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authorLoic Guegan <manzerbredes@mailbox.org>2020-07-06 07:17:09 +0200
committerLoic Guegan <manzerbredes@mailbox.org>2020-07-06 07:17:09 +0200
commit29339928d7a05ca11786885643631206a978655e (patch)
treeb8c9f69f807a2002e2ac7649e48734b1c38bea8c /src/opengl/renderer.cpp
parente29a9115d185d0b752868a36c8d56f6020bc4134 (diff)
Cleaning code
Diffstat (limited to 'src/opengl/renderer.cpp')
-rw-r--r--src/opengl/renderer.cpp41
1 files changed, 25 insertions, 16 deletions
diff --git a/src/opengl/renderer.cpp b/src/opengl/renderer.cpp
index 1898753..1a7166d 100644
--- a/src/opengl/renderer.cpp
+++ b/src/opengl/renderer.cpp
@@ -18,7 +18,9 @@ void GLAPIENTRY MessageCallback( GLenum source,
}
-Renderer::Renderer(short width,short height): Width(width),Height(height), ClockStart(steady_clock::now()){
+Renderer::Renderer(short width,short height, std::string shader_name):
+ Width(width),Height(height), ClockStart(steady_clock::now()),
+ CurrentShader(shader_name){
// Init OpenGl
glewInit();
glEnable(GL_DEPTH_TEST);
@@ -33,24 +35,25 @@ Renderer::Renderer(short width,short height): Width(width),Height(height), Clock
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
float square[]{
- -1,1,0,
- 1,1,0,
- -1,-1,0,
-
- -1,-1,0,
- 1,1,0,
- 1,-1,0
-
+ -1,1,0,1,1,0,-1,-1,0,
+ -1,-1,0,1,1,0,1,-1,0
};
glBufferData(GL_ARRAY_BUFFER, 6*3*sizeof(float), square, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glBindVertexArray(0);
- LoadShader("square.glsl");
+ LoadShader();
+}
+
+Renderer::~Renderer(){
+ glDeleteProgram(RayMarchingShader);
+ glDeleteVertexArrays(1,&VAO);
}
void Renderer::Render(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // Setup shader
glUseProgram(RayMarchingShader);
MProjection=glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.f,100.0f);
MModel=glm::scale(glm::mat4(1.0f),glm::vec3(10,10,1));
@@ -59,22 +62,28 @@ void Renderer::Render(){
ClockCurrent = std::chrono::steady_clock::now();
duration<double> time_span = duration_cast<duration<double>>(ClockCurrent - ClockStart);
glUniform1f(UTime, time_span.count());
-
glUniform2f(UResolution,Width,Height);
+
+ // Draw the actual shader onto the quad
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES,0,6);
glBindVertexArray(0);
glUseProgram(0);
}
-void Renderer::UpdateShader(std::string name){
+void Renderer::ChangeShader(std::string name){
+ this->CurrentShader=name;
+ glDeleteProgram(RayMarchingShader);
+ LoadShader();
+}
+
+void Renderer::RefreshShader(){
glDeleteProgram(RayMarchingShader);
- LoadShader(name);
+ LoadShader();
}
-void Renderer::LoadShader(std::string name){
- RayMarchingShader = CompileShader("square.glsl");
- RayMarchingShader = CompileShader("square.glsl");
+void Renderer::LoadShader(){
+ RayMarchingShader = CompileShader(CurrentShader);
UProjection = glGetUniformLocation(RayMarchingShader, "projection");
UModel = glGetUniformLocation(RayMarchingShader, "model");
UResolution = glGetUniformLocation(RayMarchingShader, "resolution");