Added two render layers and the basic rendering pipeline; Fixed fullscreen graphics; No shader re-binding

This commit is contained in:
grayson committed 2021-08-25 02:59:04 -05:00
1 parent e35688373e
commit 1c638bdcb9
12 files changed
+76 -35

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+1 -1
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@@ -47,7 +47,7 @@ namespace nf {
LPCWSTR m_wclassName;
HWND m_window;
LONG m_defaultWindowStyle;
WINDOWPLACEMENT m_wndPlacement;
int m_altWidth, m_altHeight;
std::chrono::duration<double> m_fpsDuration;
double m_deltaTime;
+10 -5
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@@ -1,20 +1,25 @@
#pragma once
#include "VertexArray.h"
#include "Shader.h"
#include "VertexArray.h"
#include "IndexBuffer.h"
namespace nf {
class Drawable {
enum class DrawableType {
NF_GAME, NF_UI
};
public:
Drawable();
enum class DrawableType {
NF_NONE, NF_GAME, NF_UI
};
Drawable(const char* vertexShader, const char* fragmentShader, const void* vertexBuffer, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
unsigned int getIndexCount();
void bind();
virtual DrawableType identity();
~Drawable();
protected:
//TODO: Add VAO, Shader, index buffer, etc.
Shader m_shader;
VertexArray m_vao;
IndexBuffer m_ib;
};
}
-1
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@@ -18,7 +18,6 @@ namespace nf {
virtual void onExit();
protected:
Application* m_app;
Renderer* m_renderer;
//Resource identifier?
};
}
+1 -1
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@@ -11,7 +11,7 @@ namespace nf {
public:
Renderer(Application* app);
void render(const Drawable& in);
void render(Drawable* in);
void doFrame();
+2
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@@ -9,6 +9,8 @@ namespace nf {
void bind();
void getUniformLocation(const char* uniformName);
static unsigned int current;
~Shader();
private:
unsigned int m_id;