Set up Renderer base and shader compilation
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#ifndef Renderer_h__
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#define Renderer_h__
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#include <sstream>
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class Renderer : public IRenderer
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{
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public:
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virtual void Initialize() override;
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virtual void Draw(RenderQueueCollection& rq) override;
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private:
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void InitializeWindow();
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void InitializeShaders();
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ShaderProgram m_BasicForwardProgram;
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};
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#endif
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@@ -0,0 +1,91 @@
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#include <string>
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#include "../Core/Util/Logging.h"
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// OpenGL
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <glext.h>
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#include "Util/GLError.h"
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#include <fstream>
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#include <vector>
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class Shader
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{
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public:
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static GLuint CompileShader(GLenum shaderType, std::string fileName);
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Shader(GLenum shaderType, std::string fileName);
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virtual ~Shader();
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GLuint Compile();
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GLenum GetType() const;
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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GLint m_ShaderHandle;
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};
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template <int SHADERTYPE>
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class ShaderType : public Shader
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{
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public:
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ShaderType(std::string fileName)
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: Shader(SHADERTYPE, fileName) { }
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};
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class VertexShader : public ShaderType<GL_VERTEX_SHADER>
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{
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public:
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VertexShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
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{
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public:
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FragmentShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
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{
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public:
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GeometryShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ComputeShader : public ShaderType<GL_COMPUTE_SHADER>
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{
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public:
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ComputeShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ShaderProgram
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{
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public:
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ShaderProgram()
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: m_ShaderProgramHandle(0) { }
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~ShaderProgram();
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void AddShader(std::shared_ptr<Shader> shader);
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void Compile();
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GLuint Link();
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GLuint GetHandle();
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void Bind();
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void Unbind();
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private:
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GLuint m_ShaderProgramHandle;
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std::vector<std::shared_ptr<Shader>> m_Shaders;
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};
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