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110 lines
3.3 KiB
C++

#include "Renderer.h"
#include "GL/glew.h"
#include "GL\wglew.h"
#include "glm/glm.hpp"
#include "Application.h"
#include "Utility.h"
namespace nf {
Renderer::Renderer(Application* app) {
m_app = app;
m_hdc = GetDC(m_app->getWindow());
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
32, // Colordepth of the framebuffer.
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24, // Number of bits for the depthbuffer
8, // Number of bits for the stencilbuffer
0, // Number of Aux buffers in the framebuffer.
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int pf = ChoosePixelFormat(m_hdc, &pfd);
SetPixelFormat(m_hdc, pf, &pfd);
m_hglrc = wglCreateContext(m_hdc);
wglMakeCurrent(m_hdc, m_hglrc);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
Error("Could not initialize GLEW!");
const int attrib[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0, 0
};
wglDeleteContext(m_hglrc);
m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
wglMakeCurrent(m_hdc, m_hglrc);
wglSwapIntervalEXT(0);
Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
baseAP.load("base.nfpack");
const char* defaultVertex = baseAP["defaultVertex.shader"]->data;
const char* defaultFragment = baseAP["defaultFragment.shader"]->data;
m_defaultShader = new Shader(defaultVertex, defaultFragment);
BaseAssets::cube = (AModel*)baseAP["cube.obj"];
BaseAssets::plane = (AModel*)baseAP["plane.obj"];
BaseAssets::sphere = (AModel*)baseAP["sphere.obj"];
BaseAssets::cone = (AModel*)baseAP["cone.obj"];
BaseAssets::cylinder = (AModel*)baseAP["cylinder.obj"];
BaseAssets::torus = (AModel*)baseAP["torus.obj"];
}
void Renderer::render(Entity& in) {
if (&in == nullptr)
Error("Tried to render Entity before being created!");
m_lGame.push_back(&in);
//TODO: Sort transparent objects by distance; Farthest first
}
void Renderer::doFrame(Camera* camera) {
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (Entity* draw : m_lGame) {
Entity& curr = *draw;
curr.bind(m_defaultShader);
m_defaultShader->setUniform("proj", proj);
camera->bind(m_defaultShader);
//TODO: Clean this up a bit
glDrawElements(GL_TRIANGLES, curr.getModel()->getIndexCount(), GL_UNSIGNED_INT, nullptr);
}
m_lGame.clear();
for (Drawable* draw : m_lUI) {
Drawable& curr = *draw;
}
m_lUI.clear();
SwapBuffers(m_hdc);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
Error("OpenGL error " + std::to_string(err));
}
Renderer::~Renderer() {
ReleaseDC(m_app->getWindow(), m_hdc);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(m_hglrc);
}
}