||||||
|
|
||||||
void bind();
|
void bind();
|
||||||
void unbind();
|
void unbind();
|
||||||
virtual void loadShader() = 0;
|
|
||||||
virtual void flush() = 0;
|
|
||||||
virtual void startBatch() = 0;
|
|
||||||
virtual void nextBatch() = 0;
|
|
||||||
|
|
||||||
uint32_t m_quadIndex = 0;
|
virtual void loadShader() = 0;
|
||||||
|
virtual void flush();
|
||||||
|
virtual void startBatch();
|
||||||
|
virtual void nextBatch();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// CPU quad vertices
|
||||||
|
uint32_t m_quadIndex { 0 };
|
||||||
|
T* m_vertexBufferBase { nullptr };
|
||||||
|
T* m_vertexBufferPtr { nullptr };
|
||||||
|
|
||||||
// Texture units
|
// Texture units
|
||||||
static uint32_t m_supportedTextureUnitPerBatch;
|
static uint32_t m_maxSupportedTextureSlots;
|
||||||
uint32_t m_textureUnitIndex = 1;
|
uint32_t m_textureSlotIndex { 1 };
|
||||||
std::array<std::shared_ptr<Texture>, textureUnitPerBatch> m_textureUnits;
|
std::array<std::shared_ptr<Texture>, maxTextureSlots> m_textureSlots;
|
||||||
|
|
||||||
// GPU objects
|
// GPU objects
|
||||||
|
bool m_enableDepthBuffer { true };
|
||||||
std::shared_ptr<Shader> m_shader;
|
std::shared_ptr<Shader> m_shader;
|
||||||
std::shared_ptr<VertexArray> m_vertexArray;
|
std::shared_ptr<VertexArray> m_vertexArray;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// TOOD:
|
||||||
|
// - Deduplicate flush()
|
||||||
|
// v Add bool for disabling depth buffer
|
||||||
|
// - Add Size for uploadData (this is prob not needed, we got T already)
|
||||||
|
// - Decide if its worth to remove template<T> from Renderer, just cast vertexBufferPtr before usage
|
||||||
|
|
||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
class Renderer2D final
|
class Renderer2D final
|
||||||
: public Renderer
|
: public Renderer<QuadVertex>
|
||||||
, public ruc::Singleton<Renderer2D> {
|
, public ruc::Singleton<Renderer2D> {
|
||||||
public:
|
public:
|
||||||
Renderer2D(s);
|
Renderer2D(s);
|
||||||
virtual ~Renderer2D();
|
virtual ~Renderer2D() {};
|
||||||
|
|
||||||
using Singleton<Renderer2D>::destroy;
|
using Singleton<Renderer2D>::destroy;
|
||||||
|
|
||||||
// When to start a new batch
|
virtual void beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) override;
|
||||||
static constexpr const uint32_t quadCount = 1000;
|
|
||||||
static constexpr const uint32_t vertexCount = quadCount * vertexPerQuad;
|
|
||||||
static constexpr const uint32_t indexCount = quadCount * indexPerQuad;
|
|
||||||
|
|
||||||
void beginScene(glm::mat4 cameraProjectionView, glm::mat4 cameraView);
|
|
||||||
void endScene();
|
|
||||||
|
|
||||||
void drawQuad(const TransformComponent& transform, glm::vec4 color);
|
void drawQuad(const TransformComponent& transform, glm::vec4 color);
|
||||||
void drawQuad(const TransformComponent& transform, glm::mat4 color);
|
void drawQuad(const TransformComponent& transform, glm::mat4 color);
|
||||||
@@ -112,13 +128,6 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
void loadShader() override;
|
void loadShader() override;
|
||||||
void flush() override;
|
|
||||||
void startBatch() override;
|
|
||||||
void nextBatch() override;
|
|
||||||
|
|
||||||
// CPU quad vertices
|
|
||||||
std::unique_ptr<QuadVertex[]> m_vertexBufferBase;
|
|
||||||
QuadVertex* m_vertexBufferPtr { nullptr };
|
|
||||||
|
|
||||||
// Default quad vertex positions
|
// Default quad vertex positions
|
||||||
glm::vec4 m_vertexPositions[vertexPerQuad];
|
glm::vec4 m_vertexPositions[vertexPerQuad];
|
||||||
@@ -126,35 +135,21 @@ private:
|
|||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
class RendererCubemap final
|
class RendererCubemap final
|
||||||
: public Renderer
|
: public Renderer<CubemapVertex>
|
||||||
, public ruc::Singleton<RendererCubemap> {
|
, public ruc::Singleton<RendererCubemap> {
|
||||||
public:
|
public:
|
||||||
RendererCubemap(s);
|
RendererCubemap(s);
|
||||||
virtual ~RendererCubemap();
|
virtual ~RendererCubemap() {};
|
||||||
|
|
||||||
using Singleton<RendererCubemap>::destroy;
|
using Singleton<RendererCubemap>::destroy;
|
||||||
|
|
||||||
// When to start a new batch
|
virtual void beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) override;
|
||||||
static constexpr const uint32_t cubemapCount = 166;
|
|
||||||
static constexpr const uint32_t quadCount = cubemapCount * quadPerCube;
|
|
||||||
static constexpr const uint32_t vertexCount = quadCount * vertexPerQuad;
|
|
||||||
static constexpr const uint32_t indexCount = quadCount * indexPerQuad;
|
|
||||||
|
|
||||||
void beginScene(glm::mat4 cameraProjectionView, glm::mat4 cameraView);
|
|
||||||
void endScene();
|
|
||||||
|
|
||||||
void drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
void drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
||||||
void drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
void drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void loadShader() override;
|
void loadShader() override;
|
||||||
void flush() override;
|
|
||||||
void startBatch() override;
|
|
||||||
void nextBatch() override;
|
|
||||||
|
|
||||||
// CPU quad vertices
|
|
||||||
std::unique_ptr<CubemapVertex[]> m_vertexBufferBase;
|
|
||||||
CubemapVertex* m_vertexBufferPtr { nullptr };
|
|
||||||
|
|
||||||
// Default cubemap vertex positions
|
// Default cubemap vertex positions
|
||||||
glm::vec4 m_vertexPositions[vertexPerQuad * quadPerCube];
|
glm::vec4 m_vertexPositions[vertexPerQuad * quadPerCube];
|
||||||
@@ -163,32 +158,18 @@ private:
|
|||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
class RendererCharacter final
|
class RendererCharacter final
|
||||||
: public Renderer
|
: public Renderer<CharacterVertex>
|
||||||
, public ruc::Singleton<RendererCharacter> {
|
, public ruc::Singleton<RendererCharacter> {
|
||||||
public:
|
public:
|
||||||
RendererCharacter(s);
|
RendererCharacter(s);
|
||||||
virtual ~RendererCharacter();
|
virtual ~RendererCharacter() {};
|
||||||
|
|
||||||
using Singleton<RendererCharacter>::destroy;
|
using Singleton<RendererCharacter>::destroy;
|
||||||
|
|
||||||
static const uint32_t quadCount = 1000;
|
|
||||||
static const uint32_t vertexCount = quadCount * vertexPerQuad;
|
|
||||||
static const uint32_t indexCount = quadCount * indexPerQuad;
|
|
||||||
|
|
||||||
void beginScene();
|
|
||||||
void endScene();
|
|
||||||
|
|
||||||
void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture);
|
void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void loadShader() override;
|
void loadShader() override;
|
||||||
void flush() override;
|
|
||||||
void startBatch() override;
|
|
||||||
void nextBatch() override;
|
|
||||||
|
|
||||||
// CPU quad vertices
|
|
||||||
std::unique_ptr<CharacterVertex[]> m_vertexBufferBase;
|
|
||||||
CharacterVertex* m_vertexBufferPtr { nullptr };
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Inferno
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -21,7 +21,7 @@
|
|||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
using Characters = std::vector<std::shared_ptr<Character>>;
|
using Characters = std::vector<std::shared_ptr<Character>>;
|
||||||
using CharacterQuad = std::array<CharacterVertex, Renderer::vertexPerQuad>;
|
using CharacterQuad = std::array<CharacterVertex, Renderer<void>::vertexPerQuad>;
|
||||||
|
|
||||||
class Font;
|
class Font;
|
||||||
class Scene;
|
class Scene;
|
||||||
|
|||||||
Reference in New Issue
Block a user