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August 15, 2025 02:42
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| class CVertexArrayBufferImpl | |
| { | |
| public: | |
| CVertexArrayBufferImpl() | |
| { | |
| _mesh = std::make_shared<Magnum::GL::Mesh>(Magnum::GL::MeshPrimitive::Triangles); | |
| //_shader = std::make_shared<VertexArrayBufferShaderImpl>(); | |
| } | |
| void Render( | |
| NState_Abstract& state, | |
| const CoreMath::TransformMatrix& matrix_local2projection, | |
| const CoreMath::Colour& rgba, | |
| const std::vector<NShader_SpriteImpl*> custom_shaders, | |
| const CVertexArrayBuffer::RenderConfiguration& config) | |
| { | |
| using namespace Magnum; | |
| using namespace Math::Literals; | |
| auto& mesh = *std::static_pointer_cast<Magnum::GL::Mesh>(_mesh); | |
| const auto rgba_impl = Magnum::Color4( | |
| 1.f * rgba.r / CoreMath::Colour::ValOne, | |
| 1.f * rgba.g / CoreMath::Colour::ValOne, | |
| 1.f * rgba.b / CoreMath::Colour::ValOne, | |
| 1.f * rgba.a / CoreMath::Colour::ValOne); | |
| if (rgba_impl.a() > 0) | |
| { | |
| SUCCESS_CHECK_RETURN_IF_FAILED(state.HasComponent<CMask>()); | |
| auto& mask_data = state.GetComponent<CMask>().GetData(); | |
| SECORE_CHECK_RENDERER_STATUS(); | |
| static const auto uv_transform_current = Magnum::Matrix3(Magnum::Math::IdentityInit); | |
| const auto& prev_blend = CRenderMgr::GetInstance().GetCurrentBlendMode(); | |
| CRenderMgr::GetInstance().ApplyBlendMode(BlendMode::BlendAlpha); | |
| { | |
| auto& shader = *(std::static_pointer_cast<NShader_SpriteAnimationImpl>(CShaderMgr::GetInstance().loadShader(L"vn_NShader_SpriteAnimationImpl"))); | |
| const bool can_render = shader.set_mask_variables(*state.GetOwnerObj(), mask_data); | |
| if (can_render) | |
| { | |
| shader | |
| .bindFirstTexture(*(static_cast<Magnum::GL::Texture2D*>(config.texture->getTextureToRender()))) | |
| .bindNextTransitionTexture(*(static_cast<Magnum::GL::Texture2D*>(config.texture->getTextureToRender()))) | |
| //.bindAlphaTransitionTexture(sprite_animation.GetAlphaTransitionTexture()) | |
| .setTextureMatrix_FirstTexture(uv_transform_current) | |
| .setTextureMatrix_NextTexture(uv_transform_current) | |
| //.setTimePassedFraction(animation_passed_ratio) | |
| .setColor(rgba_impl) | |
| .setTransformationProjectionMatrix(matrix_local2projection) | |
| ; | |
| shader.draw(mesh); | |
| } | |
| } | |
| CRenderMgr::GetInstance().ApplyBlendMode(prev_blend); | |
| SECORE_CHECK_RENDERER_STATUS(); | |
| } | |
| // wireframe shader | |
| CRenderMgr::GetInstance().RenderWireframe( | |
| matrix_local2projection | |
| // local: scale | |
| * CoreMath::TransformMatrix::scaling({ 2.f, 2.f, 2.f }), | |
| CoreMath::Colour(0, 0, CoreMath::Colour::ValOne, CoreMath::Colour::ValOne) | |
| ); | |
| } | |
| public: | |
| std::shared_ptr<void> _mesh; | |
| }; | |
| lvn::CVertexArrayBuffer::CVertexArrayBuffer() | |
| { | |
| } | |
| lvn::CVertexArrayBuffer::~CVertexArrayBuffer() | |
| { | |
| } | |
| std::unique_ptr<CComponent> lvn::CVertexArrayBuffer::Clone() | |
| { | |
| return std::unique_ptr<CComponent>(); | |
| } | |
| std::unique_ptr<CVertexArrayBuffer> lvn::CVertexArrayBuffer::Create() | |
| { | |
| return std::make_unique<CVertexArrayBuffer>(); | |
| } | |
| void CVertexArrayBuffer::Render( | |
| NObj& container, | |
| const std::vector<Vertex>& vertices, | |
| const std::vector<uint16_t>& indices, | |
| const RenderConfiguration& config) | |
| { | |
| auto& state = container.GetAbstractState(); | |
| if (!_buffer) { | |
| _buffer = std::make_shared<CVertexArrayBufferImpl>(); | |
| } | |
| // matrix. todo: I should be passing in the camerarelationship, instead of using a fixed value. | |
| const auto matrix_local2projection = CCameraMgr::GetInstance().getWorldViewProjectionMatrix( | |
| state.GetComponent<CTransform>(), state.GetComponent<CRenderable>()._camera_relationship); | |
| // colour | |
| auto rgba = CoreMath::Colour::White; | |
| if (state.HasComponent<CColour>()) { | |
| rgba = state.GetComponent<CColour>().GetVal(); | |
| } | |
| // construct mesh | |
| auto& buffer = *static_cast<CVertexArrayBufferImpl*>(_buffer.get()); | |
| { | |
| using namespace Magnum; | |
| using namespace Math::Literals; | |
| if (!config.texture) { | |
| return; | |
| } | |
| struct TriangleVertex { | |
| NShader_SpriteAnimationImpl::Position::Type position; | |
| NShader_SpriteAnimationImpl::TextureCoordinates::Type textureCoordinates; | |
| }; | |
| std::vector<TriangleVertex> vertices_; | |
| { | |
| for (const auto& vertex : vertices) { | |
| auto& vertex_ = vertices_.emplace_back(TriangleVertex()); | |
| vertex_.position = { vertex.x, vertex.y, 0.f }; | |
| vertex_.textureCoordinates = { vertex.u, vertex.v }; | |
| } | |
| } | |
| Corrade::Containers::ArrayView<const void> data_vertices(vertices_); | |
| GL::Buffer buffer_vertex; | |
| buffer_vertex.setData(data_vertices, GL::BufferUsage::StaticDraw); | |
| Containers::Pair<Containers::Array<char>, MeshIndexType> compressed_indices = | |
| MeshTools::compressIndices(indices); | |
| GL::Buffer buffer_indices(compressed_indices.first()); | |
| // reference: https://github.com/EsotericSoftware/spine-runtimes/blob/4.2/spine-glfw/src/spine-glfw.cpp#L82 | |
| buffer._mesh = std::make_shared<Magnum::GL::Mesh>(Magnum::GL::MeshPrimitive::Triangles); | |
| std::static_pointer_cast<Magnum::GL::Mesh>(buffer._mesh)-> | |
| setCount(static_cast<Magnum::Int>(indices.size())) | |
| .addVertexBuffer(std::move(buffer_vertex) /* transfer ownership to mesh */, 0, | |
| NShader_SpriteAnimationImpl::Position{}, | |
| NShader_SpriteAnimationImpl::TextureCoordinates{}) | |
| .setIndexBuffer(std::move(buffer_indices), 0, compressed_indices.second()); | |
| } | |
| buffer.Render( | |
| state, | |
| matrix_local2projection, | |
| rgba, | |
| {}, | |
| config | |
| ); | |
| /*auto& buffer = *static_cast<CVertexArrayBufferImpl*>(_buffer.get()); | |
| buffer.Render( | |
| matrix_local2projection, | |
| *static_cast<Magnum::GL::CubeMapTexture*>(texture.getTextureToRender()), | |
| rgba, | |
| {} | |
| );*/ | |
| } |
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