hyporo-cpp/source/creator/drawable.hpp

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2023-03-13 22:27:09 +05:00
#pragma once
#include <hpr/gpu.hpp>
#include <hpr/math.hpp>
using hpr::darray;
class Drawable
{
protected:
gpu::ArrayObject p_arrayObject;
gpu::BufferObject p_vertexBuffer;
gpu::BufferObject p_normalBuffer;
gpu::BufferObject p_colorBuffer;
gpu::BufferObject p_indexBuffer;
gpu::ShaderProgram* p_shaderProgram;
gpu::ArrayObject::Mode p_renderMode;
hpr::vec4 p_color;
public:
gpu::ArrayObject& array()
{
return p_arrayObject;
}
friend constexpr void swap(Drawable& main, Drawable& other)
{
using std::swap;
//swap(main.p)
}
Drawable() :
p_arrayObject {},
p_vertexBuffer {gpu::BufferObject::Vertex},
p_normalBuffer {gpu::BufferObject::Vertex},
p_colorBuffer {gpu::BufferObject::Vertex},
p_indexBuffer {gpu::BufferObject::Index},
p_shaderProgram {nullptr},
p_renderMode {gpu::ArrayObject::Triangles},
p_color {0.7, 0.7, 0.7}
{}
inline explicit
Drawable(gpu::ShaderProgram* shaderProgram) :
p_arrayObject {},
p_vertexBuffer {gpu::BufferObject::Vertex},
p_normalBuffer {gpu::BufferObject::Vertex},
p_colorBuffer {gpu::BufferObject::Vertex},
p_indexBuffer {gpu::BufferObject::Index},
p_shaderProgram {shaderProgram},
p_renderMode {gpu::ArrayObject::Triangles},
p_color {0.7, 0.7, 0.7}
{}
inline
Drawable(const Drawable& drawable) = default;
virtual
~Drawable() = default;
void destroy()
{
p_arrayObject.destroy();
p_vertexBuffer.destroy();
p_normalBuffer.destroy();
p_colorBuffer.destroy();
p_indexBuffer.destroy();
}
[[nodiscard]]
constexpr
gpu::ShaderProgram* shaderProgram() const
{
return p_shaderProgram;
}
constexpr virtual
void renderMode(gpu::ArrayObject::Mode mode)
{
p_renderMode = mode;
}
[[nodiscard]]
constexpr virtual
gpu::ArrayObject::Mode renderMode() const
{
return p_renderMode;
}
template <IsVector V>
inline
void addVertices(const darray<V>& vertices)
{
if (!p_arrayObject.valid())
p_arrayObject.create();
p_arrayObject.bind();
darray<float> data;
data.resize(vertices.size() * vertices[0].size());
for (auto v : vertices) for (auto c : v) data.push(c);
p_vertexBuffer.create(data);
p_arrayObject.attribPointer(p_vertexBuffer, 0, vertices[0].size());
p_arrayObject.unbind();
}
template <IsVector V>
inline
void editVertices(const darray<V>& vertices)
{
if (!p_vertexBuffer.valid())
throw std::runtime_error("Invalid buffer object");
p_arrayObject.bind();
darray<float> data;
data.resize(vertices.size() * vertices[0].size());
for (auto v : vertices) for (auto c : v) data.push(c);
p_vertexBuffer.edit(data);
p_arrayObject.unbind();
}
template <IsVector V>
inline
void addNormals(const darray<V>& normals)
{
if (!p_arrayObject.valid())
p_arrayObject.create();
p_arrayObject.bind();
darray<float> data;
data.resize(normals.size() * normals[0].size());
for (auto v : normals) for (auto c : v) data.push(c);
p_normalBuffer.create(data);
p_arrayObject.attribPointer(p_normalBuffer, 1, normals[0].size());
p_arrayObject.unbind();
}
template <IsVector V>
inline
void addColors(const darray<V>& colors)
{
if (!p_arrayObject.valid())
p_arrayObject.create();
p_arrayObject.bind();
darray<float> data;
data.resize(colors.size() * colors[0].size());
for (auto v : colors) for (auto c : v) data.push(c);
p_colorBuffer.create(data);
p_arrayObject.attribPointer(p_colorBuffer, 2, colors[0].size());
p_arrayObject.unbind();
}
template <IsVector V>
inline
void editColors(const darray<V>& colors)
{
if (!p_colorBuffer.valid())
throw std::runtime_error("Invalid buffer object");
p_arrayObject.bind();
darray<float> data;
data.resize(colors.size() * colors[0].size());
for (auto v : colors) for (auto c : v) data.push(c);
p_colorBuffer.edit(data);
p_arrayObject.unbind();
}
template <IsVector V>
inline
void addIndices(const darray<V>& indices)
{
if (!p_arrayObject.valid())
p_arrayObject.create();
p_arrayObject.bind();
darray<unsigned int> data;
data.resize(indices.size() * indices[0].size());
for (auto v : indices) for (auto c : v) data.push(c);
p_indexBuffer.create(data);
p_arrayObject.unbind();
}
inline virtual
void render(gpu::ArrayObject::Mode mode)
{
p_shaderProgram->bind();
//std::cout << p_shaderProgram->index() << std::endl;
p_arrayObject.bind();
if (!p_colorBuffer.valid()) {
shaderProgram()->uniformVector<float, 4>("objectColor", 1, p_color.data());
}
if (p_indexBuffer.valid())
{
p_indexBuffer.bind();
p_arrayObject.drawElements(mode, p_indexBuffer.size());
}
else
{
p_arrayObject.drawArrays(mode, p_vertexBuffer.size());
}
p_arrayObject.unbind();
p_shaderProgram->unbind();
}
inline virtual
void render()
{
render(p_renderMode);
}
inline virtual
void color(const hpr::vec4& color)
{
p_color = color;
}
inline virtual
hpr::vec4& color()
{
return p_color;
}
};