Add a simple colored renderer

This commit is contained in:
Nikita Lisitsa 2020-09-29 19:20:17 +03:00
parent 4e37e7a54f
commit e42c5dc054
2 changed files with 183 additions and 0 deletions

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#pragma once
#include <psemek/gfx/drawable.hpp>
#include <psemek/gfx/color.hpp>
#include <psemek/geom/matrix.hpp>
#include <vector>
#include <memory>
namespace psemek::gfx
{
struct simple_renderer
{
// Attributes:
// 0: vec3 position
// 1: vec4 color (if uniform color is not set)
struct render_state
{
drawable const * mesh = nullptr;
std::optional<color_rgba> color;
};
struct render_object
{
virtual std::vector<render_state> get_render_states() = 0;
virtual ~render_object() {}
};
struct render_options
{
geom::matrix<float, 4, 4> transform;
};
simple_renderer();
~simple_renderer();
void add(render_object * o);
void remove(render_object * o);
void push(render_state s);
void render(render_options const & opts);
private:
struct impl;
std::unique_ptr<struct impl> pimpl_;
struct impl & impl() { return *pimpl_; }
struct impl const & impl() const { return *pimpl_; }
};
}

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#include <psemek/gfx/renderer/simple.hpp>
#include <psemek/gfx/program.hpp>
namespace psemek::gfx
{
static char const attrib_color_vertex_source[] =
R"(#version 330
uniform mat4 u_transform;
layout (location = 0) in vec4 in_position;
layout (location = 1) in vec4 in_color;
out vec4 color;
void main()
{
gl_Position = u_transform * in_position;
color = in_color;
}
)";
static char const uniform_color_vertex_source[] =
R"(#version 330
uniform mat4 u_transform;
uniform vec4 u_color;
layout (location = 0) in vec4 in_position;
out vec4 color;
void main()
{
gl_Position = u_transform * in_position;
color = u_color;
}
)";
static char const fragment_source[] =
R"(#version 330
in vec4 color;
out vec4 out_color;
void main()
{
out_color = color;
}
)";
struct simple_renderer::impl
{
program attrib_color_program{attrib_color_vertex_source, fragment_source};
program uniform_color_program{uniform_color_vertex_source, fragment_source};
std::vector<render_object *> objects;
std::vector<render_state> attrib_color_states;
std::vector<render_state> uniform_color_states;
};
simple_renderer::simple_renderer()
: pimpl_{std::make_unique<struct impl>()}
{}
simple_renderer::~simple_renderer() = default;
void simple_renderer::add(render_object * o)
{
impl().objects.push_back(o);
}
void simple_renderer::remove(render_object * o)
{
auto it = std::find(impl().objects.begin(), impl().objects.end(), o);
if (it != impl().objects.end())
impl().objects.erase(it);
}
void simple_renderer::push(render_state s)
{
if (s.mesh)
{
if (s.color)
impl().uniform_color_states.push_back(s);
else
impl().attrib_color_states.push_back(s);
}
}
void simple_renderer::render(render_options const & opts)
{
for (auto o : impl().objects)
{
for (auto const & s : o->get_render_states())
push(s);
}
if (!impl().attrib_color_states.empty())
{
impl().attrib_color_program.bind();
impl().attrib_color_program["u_transform"] = opts.transform;
for (auto const & s : impl().attrib_color_states)
{
s.mesh->draw();
}
impl().attrib_color_states.clear();
}
if (!impl().uniform_color_states.empty())
{
impl().uniform_color_program.bind();
impl().uniform_color_program["u_transform"] = opts.transform;
for (auto const & s : impl().uniform_color_states)
{
impl().uniform_color_program["u_color"] = to_colorf(*s.color);
s.mesh->draw();
}
impl().uniform_color_states.clear();
}
}
}