Render update
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -2,3 +2,5 @@
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.vscode
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build
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bin
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engine.log
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imgui.ini
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21
engine.log
21
engine.log
@@ -1,21 +0,0 @@
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'engine' build 1606, Feb 26 2026
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NVIDIA Corporation
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NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2
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OpenGL ver. 3.2.0 NVIDIA 560.94
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Context created with OpenGL version 3.2
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...found GL_ARB_debug_output
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loaded notex
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created shader from file data/shaders/lit_generic.vs
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created shader from file data/shaders/lit_generic.ps
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created shader from file data/shaders/debug_draw.vs
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created shader from file data/shaders/debug_draw.ps
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Initializing entity manager ...
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total registered 3 entities
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actor_player
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ActorBase
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Player actor entity
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loaded graveyard_fence_albedo
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loaded 1 meshes
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--- unfreed textures ---
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data/textures/notex.png
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data/textures/scenes/cemetery/graveyard_fence_albedo.png
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@@ -39,6 +39,42 @@ void ParseCommandLine()
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}
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}
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void debug_overlay_render() {
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static const ImGuiWindowFlags ms_kOverlayWindowFlags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
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static int corner = 0;
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ImGuiIO& io = ImGui::GetIO();
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
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if (corner != -1) {
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const float PAD = 10.0f;
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
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ImVec2 work_size = viewport->WorkSize;
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ImVec2 window_pos, window_pos_pivot;
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window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
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window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
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window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;
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window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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window_flags |= ImGuiWindowFlags_NoMove;
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}
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// ImGui::PushStyleVar( ImGuiStyleVar_WindowBorderSize, 0.0f );
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// ImGui::SetNextWindowBgAlpha( 0.0f );
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if (ImGui::Begin("Debug overlay", 0, ms_kOverlayWindowFlags)) {
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#if defined( DEBUG ) || defined( _DEBUG )
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "DEBUG BUILD");
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#endif
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ImGui::Text("FPS: %4.1f", io.Framerate);
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}
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ImGui::End();
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// ImGui::PopStyleVar();
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}
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Engine::Engine()
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{
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}
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@@ -230,8 +266,13 @@ void Engine::RenderFrame()
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g_render->RenderScene();
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if (g_world)
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g_world->Render();
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g_render->RenderStats();
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ImGui::ShowDemoWindow();
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// ImGui scope end ***
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g_ImGuiManager.EndFrame();
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@@ -13,14 +13,12 @@ class EntityManager
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public:
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void Init();
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void Shutdown();
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void RegisterEntities();
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void Update(float dt);
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IEntityBase* CreateEntity(const char* classname);
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private:
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void RegisterEntities();
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private:
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std::vector<EntityRegistrationInfo> m_entityRegistrationInfo;
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// std::vector<IEntityBase*> m_entities;
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271
src/render/imgui_impl_engine.cpp
Normal file
271
src/render/imgui_impl_engine.cpp
Normal file
@@ -0,0 +1,271 @@
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// dear imgui: Renderer Backend with shaders / programmatic pipeline
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include <stdio.h>
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#include <stdint.h> // intptr_t
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#include "imgui_impl_engine.h"
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#include "render_shared.h"
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#include "texture2d.h"
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#include "gpu_buffer.h"
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#include "shader.h"
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#include "shadersystem.h"
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#include "texturesmanager.h"
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#include "renderdevice.h"
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#define MAX_VB_SIZE sizeof(ImDrawVert) * 8192
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#define MAX_IB_SIZE sizeof(ImDrawIdx) * 8192
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InputLayoutDesc_t g_uiBaseInputLayout[] =
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{
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{ VERTEXATTR_VEC2, SHADERSEMANTIC_POSITION },
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{ VERTEXATTR_VEC2, SHADERSEMANTIC_TEXCOORD },
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{ VERTEXATTR_UINT, SHADERSEMANTIC_COLOR },
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};
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// Render Data
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struct ImGui_Impl_IRender_Data
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{
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Texture2D *FontTexture;
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Shader *ShaderHandle;
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GPUBuffer *VboHandle, *ElementsHandle;
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size_t VertexBufferSize;
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size_t IndexBufferSize;
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ImGui_Impl_IRender_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_Impl_IRender_Data* ImGui_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_Impl_IRender_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplEngine_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_Impl_IRender_Data* bd = IM_NEW(ImGui_Impl_IRender_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_engine";
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return true;
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}
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void ImGui_ImplEngine_Shutdown()
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{
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplEngine_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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void ImGui_ImplEngine_NewFrame()
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{
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplEngine_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplEngine_CreateDeviceObjects();
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if (!bd->FontTexture)
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ImGui_ImplEngine_CreateFontsTexture();
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}
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static void ImGui_ImplEngine_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
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{
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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g_renderDevice->SetBlending(true);
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g_renderDevice->SetBlendEquation(BE_FUNC_ADD);
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g_renderDevice->SetBlendFuncSeparate(BF_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA, BF_ONE, BF_ONE_MINUS_SRC_ALPHA);
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// Rende states
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g_renderDevice->SetCullFace(false);
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g_renderDevice->SetDepthTest(false);
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g_renderDevice->SetStencilTest(false);
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g_renderDevice->SetScissorTest(true);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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if (bd->HasPolygonMode)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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g_renderDevice->SetVerticesBuffer(bd->VboHandle);
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g_renderDevice->SetIndicesBuffer(bd->ElementsHandle);
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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g_renderDevice->SetViewport(0, 0, (int)fb_width, (int)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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g_shaderSystem->SetShader(bd->ShaderHandle);
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g_shaderSystem->SetUniformSampler(bd->ShaderHandle, SAMPLER_ALBEDO, 0);
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g_shaderSystem->SetUniformMatrix(bd->ShaderHandle, UNIFORM_PROJ_MATRIX, &ortho_projection[0][0]);
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}
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplEngine_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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// Upload vertex/index buffers
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const size_t vtx_buffer_size = (size_t)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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const size_t idx_buffer_size = (size_t)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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//if (bd->UseBufferSubData)
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//{
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// if (bd->VertexBufferSize < vtx_buffer_size)
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// {
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// bd->VertexBufferSize = vtx_buffer_size;
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// GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
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// }
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// if (bd->IndexBufferSize < idx_buffer_size)
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// {
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// bd->IndexBufferSize = idx_buffer_size;
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// GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
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// }
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// GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data));
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// GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data));
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//}
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//else
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{
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bd->VboHandle->UpdateBuffer(draw_list->VtxBuffer.Data, vtx_buffer_size);
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bd->ElementsHandle->UpdateBuffer(draw_list->IdxBuffer.Data, idx_buffer_size);
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}
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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g_renderDevice->SetScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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// Bind texture, Draw
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g_texturesManager->SetTexture(0, (Texture2D*)(intptr_t)pcmd->GetTexID());
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g_renderDevice->DrawElements(PT_TRIANGLES, (uint32_t)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? true : false, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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}
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}
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}
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}
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bool ImGui_ImplEngine_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = g_texturesManager->CreateManual2D("ImGuiFontTexture", width, height, PF_R8G8B8A8, pixels, false);
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// Store identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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return true;
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}
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void ImGui_ImplEngine_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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if (bd->FontTexture)
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{
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io.Fonts->SetTexID(0);
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bd->FontTexture = 0;
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}
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}
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bool ImGui_ImplEngine_CreateDeviceObjects()
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{
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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// Create shaders
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bd->ShaderHandle = g_shaderSystem->CreateShader("ui_base", "data/shaders/ui_base.vs", "data/shaders/ui_base.ps",
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g_uiBaseInputLayout, sizeof(g_uiBaseInputLayout) / sizeof(g_uiBaseInputLayout[0]));
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// Create buffers
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bd->VboHandle = g_renderDevice->CreateVertexBuffer(nullptr, MAX_VB_SIZE, true);
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bd->ElementsHandle = g_renderDevice->CreateIndexBuffer(nullptr, MAX_IB_SIZE, true);
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ImGui_ImplEngine_CreateFontsTexture();
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return true;
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}
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||||
void ImGui_ImplEngine_DestroyDeviceObjects()
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{
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ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData();
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if (bd->VboHandle) { delete bd->VboHandle; bd->VboHandle = 0; }
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if (bd->ElementsHandle) { delete bd->ElementsHandle; bd->ElementsHandle = 0; }
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ImGui_ImplEngine_DestroyFontsTexture();
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}
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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19
src/render/imgui_impl_engine.h
Normal file
19
src/render/imgui_impl_engine.h
Normal file
@@ -0,0 +1,19 @@
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// dear imgui: Renderer Backend with shaders / programmatic pipeline
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||||
#pragma once
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||||
#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
|
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||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplEngine_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplEngine_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplEngine_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplEngine_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplEngine_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplEngine_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplEngine_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplEngine_DestroyDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
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||||
@@ -2,7 +2,7 @@
|
||||
#include "render.h"
|
||||
#include "imguimanager.h"
|
||||
#include <imgui_impl_sdl3.h>
|
||||
#include <imgui_impl_opengl3.h>
|
||||
#include <imgui_impl_engine.h>
|
||||
|
||||
ImGuiManager g_ImGuiManager;
|
||||
|
||||
@@ -19,14 +19,14 @@ void ImGuiManager::Init()
|
||||
|
||||
ImGui_ImplSDL3_InitForOpenGL(GetEngine()->GetWindow(), g_render->GetGLContext());
|
||||
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
ImGui_ImplEngine_Init();
|
||||
|
||||
m_ready = true;
|
||||
}
|
||||
|
||||
void ImGuiManager::Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplEngine_Shutdown();
|
||||
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
|
||||
@@ -37,7 +37,7 @@ void ImGuiManager::BeginFrame()
|
||||
{
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplEngine_NewFrame();
|
||||
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
@@ -61,5 +61,5 @@ void ImGuiManager::Draw()
|
||||
{
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
ImGui_ImplEngine_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "camera.h"
|
||||
#include "imguimanager.h"
|
||||
#include "scenemanager.h"
|
||||
#include "gpu_buffer.h"
|
||||
|
||||
static GLuint g_VAO = 0;
|
||||
|
||||
|
||||
@@ -83,6 +83,11 @@ void RenderDevice::SetScissorTest(bool enable)
|
||||
enable ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
void RenderDevice::SetScissor(int x, int y, int width, int height)
|
||||
{
|
||||
glScissor(x, y, width, height);
|
||||
}
|
||||
|
||||
void RenderDevice::SetCullFace(bool enable)
|
||||
{
|
||||
enable ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
|
||||
@@ -154,9 +159,11 @@ void RenderDevice::Clear(uint32_t surfaces, float r, float g, float b, float a,
|
||||
void RenderDevice::DrawArrays(PrimitiveType primType, uint32_t startOf, size_t verticesCount)
|
||||
{
|
||||
glDrawArrays(g_glPrimitiveMode[primType], startOf, GLsizei(verticesCount));
|
||||
GL_CHECK_ERROR();
|
||||
}
|
||||
|
||||
void RenderDevice::DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices)
|
||||
void RenderDevice::DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices, const void* indices)
|
||||
{
|
||||
glDrawElements(g_glPrimitiveMode[primType], GLsizei(elementsCount), is16bitIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, NULL);
|
||||
glDrawElements(g_glPrimitiveMode[primType], GLsizei(elementsCount), is16bitIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, indices);
|
||||
GL_CHECK_ERROR();
|
||||
}
|
||||
|
||||
@@ -26,6 +26,7 @@ public:
|
||||
void SetStencilTest(bool enable);
|
||||
|
||||
void SetScissorTest(bool enable);
|
||||
void SetScissor(int x, int y, int width, int height);
|
||||
|
||||
void SetCullFace(bool enable);
|
||||
|
||||
@@ -40,7 +41,7 @@ public:
|
||||
|
||||
// drawing
|
||||
void DrawArrays(PrimitiveType primType, uint32_t startOf, size_t verticesCount);
|
||||
void DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices);
|
||||
void DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices, const void* indices);
|
||||
|
||||
private:
|
||||
GPUBuffer* m_activeVB;
|
||||
|
||||
Reference in New Issue
Block a user