Simple renderer supports textures

This commit is contained in:
Nikita Lisitsa 2020-09-30 16:22:08 +03:00
parent 3a3d93c7db
commit b7950a0520
2 changed files with 59 additions and 5 deletions

View file

@ -2,6 +2,7 @@
#include <psemek/gfx/drawable.hpp> #include <psemek/gfx/drawable.hpp>
#include <psemek/gfx/color.hpp> #include <psemek/gfx/color.hpp>
#include <psemek/gfx/texture.hpp>
#include <psemek/geom/matrix.hpp> #include <psemek/geom/matrix.hpp>
#include <vector> #include <vector>
@ -15,11 +16,13 @@ namespace psemek::gfx
// Attributes: // Attributes:
// 0: vec3 position // 0: vec3 position
// 1: vec4 color (if uniform color is not set) // 1: vec4 color (if uniform color is not set)
// 2: vec2 texcoord (if texture is present)
struct render_state struct render_state
{ {
drawable const * mesh = nullptr; drawable const * mesh = nullptr;
std::optional<color_rgba> color; std::optional<color_rgba> color = std::nullopt;
texture_2d const * texture = nullptr;
}; };
struct render_object struct render_object

View file

@ -39,7 +39,7 @@ void main()
} }
)"; )";
static char const fragment_source[] = static char const color_fragment_source[] =
R"(#version 330 R"(#version 330
in vec4 color; in vec4 color;
@ -49,16 +49,49 @@ void main()
{ {
out_color = color; out_color = color;
} }
)";
static char const textured_vertex_source[] =
R"(#version 330
uniform mat4 u_transform;
layout (location = 0) in vec4 in_position;
layout (location = 2) in vec2 in_texcoord;
out vec2 texcoord;
void main()
{
gl_Position = u_transform * in_position;
texcoord = in_texcoord;
}
)";
static char const textured_fragment_source[] =
R"(#version 330
uniform sampler2D u_texture;
in vec2 texcoord;
out vec4 out_color;
void main()
{
out_color = texture(u_texture, texcoord);
}
)"; )";
struct simple_renderer::impl struct simple_renderer::impl
{ {
program attrib_color_program{attrib_color_vertex_source, fragment_source}; program attrib_color_program{attrib_color_vertex_source, color_fragment_source};
program uniform_color_program{uniform_color_vertex_source, fragment_source}; program uniform_color_program{uniform_color_vertex_source, color_fragment_source};
program textured_program{textured_vertex_source, textured_fragment_source};
std::vector<render_object *> objects; std::vector<render_object *> objects;
std::vector<render_state> attrib_color_states; std::vector<render_state> attrib_color_states;
std::vector<render_state> uniform_color_states; std::vector<render_state> uniform_color_states;
std::vector<render_state> textured_states;
}; };
simple_renderer::simple_renderer() simple_renderer::simple_renderer()
@ -83,7 +116,9 @@ void main()
{ {
if (s.mesh) if (s.mesh)
{ {
if (s.color) if (s.texture)
impl().textured_states.push_back(s);
else if (s.color)
impl().uniform_color_states.push_back(s); impl().uniform_color_states.push_back(s);
else else
impl().attrib_color_states.push_back(s); impl().attrib_color_states.push_back(s);
@ -124,6 +159,22 @@ void main()
impl().uniform_color_states.clear(); impl().uniform_color_states.clear();
} }
if (!impl().textured_states.empty())
{
impl().textured_program.bind();
impl().textured_program["u_transform"] = opts.transform;
impl().textured_program["u_texture"] = 0;
gl::ActiveTexture(gl::TEXTURE0);
for (auto const & s : impl().textured_states)
{
s.texture->bind();
s.mesh->draw();
}
impl().textured_states.clear();
}
} }
} }