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Updated rendering pipeline so that, eventually, there will be full functionality. Not actively used

This commit is contained in:
Gordon McCann 2022-01-22 15:45:37 -05:00
parent fe775ceb77
commit 1f7e1a49ae
25 changed files with 701 additions and 11 deletions

3
.gitmodules vendored
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@ -11,3 +11,6 @@
[submodule "Navigator/vendor/glfw"] [submodule "Navigator/vendor/glfw"]
path = Navigator/vendor/glfw path = Navigator/vendor/glfw
url = https://github.com/gwm17/glfw.git url = https://github.com/gwm17/glfw.git
[submodule "Navigator/vendor/glm"]
path = Navigator/vendor/glm
url = https://github.com/g-truc/glm.git

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@ -11,6 +11,7 @@
#include "Navigator/ImGui/ImGuiLayer.h" #include "Navigator/ImGui/ImGuiLayer.h"
#include "Navigator/Physics/PhysicsLayer.h" #include "Navigator/Physics/PhysicsLayer.h"
#include "Navigator/HistogramMap.h" #include "Navigator/HistogramMap.h"
#include "glm/vec4.hpp"
namespace Navigator { namespace Navigator {
@ -40,7 +41,7 @@ namespace Navigator {
PhysicsLayer* m_physicsLayer; PhysicsLayer* m_physicsLayer;
bool m_runFlag; bool m_runFlag;
float m_bckgnd_color[4] = {0.1, 0.1, 0.1, 1.0}; glm::vec4 m_bckgnd_color = {0.1f, 0.1f, 0.1f, 1.0f};
static Application* s_instance; static Application* s_instance;
}; };

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@ -0,0 +1,40 @@
#include "Buffer.h"
#include "Renderer.h"
#include "RendererAPI.h"
#include "Platform/OpenGL/OpenGLBuffer.h"
namespace Navigator {
VertexBuffer* VertexBuffer::Create(size_t size, float* arr)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLVertexBuffer(size, arr);
return nullptr;
case RendererAPI::API::None:
NAV_ERROR("RendererAPI::None is not currently supported for VertexBuffer. Returning nullptr.");
return nullptr;
}
NAV_ERROR("Invalid RendererAPI at VertexBuffer::Create(). Returning nullptr.");
return nullptr;
}
IndexBuffer* IndexBuffer::Create(uint32_t count, uint32_t* arr)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLIndexBuffer(count, arr);
return nullptr;
case RendererAPI::API::None:
NAV_ERROR("RendererAPI::None is not currently supported for IndexBuffer. Returning nullptr.");
return nullptr;
}
NAV_ERROR("Invalid RendererAPI at IndexBuffer::Create(). Returning nullptr.");
return nullptr;
}
}

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@ -0,0 +1,149 @@
#ifndef BUFFER_H
#define BUFFER_H
namespace Navigator {
NAV_API enum class ShaderDataType {
None,
Float, Float2, Float3, Float4,
Int, Int2, Int3, Int4,
Mat3, Mat4,
Bool
};
static uint32_t GetShaderDataTypeSize(ShaderDataType type)
{
switch (type)
{
case ShaderDataType::None:
{
NAV_ERROR("ShaderDataType::None is not supported for GetShaderDataTypeSizes");
return 0;
}
case ShaderDataType::Float:
return 4;
case ShaderDataType::Float2:
return 4 * 2;
case ShaderDataType::Float3:
return 4 * 3;
case ShaderDataType::Float4:
return 4 * 4;
case ShaderDataType::Int:
return 4;
case ShaderDataType::Int2:
return 4 * 2;
case ShaderDataType::Int3:
return 4 * 3;
case ShaderDataType::Int4:
return 4 * 4;
case ShaderDataType::Mat3:
return 4 * 3 * 3;
case ShaderDataType::Mat4:
return 4 * 4 * 4;
case ShaderDataType::Bool:
return 1;
}
NAV_ERROR("Unrecognized ShaderDataType at GetShaderDataTypeSize!");
return 0;
}
struct NAV_API BufferElement
{
std::string name;
ShaderDataType type;
uint32_t size;
uint32_t offset;
bool normalized;
BufferElement() {}
BufferElement(ShaderDataType itype, const std::string& iname, bool norm = false) :
name(iname), type(itype), size(GetShaderDataTypeSize(itype)), offset(0), normalized(norm)
{
}
uint32_t GetComponentCount() const
{
switch (type)
{
case ShaderDataType::Float: return 1;
case ShaderDataType::Float2: return 2;
case ShaderDataType::Float3: return 3;
case ShaderDataType::Float4: return 4;
case ShaderDataType::Int: return 1;
case ShaderDataType::Int2: return 2;
case ShaderDataType::Int3: return 3;
case ShaderDataType::Int4: return 4;
case ShaderDataType::Mat3: return 9;
case ShaderDataType::Mat4: return 16;
case ShaderDataType::Bool: return 1;
}
NAV_ERROR("Unrecognized ShaderDataType at BufferElement::GetComponentCount!");
return 0;
}
};
class NAV_API BufferLayout
{
public:
BufferLayout() {}
BufferLayout(const std::initializer_list<BufferElement>& elements) :
m_elements(elements)
{
CalculateOffsetsAndStride();
}
inline const std::vector<BufferElement>& GetElements() const { return m_elements; }
inline const uint32_t GetStride() const { return m_stride; }
std::vector<BufferElement>::iterator begin() { return m_elements.begin(); };
std::vector<BufferElement>::iterator end() { return m_elements.end(); };
std::vector<BufferElement>::const_iterator begin() const { return m_elements.begin(); };
std::vector<BufferElement>::const_iterator end() const { return m_elements.end(); };
private:
void CalculateOffsetsAndStride()
{
uint32_t offset = 0;
for (auto& element : m_elements)
{
element.offset = offset;
offset += element.size;
}
m_stride = offset;
}
std::vector<BufferElement> m_elements;
uint32_t m_stride;
};
class NAV_API VertexBuffer
{
public:
virtual ~VertexBuffer() {};
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void SetLayout(const BufferLayout& layout) = 0;
virtual const BufferLayout& GetLayout() const = 0;
static VertexBuffer* Create(size_t size, float* arr);
};
class NAV_API IndexBuffer
{
public:
virtual ~IndexBuffer() {};
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual uint32_t GetCount() const = 0;
static IndexBuffer* Create(uint32_t count, uint32_t* arr);
};
}
#endif

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@ -0,0 +1,23 @@
#include "OrthographicCamera.h"
#include "glm/gtc/matrix_transform.hpp"
namespace Navigator {
OrthographicCamera::OrthographicCamera(float left, float right, float bottom, float top) :
m_projectionMatrix(glm::ortho(left, right, bottom, top, -1.0f, 1.0f)), m_viewMatrix(1.0f), m_viewProjectionMatrix(1.0f), m_position(0.0f, 0.0f, 0.0f), m_polarRot(0.0f)
{
m_viewProjectionMatrix = m_projectionMatrix * m_viewMatrix; //OpenGL orderer is proj*view, dx is view*proj
}
void OrthographicCamera::RecalculateViewMatrix()
{
glm::mat4 transform_matrix = glm::translate(glm::mat4(1.0f), m_position); //translate
transform_matrix = glm::rotate(transform_matrix, glm::radians(m_polarRot), glm::vec3(0.0f, 0.0f, 1.0f)); //then rotate
m_viewMatrix = glm::inverse(transform_matrix); //view is the inverse of the transform to the camera
m_viewProjectionMatrix = m_projectionMatrix * m_viewMatrix;
}
}

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@ -0,0 +1,32 @@
#ifndef ORTHOGRAPHIC_CAMERA_H
#define ORTHOGRAPHIC_CAMERA_H
#include "glm/glm.hpp"
namespace Navigator {
class OrthographicCamera
{
public:
OrthographicCamera(float left, float right, float bottom, float top);
inline void SetPosition(const glm::vec3& coords) { m_position = coords; RecalculateViewMatrix(); }
inline const glm::vec3& GetPosition() const { return m_position; }
inline void SetPolarRotation(float degrees) { m_polarRot = degrees; RecalculateViewMatrix(); }
inline float GetRotation() const { return m_polarRot; }
inline const glm::mat4& GetProjectionMatrix() const { return m_projectionMatrix; }
inline const glm::mat4& GetViewMatrix() const { return m_viewMatrix; }
inline const glm::mat4& GetViewProjectionMatrix() const { return m_viewProjectionMatrix; }
private:
void RecalculateViewMatrix();
glm::mat4 m_projectionMatrix;
glm::mat4 m_viewMatrix;
glm::mat4 m_viewProjectionMatrix;
glm::vec3 m_position;
float m_polarRot;
};
}
#endif

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@ -9,8 +9,9 @@ namespace Navigator {
class NAV_API RenderCommand class NAV_API RenderCommand
{ {
public: public:
inline static void SetClearColor(const float* color_array) { s_api->SetClearColor(color_array); } inline static void SetClearColor(const glm::vec4& color_array) { s_api->SetClearColor(color_array); }
inline static void Clear() { s_api->Clear(); } inline static void Clear() { s_api->Clear(); }
inline static void DrawIndexed(const std::shared_ptr<VertexArray>& array) { s_api->DrawIndexed(array); }
private: private:
static RendererAPI* s_api; static RendererAPI* s_api;
}; };

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@ -0,0 +1,16 @@
#include "Renderer.h"
namespace Navigator {
void Renderer::BeginScene() {}
void Renderer::EndScene() {}
void Renderer::Submit(const std::shared_ptr<Shader>& shader, const std::shared_ptr<VertexArray>& data)
{
shader->Bind();
data->Bind();
RenderCommand::DrawIndexed(data);
}
}

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@ -4,6 +4,8 @@
#include "Navigator/NavCore.h" #include "Navigator/NavCore.h"
#include "RendererAPI.h" #include "RendererAPI.h"
#include "RenderCommand.h" #include "RenderCommand.h"
#include "Shader.h"
#include "VertexArray.h"
namespace Navigator { namespace Navigator {
@ -11,6 +13,10 @@ namespace Navigator {
{ {
public: public:
static void BeginScene();
static void EndScene();
static void Submit(const std::shared_ptr<Shader>& shader, const std::shared_ptr<VertexArray>& data);
static inline RendererAPI::API GetAPI() { return RendererAPI::GetAPI(); } static inline RendererAPI::API GetAPI() { return RendererAPI::GetAPI(); }
}; };

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@ -2,6 +2,8 @@
#define RENDERER_API_H #define RENDERER_API_H
#include "Navigator/NavCore.h" #include "Navigator/NavCore.h"
#include "VertexArray.h"
#include "glm/vec4.hpp"
namespace Navigator { namespace Navigator {
@ -15,7 +17,8 @@ namespace Navigator {
}; };
virtual void Clear() = 0; virtual void Clear() = 0;
virtual void SetClearColor(const float* color_array) = 0; virtual void SetClearColor(const glm::vec4& color) = 0;
virtual void DrawIndexed(const std::shared_ptr<VertexArray>& array) = 0;
inline static API GetAPI() { return s_api; } inline static API GetAPI() { return s_api; }

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@ -0,0 +1,133 @@
#include "Shader.h"
#include "glad/glad.h"
#include "glm/gtc/type_ptr.hpp"
namespace Navigator {
Shader::Shader(const std::string& vertexSource, const std::string& fragmentSource)
{
// Create an empty vertex shader handle
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Send the vertex shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
const GLchar* source = (const GLchar*)vertexSource.c_str();
glShaderSource(vertexShader, 1, &source, 0);
// Compile the vertex shader
glCompileShader(vertexShader);
GLint isCompiled = 0;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
NAV_ERROR("Shader InfoLog: {0}", infoLog.data());
NAV_ERROR("OpenGL Vertex Shader compilation error!");
return;
}
// Create an empty fragment shader handle
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Send the fragment shader source code to GL
// Note that std::string's .c_str is NULL character terminated.
source = (const GLchar*)fragmentSource.c_str();
glShaderSource(fragmentShader, 1, &source, 0);
// Compile the fragment shader
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);
// We don't need the shader anymore.
glDeleteShader(fragmentShader);
// Either of them. Don't leak shaders.
glDeleteShader(vertexShader);
// Use the infoLog as you see fit.
NAV_ERROR("Shader InfoLog: {0}", infoLog.data());
NAV_ERROR("OpenGL Fragment Shader compilation error!");
return;
}
// Vertex and fragment shaders are successfully compiled.
// Now time to link them together into a program.
// Get a program object.
m_renderID = glCreateProgram();
// Attach our shaders to our program
glAttachShader(m_renderID, vertexShader);
glAttachShader(m_renderID, fragmentShader);
// Link our program
glLinkProgram(m_renderID);
// Note the different functions here: glGetProgram* instead of glGetShader*.
GLint isLinked = 0;
glGetProgramiv(m_renderID, GL_LINK_STATUS, (int*)&isLinked);
if (isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(m_renderID, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(m_renderID, maxLength, &maxLength, &infoLog[0]);
// We don't need the program anymore.
glDeleteProgram(m_renderID);
// Don't leak shaders either.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Use the infoLog as you see fit.
NAV_ERROR("Program InfoLog: {0}", infoLog.data());
NAV_ERROR("OpenGL Shader link error!");
return;
}
// Always detach shaders after a successful link.
glDetachShader(m_renderID, vertexShader);
glDetachShader(m_renderID, fragmentShader);
}
Shader::~Shader()
{
glDeleteProgram(m_renderID);
}
void Shader::Bind() const
{
glUseProgram(m_renderID);
}
void Shader::Unbind() const
{
glUseProgram(0);
}
void Shader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix)
{
auto loc = glGetUniformLocation(m_renderID, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(matrix));
}
}

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@ -0,0 +1,25 @@
#ifndef SHADER_H
#define SHADER_H
#include "glm/glm.hpp"
namespace Navigator {
class NAV_API Shader
{
public:
Shader(const std::string& vertexSource, const std::string& fragmentSource);
~Shader();
void Bind() const;
void Unbind() const;
void UploadUniformMat4(const std::string& name, const glm::mat4& matrix);
private:
uint32_t m_renderID;
};
}
#endif

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@ -0,0 +1,20 @@
#include "VertexArray.h"
#include "Renderer.h"
#include "Platform/OpenGL/OpenGLVertexArray.h"
namespace Navigator {
VertexArray* VertexArray::Create()
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLVertexArray();
case RendererAPI::API::None:
NAV_ERROR("RendererAPI::None is not currently supported for IndexBuffer. Returning nullptr.");
return nullptr;
}
NAV_ERROR("Invalid RendererAPI at VertexArray::Create!");
return nullptr;
}
}

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@ -0,0 +1,27 @@
#ifndef VERTEX_ARRAY_H
#define VERTEX_ARRAY_H
#include "Buffer.h"
namespace Navigator {
class NAV_API VertexArray
{
public:
virtual ~VertexArray() {};
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void AddVertexBuffer(const std::shared_ptr<VertexBuffer>& buffer) = 0;
virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& buffer) = 0;
virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffers() const = 0;
virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const = 0;
static VertexArray* Create();
};
}
#endif

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@ -0,0 +1,52 @@
#include "OpenGLBuffer.h"
#include "glad/glad.h"
namespace Navigator {
OpenGLVertexBuffer::OpenGLVertexBuffer(size_t size, float* arr)
{
glCreateBuffers(1, &m_renderID);
glBindBuffer(GL_ARRAY_BUFFER, m_renderID);
glBufferData(GL_ARRAY_BUFFER, size, arr, GL_STATIC_DRAW);
}
OpenGLVertexBuffer::~OpenGLVertexBuffer()
{
glDeleteBuffers(1, &m_renderID);
}
void OpenGLVertexBuffer::Bind() const
{
glBindBuffer(GL_ARRAY_BUFFER, m_renderID);
}
void OpenGLVertexBuffer::Unbind() const
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
OpenGLIndexBuffer::OpenGLIndexBuffer(uint32_t count, uint32_t* arr) :
m_count(count)
{
glCreateBuffers(1, &m_renderID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_renderID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_count * sizeof(uint32_t), arr, GL_STATIC_DRAW);
}
OpenGLIndexBuffer::~OpenGLIndexBuffer()
{
glDeleteBuffers(1, &m_renderID);
}
void OpenGLIndexBuffer::Bind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_renderID);
}
void OpenGLIndexBuffer::Unbind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}

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@ -0,0 +1,40 @@
#ifndef OPENGL_BUFFER_H
#define OPENGL_BUFFER_H
#include "Navigator/Renderer/Buffer.h"
namespace Navigator {
class NAV_API OpenGLVertexBuffer : public VertexBuffer
{
public:
OpenGLVertexBuffer(size_t size, float* arr);
~OpenGLVertexBuffer();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual void SetLayout(const BufferLayout& layout) override { m_layout = layout; }
virtual const BufferLayout& GetLayout() const override { return m_layout; }
private:
uint32_t m_renderID;
BufferLayout m_layout;
};
class NAV_API OpenGLIndexBuffer : public IndexBuffer
{
public:
OpenGLIndexBuffer(uint32_t count, uint32_t* arr);
~OpenGLIndexBuffer();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual uint32_t GetCount() const override { return m_count; }
private:
uint32_t m_renderID;
uint32_t m_count;
};
}
#endif

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@ -2,7 +2,7 @@
#define OPEGL_CONTEXT_H #define OPEGL_CONTEXT_H
#include "Navigator/NavCore.h" #include "Navigator/NavCore.h"
#include "Navigator/GraphicsContext.h" #include "Navigator/Renderer/GraphicsContext.h"
struct GLFWwindow; struct GLFWwindow;

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@ -9,9 +9,13 @@ namespace Navigator {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} }
void OpenGLRendererAPI::SetClearColor(const float* color_array) void OpenGLRendererAPI::SetClearColor(const glm::vec4& color_array)
{ {
glClearColor(color_array[0], color_array[1], color_array[2], color_array[3]); glClearColor(color_array[0], color_array[1], color_array[2], color_array[3]);
} }
void OpenGLRendererAPI::DrawIndexed(const std::shared_ptr<VertexArray>& array)
{
glDrawElements(GL_TRIANGLES, array->GetIndexBuffer()->GetCount(), GL_UNSIGNED_INT, nullptr);
}
} }

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@ -10,7 +10,8 @@ namespace Navigator {
{ {
public: public:
virtual void Clear() override; virtual void Clear() override;
virtual void SetClearColor(const float* color_array) override; virtual void SetClearColor(const glm::vec4& color_array) override;
virtual void DrawIndexed(const std::shared_ptr<VertexArray>& array) override;
}; };
} }

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@ -0,0 +1,76 @@
#include "OpenGLVertexArray.h"
#include "glad/glad.h"
namespace Navigator {
static GLenum ConvertShaderDataTypeToGLenum(ShaderDataType type)
{
switch (type)
{
case Navigator::ShaderDataType::Float: return GL_FLOAT;
case Navigator::ShaderDataType::Float2: return GL_FLOAT;
case Navigator::ShaderDataType::Float3: return GL_FLOAT;
case Navigator::ShaderDataType::Float4: return GL_FLOAT;
case Navigator::ShaderDataType::Int: return GL_INT;
case Navigator::ShaderDataType::Int2: return GL_INT;
case Navigator::ShaderDataType::Int3: return GL_INT;
case Navigator::ShaderDataType::Int4: return GL_INT;
case Navigator::ShaderDataType::Mat3: return GL_FLOAT;
case Navigator::ShaderDataType::Mat4: return GL_FLOAT;
case Navigator::ShaderDataType::Bool: return GL_BOOL;
}
NAV_ERROR("Unrecognized ShaderDataType at ConvertShaderDataTypeToGLenum!");
return 0;
}
OpenGLVertexArray::OpenGLVertexArray()
{
glCreateVertexArrays(1, &m_rendererID);
}
OpenGLVertexArray::~OpenGLVertexArray()
{
glDeleteVertexArrays(1, &m_rendererID);
}
void OpenGLVertexArray::Bind() const
{
glBindVertexArray(m_rendererID);
}
void OpenGLVertexArray::Unbind() const
{
glBindVertexArray(0);
}
void OpenGLVertexArray::AddVertexBuffer(const std::shared_ptr<VertexBuffer>& buffer)
{
if(buffer->GetLayout().GetElements().size() == 0)
NAV_ERROR("VertexBuffer with no layout passed to VertexArray::AddVertexBuffer!");
glBindVertexArray(m_rendererID);
buffer->Bind();
uint32_t index = 0;
const auto& layout = buffer->GetLayout();
for (const auto& element : layout)
{
glEnableVertexAttribArray(index);
glVertexAttribPointer(index, element.GetComponentCount(), ConvertShaderDataTypeToGLenum(element.type), element.normalized ? GL_TRUE : GL_FALSE, layout.GetStride(), (const void*)element.offset);
index++;
}
m_vertexBuffers.push_back(buffer);
}
void OpenGLVertexArray::SetIndexBuffer(const std::shared_ptr<IndexBuffer>& buffer)
{
glBindVertexArray(m_rendererID);
buffer->Bind();
m_indexBuffer = buffer;
}
}

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@ -0,0 +1,31 @@
#ifndef OPENGL_VERTEX_ARRAY
#define OPENGL_VERTEX_ARRAY
#include "Navigator/Renderer/VertexArray.h"
namespace Navigator {
class NAV_API OpenGLVertexArray : public VertexArray
{
public:
OpenGLVertexArray();
virtual ~OpenGLVertexArray();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual void AddVertexBuffer(const std::shared_ptr<VertexBuffer>& buffer) override;
virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& buffer) override;
inline virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffers() const override { return m_vertexBuffers; }
inline virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const { return m_indexBuffer; }
private:
std::vector<std::shared_ptr<VertexBuffer>> m_vertexBuffers;
std::shared_ptr<IndexBuffer> m_indexBuffer;
uint32_t m_rendererID;
};
}
#endif

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@ -3,7 +3,7 @@
#include "Navigator/NavCore.h" #include "Navigator/NavCore.h"
#include "Navigator/Window.h" #include "Navigator/Window.h"
#include "Navigator/GraphicsContext.h" #include "Navigator/Renderer/GraphicsContext.h"
#include "GLFW/glfw3.h" #include "GLFW/glfw3.h"
namespace Navigator { namespace Navigator {

1
Navigator/vendor/glm vendored Submodule

@ -0,0 +1 @@
Subproject commit 6ad79aae3eb5bf809c30bf1168171e9e55857e45

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@ -15,6 +15,7 @@ IncludeDirs["glfw"] = "Navigator/vendor/glfw/include"
IncludeDirs["ImGui"] = "Navigator/vendor/imgui" IncludeDirs["ImGui"] = "Navigator/vendor/imgui"
IncludeDirs["glad"] = "Navigator/vendor/glad/include" IncludeDirs["glad"] = "Navigator/vendor/glad/include"
IncludeDirs["ImPlot"] = "Navigator/vendor/implot" IncludeDirs["ImPlot"] = "Navigator/vendor/implot"
IncludeDirs["glm"] = "Navigator/vendor/glm"
include "Navigator/vendor/glfw" include "Navigator/vendor/glfw"
include "Navigator/vendor/imgui" include "Navigator/vendor/imgui"
@ -42,7 +43,8 @@ project "Navigator"
"%{IncludeDirs.glfw}", "%{IncludeDirs.glfw}",
"%{IncludeDirs.ImGui}", "%{IncludeDirs.ImGui}",
"%{IncludeDirs.glad}", "%{IncludeDirs.glad}",
"%{IncludeDirs.ImPlot}" "%{IncludeDirs.ImPlot}",
"%{IncludeDirs.glm}"
} }
filter {} filter {}
@ -52,7 +54,8 @@ project "Navigator"
"%{IncludeDirs.glfw}", "%{IncludeDirs.glfw}",
"%{IncludeDirs.ImGui}", "%{IncludeDirs.ImGui}",
"%{IncludeDirs.glad}", "%{IncludeDirs.glad}",
"%{IncludeDirs.ImPlot}" "%{IncludeDirs.ImPlot}",
"%{IncludeDirs.glm}"
} }
@ -141,7 +144,9 @@ project "NavProject"
"Navigator/src/Navigator", "Navigator/src/Navigator",
"Navigator/vendor/spdlog/include/", "Navigator/vendor/spdlog/include/",
"Navigator/vendor/implot/", "Navigator/vendor/implot/",
"Navigator/vendor" "Navigator/vendor",
"%{IncludeDirs.glm}"
} }
links { links {
@ -158,7 +163,8 @@ project "NavProject"
"%{IncludeDirs.glfw}", "%{IncludeDirs.glfw}",
"%{IncludeDirs.ImGui}", "%{IncludeDirs.ImGui}",
"%{IncludeDirs.glad}", "%{IncludeDirs.glad}",
"%{IncludeDirs.ImPlot}" "%{IncludeDirs.ImPlot}",
"%{IncludeDirs.glm}"
} }
filter "system:windows" filter "system:windows"
defines "NAV_WINDOWS" defines "NAV_WINDOWS"