some small refactorings
This commit is contained in:
parent
d8fac9045b
commit
8eda3df225
23 changed files with 314 additions and 268 deletions
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@ -15,11 +15,11 @@ set(hdrs
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include/pw/core/rectangle.hpp
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include/pw/core/serialize.hpp
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include/pw/core/size.hpp
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include/pw/core/timer.hpp
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include/pw/core/time.hpp
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include/pw/core/mesh.hpp
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include/pw/core/image.hpp
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include/pw/core/vector.hpp
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include/pw/core/transform_tools.hpp
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include/pw/core/matrix_transform.hpp
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)
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set(misc
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@ -29,13 +29,13 @@ set(misc
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)
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set(srcs
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# src/buffer.cpp
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# src/buffer.cpp
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src/image.cpp
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src/debug.cpp
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src/mesh.cpp
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src/core.cpp
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src/serialize.cpp
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src/timer.cpp
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src/time.cpp
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src/image.cpp
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)
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@ -31,7 +31,6 @@
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namespace pw {
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template <std::size_t R,std::size_t C, typename T, bool RowMajor = false>
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struct matrix_ : matrixbase_<T, matrix_<R, C, T>>
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{
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@ -240,17 +239,17 @@ template <typename T> using matrix2x2_ = matrix_<2, 2, T>;
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template <typename T> using matrix3x3_ = matrix_<3, 3, T>;
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template <typename T> using matrix4x4_ = matrix_<4, 4, T>;
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using matrix2x2f = matrix_<2, 2,float>;
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using matrix2x2d = matrix_<2, 2,double>;
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using matrix2x2 = matrix_<2, 2,real_t>;
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using matrix2x2f = matrix2x2_<float>;
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using matrix2x2d = matrix2x2_<double>;
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using matrix2x2 = matrix2x2_<real_t>;
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using matrix3x3f = matrix_<3, 3,float>;
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using matrix3x3d = matrix_<3, 3,double>;
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using matrix3x3 = matrix_<3, 3,real_t>;
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using matrix3x3f = matrix3x3_<float>;
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using matrix3x3d = matrix3x3_<double>;
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using matrix3x3 = matrix3x3_<real_t>;
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using matrix4x4f = matrix_<4, 4,float>;
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using matrix4x4d = matrix_<4, 4,double>;
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using matrix4x4 = matrix_<4, 4,real_t>;
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using matrix4x4f = matrix4x4_<float>;
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using matrix4x4d = matrix4x4_<double>;
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using matrix4x4 = matrix4x4_<real_t>;
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) 1999-2019 Hartmut Seichter
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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@ -20,15 +20,15 @@
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* SOFTWARE.
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*
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*/
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#ifndef PW_CORE_TRANSFORM_TOOLS_HPP
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#define PW_CORE_TRANSFORM_TOOLS_HPP
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#ifndef PW_CORE_MATRIX_TRANSFORM_HPP
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#define PW_CORE_MATRIX_TRANSFORM_HPP
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#include <pw/core/vector.hpp>
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namespace pw {
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template <typename T>
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struct transform_tools {
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struct matrix_transform {
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inline static
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matrix_<4,4,T> scale_matrix(const vector3_<T>& s)
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@ -39,7 +39,7 @@ struct transform_tools {
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}
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inline static
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matrix_<4,4,T> projection_from_frustum(const T &left,const T &right,
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matrix_<4,4,T> perspective_frustum(const T &left,const T &right,
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const T &bottom,const T &top,
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const T &z_near,const T &z_far)
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{
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@ -63,40 +63,47 @@ struct transform_tools {
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const T &aspect_ratio,
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const T &z_near,const T &z_far)
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{
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const T tan_half = tan(field_of_view / T(2));
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const T right = aspect_ratio * tan_half * z_near;
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const T left = -right;
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const T top = aspect_ratio * tan_half;
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const T bottom = -top;
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const auto tan_half = tan(field_of_view / T(2));
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const auto right = aspect_ratio * tan_half * z_near;
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const auto left = -right;
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const auto top = aspect_ratio * tan_half;
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const auto bottom = -top;
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return projection_from_frustum(left,right,
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return perspective_frustum(left,right,
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bottom,top,
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z_near,z_far);
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}
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inline static
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matrix_<4,4,T> orthogonal_projection(T left, T right,
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matrix_<4,4,T> orthographic_frustum(T left, T right,
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T bottom,T top,
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T z_near, T z_far)
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{
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matrix_<4,4,T> ortho;
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matrix_<4,4,T> ortho; ortho.fill(0);
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ortho.fill(0);
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ortho(0,0) = 2 / (right-left);
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ortho(1,1) = 2 / (top-bottom);
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ortho(2,2) = -2 / (z_far-z_near);
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ortho(0,0) = static_cast<T>(2) / (right-left);
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ortho(1,1) = static_cast<T>(2) / (top-bottom);
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ortho(2,2) = -static_cast<T>(2) / (z_far-z_near);
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ortho(0,3) = -(right+left)/(right-left);
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ortho(1,3) = -(top+bottom)/(top-bottom);
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ortho(2,3) = -(z_far+z_near)/(z_far-z_near);
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ortho(3,0) = -(right+left)/(right-left);
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ortho(3,1) = -(top+bottom)/(top-bottom);
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ortho(3,2) = -(z_far+z_near)/(z_far-z_near);
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ortho(3,3) = 1;
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return ortho;
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}
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inline static
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matrix_<4,4,T> orthographic_projection(T size,T z_near, T z_far)
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{
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return orthographic_frustum(-size / 2, size / 2,
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-size / 2, size / 2,
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z_near,z_far);
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}
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inline static
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matrix_<4,4,T> look_at(const vector3_<T> &position,
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@ -106,7 +113,7 @@ struct transform_tools {
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matrix_<4,4,T> view_matrix; view_matrix.set_identity();
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const vector3_<T> los = (target - position).normalized(); // line of sight
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const vector3_<T> sid = los.cross(up).normalized();
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const vector3_<T> sid = los.cross(up).normalized();
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const vector3_<T> upd = sid.cross(los).normalized();
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// set base vectors
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@ -117,7 +124,6 @@ struct transform_tools {
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return view_matrix;
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}
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};
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}
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@ -40,11 +40,12 @@ struct point_ {
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};
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typedef point_<real_t> point;
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using point = point_<real_t>;
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using pointf = point_<float>;
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using pointd = point_<double>;
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using pointi = point_<int>;
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typedef point_<int> pointi;
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typedef point_<float> pointf;
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typedef point_<float> pointd;
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}
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@ -23,8 +23,8 @@
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#ifndef PW_CORE_RECT_HPP
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#define PW_CORE_RECT_HPP
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#include <pw/core/size.hpp>
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#include <pw/core/point.hpp>
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#include <pw/core/size.hpp>
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namespace pw {
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@ -38,7 +38,7 @@ struct rectangle_ {
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rectangle_(point_<T_> const & p,size_<T_> const & s) : size(s), position(p) {}
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bool contains(const point_<T_>& p) const
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bool contains(const point_<T_>& p) const noexcept
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{
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return p.x >= position.x && p.x <= position.x + size.width &&
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p.y >= position.y && p.y <= position.y + size.height;
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@ -49,11 +49,9 @@ struct rectangle_ {
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};
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typedef rectangle_<real_t> rectangle;
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typedef rectangle_<int> rectanglei;
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typedef rectangle_<float> rectanglef;
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typedef rectangle_<double> rectangled;
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using rectangle = rectangle_<real_t>;
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using rectanglef = rectangle_<float>;
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using rectangled = rectangle_<double>;
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}
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@ -32,13 +32,13 @@ namespace pw {
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/**
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* @brief A simple timer
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*/
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class timer {
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class time {
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public:
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typedef std::chrono::time_point<std::chrono::high_resolution_clock> tick_t;
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timer(); /// c'tor
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~timer(); /// d'tor
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time(); /// c'tor
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~time(); /// d'tor
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void reset(); /// reset the timer
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@ -20,34 +20,34 @@
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* SOFTWARE.
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*
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*/
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#include "pw/core/timer.hpp"
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#include "pw/core/time.hpp"
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namespace pw {
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timer::timer()
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time::time()
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{
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reset();
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}
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timer::~timer()
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time::~time()
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{
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}
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void timer::reset()
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void time::reset()
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{
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_start = std::chrono::high_resolution_clock::now();
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}
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double timer::elapsed() const
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double time::elapsed() const
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{
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std::chrono::duration<double> elapsed_seconds = std::chrono::high_resolution_clock::now() - _start;
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return elapsed_seconds.count();
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}
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double timer::now()
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double time::now()
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{
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static timer global_timer;
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return global_timer.elapsed();
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static time global_time;
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return global_time.elapsed();
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}
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}
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@ -1,6 +1,6 @@
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#include <pw/core/vector.hpp>
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#include <pw/core/serialize.hpp>
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#include <pw/core/transform_tools.hpp>
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#include <pw/core/matrix_transform.hpp>
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#include <pw/core/mesh.hpp>
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#include <pw/core/axisangle.hpp>
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@ -17,7 +17,7 @@ int main(int argc,char **argv) {
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std::cout << pw::serialize::matrix(v.transposed()) << std::endl;
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}
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auto scale = pw::transform_tools<float>::scale_matrix({2,2,2});
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auto scale = pw::matrix_transform<float>::scale_matrix({2,2,2});
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amesh.apply(scale);
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@ -1,15 +1,15 @@
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#include <pw/core/vector.hpp>
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#include <pw/core/serialize.hpp>
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#include <pw/core/transform_tools.hpp>
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#include <pw/core/matrix_transform.hpp>
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#include <iostream>
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int main(int argc,char **argv) {
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auto perspective_mat = pw::transform_tools<float>::perspective_projection(45.f,1.3f,10,100);
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auto ortho_mat = pw::transform_tools<float>::orthogonal_projection(-1,1,1,-1,10,100);
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auto lookat_mat = pw::transform_tools<float>::look_at(pw::vector3(0,0,5),pw::vector3(0,0,0),pw::vector3(0,1,0));
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auto perspective_mat = pw::matrix_transform<float>::perspective_projection(45.f,1.3f,10,100);
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auto ortho_mat = pw::matrix_transform<float>::orthographic_frustum(-1,1,1,-1,10,100);
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auto lookat_mat = pw::matrix_transform<float>::look_at(pw::vector3(0,0,5),pw::vector3(0,0,0),pw::vector3(0,1,0));
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std::cout << pw::serialize::matrix(perspective_mat) << std::endl;
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@ -8,6 +8,8 @@
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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#include <future>
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namespace pw {
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struct image_io::impl
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@ -1,5 +1,5 @@
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#include "pw/scene/camera.hpp"
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#include "pw/core/transform_tools.hpp"
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#include "pw/core/matrix_transform.hpp"
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namespace pw {
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, _near_plane(0.2f)
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, _far_plane(1000)
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{
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set_projection(transform_tools<real_t>::perspective_projection(_fov,1,_near_plane,_far_plane));
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set_projection(matrix_transform<real_t>::perspective_projection(_fov,1,_near_plane,_far_plane));
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}
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void camera::set_projection(const matrix4x4 &projection)
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@ -4,7 +4,7 @@
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#include "pw/core/debug.hpp"
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#include "pw/core/size.hpp"
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#include "pw/core/point.hpp"
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#include "pw/core/timer.hpp"
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#include "pw/core/time.hpp"
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#include "pw/core/mesh.hpp"
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#include "pw/core/image.hpp"
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@ -97,11 +97,11 @@ void register_core_function(sol::state& lua,sol::table& ns)
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);
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ns.new_usertype<timer>("timer",
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"now",sol::readonly_property(&timer::now),
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"elapsed",sol::readonly_property(&timer::elapsed),
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"reset",&timer::reset
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);
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ns.new_usertype<time>("time",
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"now",sol::readonly_property(&time::now),
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"elapsed",sol::readonly_property(&time::elapsed),
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"reset",&time::reset
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);
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auto mesh_type = ns.new_usertype<mesh>("mesh"
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, sol::constructors<mesh()>()
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, "indices", sol::property(&mesh::indices,&mesh::set_indices)
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);
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mesh_type.new_enum("topology"
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, "points", mesh::topology_type::points
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, "lines", mesh::topology_type::lines
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, "line_strip", mesh::topology_type::line_strip
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);
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mesh_type.new_enum("topology"
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, "points", mesh::topology_type::points
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, "lines", mesh::topology_type::lines
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, "line_strip", mesh::topology_type::line_strip
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);
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ns.new_usertype<image>("image"
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,"create",&image::create
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@ -22,8 +22,8 @@ void register_visual_function(sol::state&,sol::table &ns)
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,"set_source",&shader::set_source
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,"source",&shader::source
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).new_enum("shader_type"
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,"fragment",shader::fragment
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,"vertex",shader::vertex);
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,"fragment",shader::code_type::fragment
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,"vertex",shader::code_type::vertex);
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}
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PW_REGISTER_LUA(visual)
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@ -1,3 +1,7 @@
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--
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-- small demonstrator for Lua binding on pixwerx
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--
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-- loading our libraries
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pw.script:load_all()
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@ -16,7 +20,6 @@ w.position = pw.point.new(100,100)
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print("client size after resize: ",w.client_size.width,w.client_size.height)
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local pl = pw.pipeline.new()
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if pl:create(w.client_size) then
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print("pipeline ok")
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@ -27,7 +30,7 @@ end
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-- setup a lua callback function as callback
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w.on_update = function(self)
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pl:draw()
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-- print("test on update",w.position.x,w.position.y,pw.timer.now)
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-- print("test on update",w.position.x,w.position.y,pw.time.now)
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end
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@ -37,7 +40,7 @@ for i = 1,#ds do
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print("display ",i,ds[i].name)
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end
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local t = pw.timer.new()
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local t = pw.time.new()
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w.visible = true
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@ -34,12 +34,20 @@ public:
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static path& get();
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~path();
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std::string separator();
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std::string separator() const;
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std::string executable_path();
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std::string executable_path() const;
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std::string resource_path() const;
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typedef std::vector<std::string> path_list;
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std::string find_file(const std::string &filename) const;
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path_list resource_paths() const { return _resource_paths; }
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std::string get_filename(const std::string &filepath, bool with_extension = true) const;
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protected:
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path_list _plugin_paths;
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@ -18,6 +18,9 @@
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// Unknown platform
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#endif
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// Why? LLVM does not adhere to C++17
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//#include <filesystem>
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namespace pw {
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|
||||
|
@ -44,7 +47,7 @@ path::~path()
|
|||
{
|
||||
}
|
||||
|
||||
std::string path::separator()
|
||||
std::string path::separator() const
|
||||
{
|
||||
#if defined(WIN32)
|
||||
return std::string("\\");
|
||||
|
@ -53,7 +56,7 @@ std::string path::separator()
|
|||
#endif
|
||||
}
|
||||
|
||||
std::string path::executable_path()
|
||||
std::string path::executable_path() const
|
||||
{
|
||||
std::string result;
|
||||
const size_t MAXPATHLEN = 2048;
|
||||
|
@ -81,9 +84,27 @@ std::string path::executable_path()
|
|||
return result;
|
||||
}
|
||||
|
||||
std::string path::find_file(const std::string& filename) const
|
||||
{
|
||||
// for ()
|
||||
}
|
||||
|
||||
path::path()
|
||||
{
|
||||
_impl = std::make_unique<impl>(*this);
|
||||
}
|
||||
|
||||
std::string path::get_filename(const std::string& filepath,
|
||||
bool with_extension) const
|
||||
{
|
||||
std::size_t dotPos = filepath.rfind('.');
|
||||
std::size_t sepPos = filepath.rfind(separator());
|
||||
|
||||
if(sepPos != std::string::npos) {
|
||||
return filepath.substr(sepPos + 1,
|
||||
filepath.size() - (with_extension || dotPos != std::string::npos ? 1 : dotPos) );
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@ public:
|
|||
shader();
|
||||
~shader();
|
||||
|
||||
enum code_type {
|
||||
enum class code_type {
|
||||
vertex,
|
||||
fragment,
|
||||
geometry,
|
||||
|
|
|
@ -9,12 +9,12 @@ namespace pw {
|
|||
|
||||
class texture {
|
||||
|
||||
enum texture_type {
|
||||
enum class data_type {
|
||||
color,
|
||||
normal
|
||||
};
|
||||
|
||||
enum texture_shape {
|
||||
enum class data_layout {
|
||||
shape_1d,
|
||||
shape_2d,
|
||||
shape_3d
|
||||
|
@ -35,16 +35,16 @@ class texture {
|
|||
|
||||
texture();
|
||||
|
||||
texture(shared_ptr<image> i,texture_shape s,texture_type = color);
|
||||
texture(shared_ptr<image> i,data_layout s,data_type = data_type::color);
|
||||
|
||||
void set_image(shared_ptr<image> i);
|
||||
shared_ptr<image> get() const { return _image; }
|
||||
|
||||
void set_type(texture_type t);
|
||||
texture_type type() const { return _type; }
|
||||
void set_type(data_type t);
|
||||
data_type type() const { return _type; }
|
||||
|
||||
void set_shape(texture_shape s);
|
||||
texture_shape shape() const { return _shape; }
|
||||
void set_shape(data_layout s);
|
||||
data_layout shape() const { return _shape; }
|
||||
|
||||
void set_wrap(wrap_mode w);
|
||||
wrap_mode wrap() const { return _wrap; }
|
||||
|
@ -55,8 +55,8 @@ protected:
|
|||
|
||||
shared_ptr<image> _image;
|
||||
|
||||
texture_type _type;
|
||||
texture_shape _shape;
|
||||
data_type _type;
|
||||
data_layout _shape;
|
||||
wrap_mode _wrap;
|
||||
|
||||
struct impl;
|
||||
|
|
|
@ -16,7 +16,7 @@ public:
|
|||
~vertex_array();
|
||||
|
||||
void create(const mesh &m);
|
||||
void destroy();
|
||||
void release();
|
||||
|
||||
void draw();
|
||||
bool ready() const;
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
#include "pw/core/size.hpp"
|
||||
#include "pw/core/matrix.hpp"
|
||||
#include "pw/core/mesh.hpp"
|
||||
#include "pw/core/timer.hpp"
|
||||
#include "pw/core/time.hpp"
|
||||
#include "pw/core/axisangle.hpp"
|
||||
#include "pw/core/serialize.hpp"
|
||||
#include "pw/core/transform_tools.hpp"
|
||||
#include "pw/core/matrix_transform.hpp"
|
||||
|
||||
#include "pw/core/debug.hpp"
|
||||
#include "pw/visual/pipeline.hpp"
|
||||
|
@ -20,295 +20,301 @@ class command {
|
|||
};
|
||||
|
||||
|
||||
|
||||
class mesh_command : command {
|
||||
|
||||
// shader
|
||||
// vertexarray
|
||||
// shader
|
||||
// vertexarray
|
||||
|
||||
};
|
||||
|
||||
class queue {
|
||||
|
||||
// vector<commands> ...
|
||||
// vector<commands> ...
|
||||
};
|
||||
|
||||
struct triangle_renderer
|
||||
{
|
||||
// GLuint vbo = 0;
|
||||
// GLuint vao = 0;
|
||||
// GLuint shader_programme = 0;
|
||||
// GLuint vbo = 0;
|
||||
// GLuint vao = 0;
|
||||
// GLuint shader_programme = 0;
|
||||
|
||||
shader shader_p;
|
||||
mesh amesh;
|
||||
shader shader_p;
|
||||
mesh amesh;
|
||||
vertex_array amesh_renderer;
|
||||
timer::tick_t tick;
|
||||
time::tick_t tick;
|
||||
|
||||
triangle_renderer()
|
||||
{
|
||||
}
|
||||
triangle_renderer()
|
||||
{
|
||||
}
|
||||
|
||||
void setup()
|
||||
{
|
||||
void setup()
|
||||
{
|
||||
|
||||
const float z_val = -5.f;
|
||||
|
||||
mesh::vertex3array_t vertices = {
|
||||
mesh::vertex3array_t vertices = {
|
||||
{ 0.0f, 0.5f, z_val} // 0
|
||||
,{ 0.5f, -0.5f, z_val} // 1
|
||||
,{-0.5f, -0.5f, z_val} // 2
|
||||
};
|
||||
,{ 0.5f, 0.0f, z_val} // 1
|
||||
,{-0.5f, 0.0f, z_val} // 2
|
||||
};
|
||||
|
||||
// actual indices
|
||||
mesh::indexarray_t indices = { 0, 1, 2};
|
||||
mesh::indexarray_t indices = { 0, 1, 2};
|
||||
|
||||
amesh.set_indices(indices);
|
||||
amesh.set_vertices(vertices);
|
||||
amesh.set_indices(indices);
|
||||
amesh.set_vertices(vertices);
|
||||
|
||||
amesh_renderer.create(amesh);
|
||||
|
||||
const char* vertex_shader_2 = R"(
|
||||
#version 400
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
#version 400
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
in vec3 vertex_p;
|
||||
in vec3 vertex_p;
|
||||
|
||||
void main() {
|
||||
gl_Position = projection * view * model * vec4(vertex_p, 1.0);
|
||||
}
|
||||
)";
|
||||
void main() {
|
||||
gl_Position = projection * view * model * vec4(vertex_p, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
const char *fragment_shader_2 = R"(
|
||||
#version 400
|
||||
uniform vec4 input_color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
out vec4 frag_colour;
|
||||
void main() {
|
||||
frag_colour = input_color;
|
||||
})";
|
||||
#version 400
|
||||
uniform vec4 input_color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
out vec4 frag_colour;
|
||||
void main() {
|
||||
frag_colour = input_color;
|
||||
})";
|
||||
|
||||
shader_p.set_source(vertex_shader_2,shader::vertex);
|
||||
shader_p.set_source(fragment_shader_2,shader::fragment);
|
||||
shader_p.set_source(vertex_shader_2,shader::code_type::vertex);
|
||||
shader_p.set_source(fragment_shader_2,shader::code_type::fragment);
|
||||
|
||||
if (!shader_p.build())
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
void draw()
|
||||
{
|
||||
|
||||
shader_p.use();
|
||||
shader_p.use();
|
||||
|
||||
auto v_col = ping_pong(static_cast<float>(timer::now()),1.0f);
|
||||
auto v_col = ping_pong(static_cast<float>(time::now()),1.0f);
|
||||
|
||||
vector4f col({0.5f,1-v_col,v_col,1.0f});
|
||||
|
||||
matrix4x4f model_mat; model_mat.set_identity();
|
||||
matrix4x4f model_mat; model_mat.set_identity();
|
||||
|
||||
auto v_angle = ping_pong(static_cast<float>(timer::now()),::pw::pi<float>());
|
||||
auto v_angle = ping_pong(static_cast<float>(time::now()),2 * ::pw::pi<float>());
|
||||
|
||||
axisangle rot(vector3::forward(),v_angle);
|
||||
model_mat = rot.to_matrix();
|
||||
model_mat = rot.to_matrix();
|
||||
|
||||
matrix4x4f view_mat = transform_tools<float>::look_at(vector3({0,0,0}),
|
||||
matrix4x4f view_mat = matrix_transform<float>::look_at(vector3({0,0,0}),
|
||||
vector3::forward(),
|
||||
vector3::up());
|
||||
|
||||
matrix4x4f proj_mat = transform_tools<float>::perspective_projection(deg_to_rad(60.0f),
|
||||
view_mat.set_identity();
|
||||
|
||||
matrix4x4f proj_mat = matrix_transform<float>::perspective_projection(deg_to_rad(33.0f),
|
||||
1.3f,
|
||||
0.2f,1000.f);
|
||||
// materials should carry this
|
||||
// glEnable(GL_CULL_FACE);
|
||||
|
||||
// highly inefficient - should be cached -
|
||||
|
||||
//proj_mat = transform_tools<float>::orthographic_projection(0.5,0.2f,100.f);
|
||||
|
||||
// highly inefficient - should be cached -
|
||||
shader_p.set("input_color",col);
|
||||
shader_p.set("model",model_mat);
|
||||
shader_p.set("view",view_mat);
|
||||
shader_p.set("projection",proj_mat);
|
||||
|
||||
// new version with ...
|
||||
|
||||
shader::uniform_set us;
|
||||
us["input_color"] = col;
|
||||
|
||||
shader_p.set_uniforms(us);
|
||||
// shader_p.set_uniforms(us);
|
||||
|
||||
amesh_renderer.draw();
|
||||
|
||||
// debug::d() << 100 * (timer::now() - t0) << "ms";
|
||||
|
||||
}
|
||||
// debug::d() << 100 * (timer::now() - t0) << "ms";
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct pipeline::impl {
|
||||
|
||||
sizei _size;
|
||||
sizei _size;
|
||||
|
||||
GLuint _fbo_draw;
|
||||
GLuint _fbo_msaa;
|
||||
GLuint _fbo_draw;
|
||||
GLuint _fbo_msaa;
|
||||
|
||||
GLuint _rbo_color;
|
||||
GLuint _rbo_depth;
|
||||
GLuint _rbo_color;
|
||||
GLuint _rbo_depth;
|
||||
|
||||
//testing
|
||||
triangle_renderer tr;
|
||||
//testing
|
||||
triangle_renderer tr;
|
||||
|
||||
bool create(sizei size);
|
||||
bool create(sizei size);
|
||||
|
||||
void draw();
|
||||
void draw();
|
||||
|
||||
impl() = default;
|
||||
~impl() = default;
|
||||
impl() = default;
|
||||
~impl() = default;
|
||||
|
||||
};
|
||||
|
||||
GLuint generate_multisample_texture(const sizei& s,int samples)
|
||||
{
|
||||
GLuint texture;
|
||||
glGenTextures(1, &texture);
|
||||
GLuint texture;
|
||||
glGenTextures(1, &texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB8, s.width, s.height, GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB8, s.width, s.height, GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
|
||||
return texture;
|
||||
return texture;
|
||||
}
|
||||
|
||||
bool pipeline::impl::create(sizei size)
|
||||
{
|
||||
|
||||
_size = size;
|
||||
_size = size;
|
||||
|
||||
int max_msaa;
|
||||
int max_msaa;
|
||||
|
||||
// query actual maximum MSAA
|
||||
glGetIntegerv(GL_MAX_SAMPLES,&max_msaa);
|
||||
// query actual maximum MSAA
|
||||
glGetIntegerv(GL_MAX_SAMPLES,&max_msaa);
|
||||
|
||||
|
||||
// create a 4x MSAA renderbuffer object for colorbuffer
|
||||
int msaa = std::min(max_msaa,4);
|
||||
// create a 4x MSAA renderbuffer object for colorbuffer
|
||||
int msaa = std::min(max_msaa,4);
|
||||
|
||||
|
||||
debug::d() << "OpenGL multisampling: " << max_msaa << " choosen:" << msaa;
|
||||
debug::d() << "OpenGL multisampling: " << max_msaa << " choosen:" << msaa;
|
||||
|
||||
glGenRenderbuffers(1, &_rbo_color);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _rbo_color);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, _size.width, _size.height);
|
||||
glGenRenderbuffers(1, &_rbo_color);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _rbo_color);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, _size.width, _size.height);
|
||||
|
||||
// create a 4x MSAA renderbuffer object for depthbuffer
|
||||
// create a 4x MSAA renderbuffer object for depthbuffer
|
||||
|
||||
glGenRenderbuffers(1, &_rbo_depth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _rbo_depth);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT, _size.width, _size.height);
|
||||
glGenRenderbuffers(1, &_rbo_depth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, _rbo_depth);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT, _size.width, _size.height);
|
||||
|
||||
// create a 4x MSAA framebuffer object
|
||||
glGenFramebuffers(1, &_fbo_msaa);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fbo_msaa);
|
||||
// create a 4x MSAA framebuffer object
|
||||
glGenFramebuffers(1, &_fbo_msaa);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, _fbo_msaa);
|
||||
|
||||
// attach colorbuffer image to FBO
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
|
||||
GL_COLOR_ATTACHMENT0, // 2. color attachment point
|
||||
GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
|
||||
_rbo_color); // 4. rbo ID
|
||||
// attach colorbuffer image to FBO
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
|
||||
GL_COLOR_ATTACHMENT0, // 2. color attachment point
|
||||
GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
|
||||
_rbo_color); // 4. rbo ID
|
||||
|
||||
// attach depthbuffer image to FBO
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
|
||||
GL_DEPTH_ATTACHMENT, // 2. depth attachment point
|
||||
GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
|
||||
_rbo_depth); // 4. rbo ID
|
||||
// attach depthbuffer image to FBO
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
|
||||
GL_DEPTH_ATTACHMENT, // 2. depth attachment point
|
||||
GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
|
||||
_rbo_depth); // 4. rbo ID
|
||||
|
||||
// check FBO status
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
return false;
|
||||
// check FBO status
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
return false;
|
||||
|
||||
// reset
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// reset
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
tr.setup();
|
||||
tr.setup();
|
||||
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void pipeline::impl::draw()
|
||||
{
|
||||
|
||||
glClearColor(0,0,0,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0,0,0,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_msaa);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_msaa);
|
||||
|
||||
glClearColor(1,1,1,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1,1,1,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
//
|
||||
// draw pass
|
||||
//
|
||||
glViewport(0,0,800,600);
|
||||
|
||||
tr.draw();
|
||||
//
|
||||
// draw pass
|
||||
//
|
||||
|
||||
tr.draw();
|
||||
|
||||
|
||||
|
||||
// reset
|
||||
// reset
|
||||
|
||||
|
||||
|
||||
// actuall blitting
|
||||
// actuall blitting
|
||||
|
||||
#if 0
|
||||
|
||||
/* We are going to blit into the window (default framebuffer) */
|
||||
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
|
||||
glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
|
||||
/* We are going to blit into the window (default framebuffer) */
|
||||
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
|
||||
glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
|
||||
|
||||
/* Read from your FBO */
|
||||
glBindFramebuffer (GL_READ_FRAMEBUFFER, _fbo_draw );
|
||||
glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
|
||||
/* Read from your FBO */
|
||||
glBindFramebuffer (GL_READ_FRAMEBUFFER, _fbo_draw );
|
||||
glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
|
||||
|
||||
/* Copy the color and depth buffer from your FBO to the default framebuffer */
|
||||
glBlitFramebuffer (0,0, _size.width, _size.height,
|
||||
0,0, _size.width, _size.height,
|
||||
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
|
||||
GL_NEAREST);
|
||||
/* Copy the color and depth buffer from your FBO to the default framebuffer */
|
||||
glBlitFramebuffer (0,0, _size.width, _size.height,
|
||||
0,0, _size.width, _size.height,
|
||||
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
|
||||
GL_NEAREST);
|
||||
|
||||
#else
|
||||
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, _fbo_msaa); // src FBO (multi-sample)
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_draw); // dst FBO (single-sample)
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, _fbo_msaa); // src FBO (multi-sample)
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_draw); // dst FBO (single-sample)
|
||||
|
||||
glBlitFramebuffer(0, 0, _size.width, _size.height, // src rect
|
||||
0, 0, _size.width, _size.height, // dst rect
|
||||
GL_COLOR_BUFFER_BIT, // buffer mask
|
||||
GL_LINEAR); // scale filter
|
||||
glBlitFramebuffer(0, 0, _size.width, _size.height, // src rect
|
||||
0, 0, _size.width, _size.height, // dst rect
|
||||
GL_COLOR_BUFFER_BIT, // buffer mask
|
||||
GL_LINEAR); // scale filter
|
||||
|
||||
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
// debug::d() << _size.width << "x" << _size.height;
|
||||
// debug::d() << _size.width << "x" << _size.height;
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
GLenum err;
|
||||
while((err = glGetError()) != GL_NO_ERROR)
|
||||
{
|
||||
std::string error;
|
||||
GLenum err;
|
||||
while((err = glGetError()) != GL_NO_ERROR)
|
||||
{
|
||||
std::string error;
|
||||
|
||||
switch(err) {
|
||||
case GL_INVALID_OPERATION: error="INVALID_OPERATION"; break;
|
||||
case GL_INVALID_ENUM: error="INVALID_ENUM"; break;
|
||||
case GL_INVALID_VALUE: error="INVALID_VALUE"; break;
|
||||
case GL_OUT_OF_MEMORY: error="OUT_OF_MEMORY"; break;
|
||||
case GL_INVALID_FRAMEBUFFER_OPERATION: error="INVALID_FRAMEBUFFER_OPERATION"; break;
|
||||
}
|
||||
switch(err) {
|
||||
case GL_INVALID_OPERATION: error="INVALID_OPERATION"; break;
|
||||
case GL_INVALID_ENUM: error="INVALID_ENUM"; break;
|
||||
case GL_INVALID_VALUE: error="INVALID_VALUE"; break;
|
||||
case GL_OUT_OF_MEMORY: error="OUT_OF_MEMORY"; break;
|
||||
case GL_INVALID_FRAMEBUFFER_OPERATION: error="INVALID_FRAMEBUFFER_OPERATION"; break;
|
||||
}
|
||||
|
||||
debug::e() << "OpenGL error:" << err << " " << error;
|
||||
}
|
||||
debug::e() << "OpenGL error:" << err << " " << error;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -318,23 +324,23 @@ void pipeline::impl::draw()
|
|||
//
|
||||
|
||||
pipeline::pipeline()
|
||||
: _impl(std::make_unique<pipeline::impl>())
|
||||
: _impl(std::make_unique<pipeline::impl>())
|
||||
{
|
||||
}
|
||||
|
||||
pipeline::~pipeline()
|
||||
{
|
||||
//
|
||||
//
|
||||
}
|
||||
|
||||
void pipeline::draw()
|
||||
{
|
||||
_impl->draw();
|
||||
_impl->draw();
|
||||
}
|
||||
|
||||
bool pipeline::create(size s)
|
||||
{
|
||||
return _impl->create(s.cast<int>());
|
||||
return _impl->create(s.cast<int>());
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -37,16 +37,16 @@ struct shader::impl
|
|||
{
|
||||
GLuint shader_type = 0;
|
||||
switch (s.first) {
|
||||
case shader::vertex:
|
||||
case shader::code_type::vertex:
|
||||
shader_type = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case shader::compute:
|
||||
case shader::code_type::compute:
|
||||
shader_type = GL_COMPUTE_SHADER;
|
||||
break;
|
||||
case shader::geometry:
|
||||
case shader::code_type::geometry:
|
||||
shader_type = GL_GEOMETRY_SHADER;
|
||||
break;
|
||||
case shader::fragment:
|
||||
case shader::code_type::fragment:
|
||||
shader_type = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
}
|
||||
|
@ -210,6 +210,7 @@ void shader::set_uniforms(shader::uniform_set s)
|
|||
// },
|
||||
// u.second);
|
||||
|
||||
std::tuple<std::string,int,uniform_t> uuu;
|
||||
|
||||
std::visit([u](auto&& arg) {
|
||||
using T = std::decay_t<decltype(arg)>;
|
||||
|
|
|
@ -19,11 +19,11 @@ struct texture::impl {
|
|||
|
||||
GLuint gl_shape() {
|
||||
switch (_host.shape()) {
|
||||
case pw::texture::shape_1d:
|
||||
case data_layout::shape_1d:
|
||||
return GL_TEXTURE_1D;
|
||||
case pw::texture::shape_2d:
|
||||
case data_layout::shape_2d:
|
||||
return GL_TEXTURE_2D;
|
||||
case pw::texture::shape_3d:
|
||||
case data_layout::shape_3d:
|
||||
return GL_TEXTURE_3D;
|
||||
}
|
||||
}
|
||||
|
@ -74,7 +74,7 @@ texture::texture()
|
|||
_impl = make_unique<impl>(*this);
|
||||
}
|
||||
|
||||
texture::texture(shared_ptr<image> i, texture::texture_shape s, texture::texture_type t)
|
||||
texture::texture(shared_ptr<image> i, texture::data_layout s, texture::data_type t)
|
||||
{
|
||||
texture();
|
||||
set_image(i);
|
||||
|
@ -87,12 +87,12 @@ void texture::set_image(shared_ptr<image> i)
|
|||
_image = i;
|
||||
}
|
||||
|
||||
void texture::set_type(texture::texture_type t)
|
||||
void texture::set_type(texture::data_type t)
|
||||
{
|
||||
_type = t;
|
||||
}
|
||||
|
||||
void texture::set_shape(texture_shape s)
|
||||
void texture::set_shape(data_layout s)
|
||||
{
|
||||
_shape = s;
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ struct vertex_array::impl {
|
|||
|
||||
~impl()
|
||||
{
|
||||
destroy();
|
||||
release();
|
||||
}
|
||||
|
||||
bool ready() const
|
||||
|
@ -32,7 +32,7 @@ struct vertex_array::impl {
|
|||
{
|
||||
// not sure ...
|
||||
if (ready()) {
|
||||
destroy();
|
||||
release();
|
||||
}
|
||||
|
||||
glGenVertexArrays(1,&_vao);
|
||||
|
@ -54,6 +54,7 @@ struct vertex_array::impl {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vbos[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(m.vertices().front()) * m.vertices().size(), m.vertices().data(),
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
|
||||
|
@ -68,7 +69,7 @@ struct vertex_array::impl {
|
|||
}
|
||||
|
||||
|
||||
void destroy()
|
||||
void release()
|
||||
{
|
||||
glDeleteVertexArrays(1,&_vao);
|
||||
for (auto vbo : _vbos)
|
||||
|
@ -114,9 +115,9 @@ void vertex_array::create(const mesh &m)
|
|||
_impl->create(m);
|
||||
}
|
||||
|
||||
void vertex_array::destroy()
|
||||
void vertex_array::release()
|
||||
{
|
||||
_impl->destroy();
|
||||
_impl->release();
|
||||
}
|
||||
|
||||
void vertex_array::draw()
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue