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c_cpp
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#include "Renderer.hpp"
#include <gl/glew.h>
#include <glm/ext/matrix_transform.hpp>
#include "Shader.hpp"
namespace Engine
{
struct Vertex
{
glm::vec3 coords;
glm::vec3 color;
glm::vec2 texCoords{0.0f, 0.0f};
};
std::vector<Vertex> vertices{};
std::vector<unsigned int> indices{};
void Renderer::Setup()
{
glGenVertexArrays(1, &vao);
}
void Renderer::NextBatch()
{
glBindVertexArray(vao);
vertices.clear();
}
void Renderer::DrawQuad(glm::vec2 offset, glm::vec3 color, glm::vec3 scale, float rotation)
{
const float size = 0.5f;
static float verts[] =
{
-size, size, 0, // top left
-size, -size, 0, // bottom left
size, -size, 0, // bottom right
size, -size, 0, // bottom right
size, size, 0, // top right
-size, size, 0 // top left
};
const float textCoords[] = {
0, 1,
0, 0,
1, 0,
1, 0,
1, 1,
0, 1
};
for (int i = 0; i < sizeof(verts) / sizeof(float); i += 3)
{
Vertex vertex{};
glm::vec3 coords = glm::vec3(verts[i], verts[i + 1], verts[i + 2]);
glm::mat4 transform = glm::translate(glm::mat4(1.0), glm::vec3(offset.x, offset.y, 0));
transform = glm::rotate(transform, glm::radians(rotation), glm::vec3(0, 0, 1));
transform = glm::scale(transform, glm::vec3(scale.x, scale.y, 1));
vertex.coords = transform * glm::vec4(coords, 1);
vertex.texCoords = glm::vec2(textCoords[i], textCoords[i + 1]);
vertex.color = color;
vertices.push_back(vertex);
}
}
void Renderer::DrawBatch()
{
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(glm::vec3)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(glm::vec3) * 2));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glDeleteBuffers(1, &vbo);
}
}
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