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Copy pathRenderer.cpp
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220 lines (183 loc) · 5.42 KB
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#include "Renderer.h"
namespace ogl_lib
{
Renderer::Renderer()
{
if (!glfwInit())
{
throw std::runtime_error("Failed to initialize GLFW");
}
active_shader_id_ = 0;
}
Renderer::~Renderer()
{
shutdown_opengl();
}
void Renderer::initialize_opengl()
{
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
throw std::runtime_error("Failed to initialize GLAD");
}
glEnable(GL_DEPTH_TEST);
}
void Renderer::shutdown_opengl()
{
glfwTerminate();
window_ = nullptr;
active_shader_id_ = 0;
}
void Renderer::create_window(int width, int height, const char* title)
{
window_ = glfwCreateWindow(width, height, title, nullptr, nullptr);
if (!window_)
{
throw std::runtime_error("Failed to create GLFW window");
}
glfwMakeContextCurrent(window_);
}
void Renderer::clear_screen(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Renderer::swap_buffers()
{
if (window_)
glfwSwapBuffers(window_);
}
void Renderer::set_viewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
std::string Renderer::read_file(const char* path) const
{
std::ifstream file(path);
if (!file)
throw std::runtime_error(std::string("Failed to open shader file: ") + path);
std::stringstream ss;
ss << file.rdbuf();
return ss.str();
}
void Renderer::load_shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode = read_file(vertexPath);
std::string fragmentCode = read_file(fragmentPath);
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vShaderCode, nullptr);
glCompileShader(vertexShader);
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
throw std::runtime_error(std::string("Vertex shader compilation failed: ") + infoLog);
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fShaderCode, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
throw std::runtime_error(std::string("Fragment shader compilation failed: ") + infoLog);
}
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
char infoLog[512];
glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
throw std::runtime_error(std::string("Shader program linking failed: ") + infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
active_shader_id_ = shaderProgram;
}
void Renderer::use_shader(unsigned int shaderID)
{
glUseProgram(shaderID);
active_shader_id_ = shaderID;
}
void Renderer::set_uniform(const char* name, float value)
{
GLint location = glGetUniformLocation(active_shader_id_, name);
if (location == -1)
throw std::runtime_error(std::string("Uniform not found: ") + name);
glUniform1f(location, value);
}
unsigned int Renderer::create_vertex_buffer(const float* data, size_t size)
{
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), data, GL_STATIC_DRAW);
return VBO;
}
void Renderer::bind_vertex_array(unsigned int vaoID)
{
glBindVertexArray(vaoID);
}
unsigned int Renderer::load_texture(const char* imagePath)
{
int width, height, nrChannels;
unsigned char* data = stbi_load(imagePath, &width, &height, &nrChannels, 0);
if (!data)
{
throw std::runtime_error(std::string("Failed to load texture image: ") + imagePath);
}
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLenum format = GL_RGB;
if (nrChannels == 1) format = GL_RED;
else if (nrChannels == 3) format = GL_RGB;
else if (nrChannels == 4) format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return textureID;
}
void Renderer::bind_texture(unsigned int textureID)
{
glBindTexture(GL_TEXTURE_2D, textureID);
}
void Renderer::draw_arrays(int mode, int first, int count)
{
glDrawArrays(mode, first, count);
}
void Renderer::draw_elements(int mode, int count, int type, const void* indices)
{
glDrawElements(mode, count, type, indices);
}
void Renderer::enable_depth_test(bool enable)
{
if (enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
void Renderer::set_blend_mode(int mode)
{
glBlendFunc(GL_SRC_ALPHA, mode);
}
void Renderer::check_errors() const
{
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR)
{
throw std::runtime_error(std::string("OpenGL error occurred: ") + std::to_string(err));
}
}
}