wiggling around with the whole notion of what a renderer does and what not. Added simple wrapper for GLFWmonitor named display
This commit is contained in:
parent
3cc0fde1e1
commit
9773103a18
13 changed files with 252 additions and 148 deletions
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@ -1,20 +1,20 @@
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find_package(mkdocs 1.0)
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# if(MKDOCS_FOUND)
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# configure_file(mkdocs.yml "${CMAKE_CURRENT_BINARY_DIR}/mkdocs.yml" COPYONLY)
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# set(MKDOCS_FLAGS
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# --site-dir "${CMAKE_CURRENT_BINARY_DIR}/docs/user/"
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# --config-file "${CMAKE_CURRENT_BINARY_DIR}/mkdocs.yml"
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# )
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# if(DEBUG_MODE)
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# list(APPEND MKDOCS_FLAGS --clean --verbose)
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# endif()
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# add_custom_target(docs-user
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# ${MKDOCS_EXECUTABLE} build ${MKDOCS_FLAGS}
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# WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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# COMMENT "Generating user documentation"
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# )
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# add_dependencies(docs docs-user)
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# configure_file(mkdocs.yml "${CMAKE_CURRENT_BINARY_DIR}/mkdocs.yml" COPYONLY)
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# set(MKDOCS_FLAGS
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# --site-dir "${CMAKE_CURRENT_BINARY_DIR}/docs/user/"
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# --config-file "${CMAKE_CURRENT_BINARY_DIR}/mkdocs.yml"
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# )
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# if(DEBUG_MODE)
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# list(APPEND MKDOCS_FLAGS --clean --verbose)
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# endif()
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# add_custom_target(docs-user
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# ${MKDOCS_EXECUTABLE} build ${MKDOCS_FLAGS}
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# WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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# COMMENT "Generating user documentation"
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# )
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# add_dependencies(docs docs-user)
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# else()
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# message(STATUS "SKIPPING generation of user documentation (mkdocs not found)")
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# message(STATUS "SKIPPING generation of user documentation (mkdocs not found)")
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# endif()
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Binary file not shown.
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@ -2,6 +2,7 @@
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#include "pw/system/window.hpp"
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#include "pw/system/input.hpp"
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#include "pw/system/display.hpp"
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namespace pw {
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@ -11,8 +12,8 @@ void script_system::load(sol::table &ns)
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"update",&window::update,
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"title",sol::writeonly_property(&window::set_title),
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"size",sol::property(&window::size,&window::set_size),
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"position",sol::property(&window::position,&window::set_position),
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"fullscreen",sol::property(&window::fullscreen,&window::set_fullscreen)
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"position",sol::property(&window::position,&window::set_position),
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"fullscreen",sol::property(&window::fullscreen,&window::set_fullscreen)
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);
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ns.new_usertype<input>("input",
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@ -20,9 +21,14 @@ void script_system::load(sol::table &ns)
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"get",&input::get,
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"mouse_position",sol::readonly_property(&input::mouse_position),
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"mouse_button",sol::readonly_property(&input::mouse_button),
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"mouse_pressed",sol::readonly_property(&input::mouse_pressed),
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"mouse_pressed",sol::readonly_property(&input::mouse_pressed),
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"input_string",sol::readonly_property(&input::input_string)
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);
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ns.new_usertype<display>("display",
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"all",&display::all,
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"name",sol::readonly_property(&display::name)
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);
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}
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}
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@ -73,6 +73,11 @@ w.title = "pixwerx 0.1"
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-- set size
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w.size = pw.size.new(1200,800)
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local ds = pw.display:all()
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for i = 1,#ds do
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print("display ",i,ds[i].name)
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end
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while w:update()
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do
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@ -2,9 +2,11 @@
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set(hdrs
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include/pw/system/window.hpp
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include/pw/system/input.hpp
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include/pw/system/display.hpp
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)
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set(srcs
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src/display.cpp
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src/window.cpp
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src/input.cpp
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)
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29
src/system/include/pw/system/display.hpp
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29
src/system/include/pw/system/display.hpp
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#ifndef PW_SYSTEM_DISPLAY_HPP
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#define PW_SYSTEM_DISPLAY_HPP
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#include <pw/core/globals.hpp>
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#include <pw/core/point.hpp>
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namespace pw {
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class display {
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public:
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typedef std::vector<display> list;
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static const list& all() { return _displays; }
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std::string name() const { return _name; }
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protected:
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friend class window;
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std::string _name;
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static list _displays;
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};
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}
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#endif
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10
src/system/src/display.cpp
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10
src/system/src/display.cpp
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#include "pw/system/display.hpp"
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namespace pw {
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display::list display::_displays;
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}
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@ -1,10 +1,12 @@
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#include "pw/system/window.hpp"
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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//#include "glad/glad.h"
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#include "pw/visual/context.hpp"
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#include "pw/system/input.hpp"
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#include "pw/system/display.hpp"
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#include "pw/core/debug.hpp"
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#include <cmath>
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@ -97,37 +99,65 @@ struct window::impl {
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// glViewport(0, 0, width, height);
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}
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void update_display_list()
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{
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display::_displays.clear();
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// fetch all monitors
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int monitor_count = 0;
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GLFWmonitor** monitors = glfwGetMonitors(&monitor_count);
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for (int i = 0; i < monitor_count;i++) {
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display d;
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d._name = std::string(glfwGetMonitorName(monitors[i]));
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display::_displays.push_back(d);
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// debug::d() <<
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}
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// GLFWvidmode
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// glfwGetVideoModes() ... get all
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// glfwGetVideoMode( . get current
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// glfwGetMonitorPos(
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// glfwGetMonitorPhysicalSize(
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// glfwGetMonitorName();
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}
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impl()
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{
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// initialize
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glfwInit();
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update_display_list();
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// request specific version 3.2
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//
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_window = glfwCreateWindow(640, 480, "pixwerxs", nullptr, nullptr);
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// make window current
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glfwMakeContextCurrent(_window);
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// load opengl
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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debug::e() << "glad couldn't get OpenGL API";
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}
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// check Version
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int major, minor, rev;
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major = glfwGetWindowAttrib(_window, GLFW_CONTEXT_VERSION_MAJOR);
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minor = glfwGetWindowAttrib(_window, GLFW_CONTEXT_VERSION_MINOR);
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rev = glfwGetWindowAttrib(_window, GLFW_CONTEXT_REVISION);
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// maybe something to pass to the outside
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// debug::d() << "OpenGL " << major << "." << minor << "." << rev;
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// if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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// {
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// debug::e() << "G";
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// return -1;
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// }
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debug::d() << "OpenGL " << major << "." << minor << "." << rev;
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glfwSetWindowUserPointer(_window,this);
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@ -142,14 +172,6 @@ struct window::impl {
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glfwSetCursorPosCallback(_window, cursor_pos_callback);
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glfwSetMouseButtonCallback(_window, mouse_button_callback);
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glfwSetScrollCallback(_window, scroll_callback);
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#if 0
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glfwMakeContextCurrent(_window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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#endif
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}
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~impl()
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@ -2,13 +2,14 @@
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set(hdrs
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include/pw/visual/mesh_renderer.hpp
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include/pw/visual/shader.hpp
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include/pw/visual/context.hpp
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include/pw/visual/pipeline.hpp
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)
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set(srcs
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src/mesh_renderer.cpp
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src/shader.cpp
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src/context.cpp
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src/pipeline.cpp
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)
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add_library(pwvisual
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#ifndef PW_VISUAL_RENDERER_HPP
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#define PW_VISUAL_RENDERER_HPP
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#ifndef PW_VISUAL_MESH_RENDERER_HPP
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#define PW_VISUAL_MESH_RENDERER_HPP
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#include <pw/core/matrix.hpp>
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#include <pw/core/mesh.hpp>
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13
src/visual/include/pw/visual/pipeline.hpp
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13
src/visual/include/pw/visual/pipeline.hpp
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#ifndef PW_VISUAL_PIPELINE_HPP
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#define PW_VISUAL_PIPELINE_HPP
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#include <pw/core/matrix.hpp>
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#include <pw/core/mesh.hpp>
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#include <map>
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namespace pw {
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}
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#endif
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@ -65,114 +65,6 @@ struct mesh_renderer::impl {
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};
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struct renderer {
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sizei _size;
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GLuint _fbo_draw;
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GLuint _fbo_msaa;
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GLuint rboColorId;
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GLuint rboDepthId;
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bool create()
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{
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int max_msaa;
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// query actual maximum MSAA
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glGetIntegerv(GL_MAX_SAMPLES,&max_msaa);
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// create a 4x MSAA renderbuffer object for colorbuffer
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int msaa = 4;
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// msaa = std::clamp(msaa,max_msaa);
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glGenRenderbuffers(1, &rboColorId);
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glBindRenderbuffer(GL_RENDERBUFFER, rboColorId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGB8, _size.width, _size.height);
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// create a 4x MSAA renderbuffer object for depthbuffer
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glGenRenderbuffers(1, &rboDepthId);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepthId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT, _size.width, _size.height);
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// create a 4x MSAA framebuffer object
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glGenFramebuffers(1, &_fbo_msaa);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo_msaa);
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// attach colorbuffer image to FBO
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
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GL_COLOR_ATTACHMENT0, // 2. color attachment point
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GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
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rboColorId); // 4. rbo ID
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// attach depthbuffer image to FBO
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
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GL_DEPTH_ATTACHMENT, // 2. depth attachment point
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GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
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rboDepthId); // 4. rbo ID
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// check FBO status
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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return false;
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return true;
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}
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void draw()
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{
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/* We are going to blit into the window (default framebuffer) */
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glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
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glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
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/* Read from your FBO */
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glBindFramebuffer (GL_READ_FRAMEBUFFER, _fbo_draw );
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glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
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/* Copy the color and depth buffer from your FBO to the default framebuffer */
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glBlitFramebuffer (0,0, _size.width, _size.height,
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0,0, _size.width, _size.height,
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GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
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GL_NEAREST);
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}
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};
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class pipeline;
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class pass
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{
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public:
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virtual void apply(pipeline& p);
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};
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class pipeline
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{
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public:
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void apply()
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{
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for (auto p : _passes) p.apply(*this);
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}
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protected:
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std::vector<pass> _passes;
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};
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//pipeline >
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// n*pass
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// shadow_pass
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// lighting_pass
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// mesh_pass
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// compositor_pass
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//compositor
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// render to fbo > add a
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// glBlitFramebuffer .. https://stackoverflow.com/questions/29254574/using-glblitframebuffer-to-display-a-texture
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}
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124
src/visual/src/pipeline.cpp
Normal file
124
src/visual/src/pipeline.cpp
Normal file
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#include "pw/core/size.hpp"
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#include "pw/core/matrix.hpp"
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#include "glad/glad.h"
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namespace pw {
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struct pipeline {
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sizei _size;
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GLuint _fbo_draw;
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GLuint _fbo_msaa;
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GLuint rboColorId;
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GLuint rboDepthId;
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bool create()
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{
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int max_msaa;
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// query actual maximum MSAA
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glGetIntegerv(GL_MAX_SAMPLES,&max_msaa);
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// create a 4x MSAA renderbuffer object for colorbuffer
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int msaa = 4;
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// msaa = std::clamp(msaa,max_msaa);
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glGenRenderbuffers(1, &rboColorId);
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glBindRenderbuffer(GL_RENDERBUFFER, rboColorId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGB8, _size.width, _size.height);
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// create a 4x MSAA renderbuffer object for depthbuffer
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glGenRenderbuffers(1, &rboDepthId);
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glBindRenderbuffer(GL_RENDERBUFFER, rboDepthId);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT, _size.width, _size.height);
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// create a 4x MSAA framebuffer object
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glGenFramebuffers(1, &_fbo_msaa);
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glBindFramebuffer(GL_FRAMEBUFFER, _fbo_msaa);
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// attach colorbuffer image to FBO
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
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GL_COLOR_ATTACHMENT0, // 2. color attachment point
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GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
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rboColorId); // 4. rbo ID
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// attach depthbuffer image to FBO
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, // 1. fbo target: GL_FRAMEBUFFER
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GL_DEPTH_ATTACHMENT, // 2. depth attachment point
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GL_RENDERBUFFER, // 3. rbo target: GL_RENDERBUFFER
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rboDepthId); // 4. rbo ID
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// check FBO status
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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return false;
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return true;
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}
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void draw()
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{
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/* We are going to blit into the window (default framebuffer) */
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glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
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glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
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/* Read from your FBO */
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glBindFramebuffer (GL_READ_FRAMEBUFFER, _fbo_draw );
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glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
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/* Copy the color and depth buffer from your FBO to the default framebuffer */
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glBlitFramebuffer (0,0, _size.width, _size.height,
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0,0, _size.width, _size.height,
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GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
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GL_NEAREST);
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}
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|
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};
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|
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}
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//class pipeline;
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//class pass
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//{
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//public:
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// virtual void apply(pipeline& p);
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//};
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//class pipeline
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//{
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//public:
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// void apply()
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// {
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// for (auto p : _passes) p.apply(*this);
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// }
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//protected:
|
||||
// std::vector<pass> _passes;
|
||||
//};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//pipeline >
|
||||
// n*pass
|
||||
// shadow_pass
|
||||
// lighting_pass
|
||||
// mesh_pass
|
||||
// compositor_pass
|
||||
|
||||
//compositor
|
||||
// render to fbo > add a
|
||||
// glBlitFramebuffer .. https://stackoverflow.com/questions/29254574/using-glblitframebuffer-to-display-a-texture
|
Loading…
Add table
Add a link
Reference in a new issue