Added ubo class template for handling Uniform Buffer Objects. This class automatically finds the offset and alignment for given data in a GLSL std140 uniform block. This makes it easy to just assign data through the gfx::ubo interface and bind that to the relevant shader_program's uniform block Changed shader_program's method of handling uniforms to match more closely to how vao handles its attributes. That is to call with the location as argument to get a proxy object on which to operate. I find this nicer to work with than having everything to do with uniforms in the shader_program class itself Add a flat_camera class which just assigns the near and far plane to 0 and 1 respectively Start work on a gui system which i'm really not confident about. Attempting to rethink how renderers work, but also no really confident about where i'm going with it Break out vbo_scoped_map into a more general scoped_buffer_map class so that vbo and ubo can utilize it Remove old gl_buffers units that were not really being used since my change over to opengl DSA functions Change the gfx::resource_manager to keep shared_ptr's in the container so the data can be more nicely shared Add missing aliases in math::fwd_declare.hpp for boolean types Change orthographic projection generator function to have the z values behave more in line with how opengl handles z depth. May have to undo this at some point but it seems to behave correctly now Fix some rvalue related aspects of util::deferred '
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/**
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This file is a part of our_dick
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Copyright (C) 2022 rexy712
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OUR_DICK_BOARD_GFX_HPP
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#define OUR_DICK_BOARD_GFX_HPP
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#include "graphics/material.hpp"
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#include "graphics/vbo.hpp"
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#include "graphics/vao.hpp"
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#include "graphics/shader_program.hpp"
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#include "graphics/resource_manager.hpp"
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#include <utility> //pair
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#include <memory> //shared_ptr
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class tile;
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class board_gfx
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{
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private:
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std::shared_ptr<gfx::texture_array> m_textures;
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gfx::vao m_vao;
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gfx::vbo m_vbo;
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public:
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board_gfx(gfx::resource_manager& resman);
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~board_gfx(void) = default;
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void set_uniforms(gfx::shader_program& sh);
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void bind_buffers(void);
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void bind_attributes(void);
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void buffer_tiles(const tile* t);
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void render(gfx::shader_program& shader);
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};
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#endif
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