mirror of
https://github.com/NoelFB/blah.git
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Refactored Graphics to allow Renderer choice at runtime
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52
README.md
52
README.md
@ -9,10 +9,10 @@ A small 2D C++ Game Framework, using few dependencies and simple code to mainain
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- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_sdl2.cpp) can be enabled in CMake with `BLAH_PLATFORM_SDL2` (default)
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- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_win32.cpp) (UNFINISHED) can be enabled in CMake with `BLAH_PLATFORM_WIN32`
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- Additional platforms can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform.h)
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- A single *Graphics* implementation must be enabled:
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- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_gl.cpp) can be enabled in CMake with `BLAH_GRAPHICS_OPENGL` (default)
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- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/graphics_d3d11.cpp) can be enabled in CMake with `BLAH_GRAPHICS_D3D11`
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- Additional graphics can be added by implementing the [Graphics Backend](https://github.com/NoelFB/blah/blob/master/src/internal/graphics.h)
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- At least one *Renderer* implementation must be enabled:
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- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_gl.cpp) can be enabled in CMake with `BLAH_RENDERER_OPENGL`
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- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_d3d11.cpp) can be enabled in CMake with `BLAH_RENDERER_D3D11`
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- Additional renderers can be added by implementing the [Renderer Backend](https://github.com/NoelFB/blah/blob/master/src/internal/renderer.h)
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#### notes
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- There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/src/graphics/batch.cpp) has hard-coded GLSL/HLSL. This will need to change.
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@ -27,39 +27,27 @@ A small 2D C++ Game Framework, using few dependencies and simple code to mainain
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using namespace Blah;
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Batch batch;
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TextureRef tex;
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void startup()
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{
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tex = Texture::create("player.png");
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}
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void render()
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{
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App::backbuffer->clear(Color::black);
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auto center = Vec2f(App::backbuffer->width(), App::backbuffer->height()) / 2;
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auto rotation = Time::seconds * Calc::TAU;
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auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
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batch.push_matrix(transform);
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batch.rect(Rectf(-32, -32, 64, 64), Color::red);
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batch.tex(tex, Vec2f(64, 0), Color::white);
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batch.pop_matrix();
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batch.render();
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batch.clear();
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}
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int main()
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{
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Config config;
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config.name = "blah app";
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config.width = 1280;
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config.height = 720;
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config.on_startup = startup;
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config.on_render = render;
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config.on_render = []()
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{
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App::backbuffer()->clear(Color::black);
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auto center = App::get_backbuffer_size() / 2;
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auto rotation = Time::seconds * Calc::TAU;
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auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
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batch.push_matrix(transform);
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batch.rect(Rectf(-32, -32, 64, 64), Color::red);
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batch.pop_matrix();
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batch.render();
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batch.clear();
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};
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App::run(&config);
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return 0;
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}
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