[ADD] custom rendering system
This commit is contained in:
@@ -1,57 +0,0 @@
|
||||
#include "FpsCam.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
FpsCam::FpsCam(GLFWwindow* window)
|
||||
{
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
if (glfwRawMouseMotionSupported())
|
||||
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
|
||||
}
|
||||
|
||||
|
||||
glm::mat4 FpsCam::getMatrix()
|
||||
{
|
||||
glm::mat4 ret(1.0f);
|
||||
ret = glm::rotate(ret, rotation.x, glm::vec3(1, 0, 0));
|
||||
ret = glm::rotate(ret, rotation.y, glm::vec3(0, 1, 0));
|
||||
ret = glm::translate(ret, position);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void FpsCam::move(float angle, float fac)
|
||||
{
|
||||
position.x += (float)cos(rotation.y + glm::radians(angle)) * fac;
|
||||
position.z += (float)sin(rotation.y + glm::radians(angle)) * fac;
|
||||
}
|
||||
|
||||
|
||||
void FpsCam::update(GLFWwindow* window)
|
||||
{
|
||||
double currentTime = glfwGetTime();
|
||||
static double lastFrameTime = 0;
|
||||
double deltaTime = currentTime - lastFrameTime;
|
||||
lastFrameTime = currentTime;
|
||||
|
||||
double x, y;
|
||||
glfwGetCursorPos(window, &x, &y);
|
||||
|
||||
static double lastX = x;
|
||||
static double lastY = y;
|
||||
|
||||
rotation.x -= (float)(lastY - y) / 100.0f;
|
||||
rotation.y -= (float)(lastX - x) / 100.0f;
|
||||
|
||||
lastX = x;
|
||||
lastY = y;
|
||||
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
move(0, 4.0f * deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
move(180, 4.0f * deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
move(90, 4.0f * deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
move(-90, 4.0f * deltaTime);
|
||||
}
|
||||
21
src/FpsCam.h
21
src/FpsCam.h
@@ -1,21 +0,0 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
class FpsCam
|
||||
{
|
||||
public:
|
||||
FpsCam(GLFWwindow*);
|
||||
|
||||
glm::mat4 getMatrix();
|
||||
void update(GLFWwindow*);
|
||||
|
||||
private:
|
||||
glm::vec3 position = glm::vec3(0, 0, 0);
|
||||
glm::vec2 rotation = glm::vec2(0, 0);
|
||||
|
||||
void move(float angle, float fac);
|
||||
};
|
||||
|
||||
|
||||
95
src/MainManager.cpp
Normal file
95
src/MainManager.cpp
Normal file
@@ -0,0 +1,95 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <vector>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <ostream>
|
||||
|
||||
#include "stb_image.h"
|
||||
|
||||
#include "models/Model.h"
|
||||
#include "renderEngine/Loader.h"
|
||||
#include "renderEngine/ObjLoader.h"
|
||||
#include "renderEngine/Renderer.h"
|
||||
#include "shaders/StaticShader.h"
|
||||
#include "toolbox/Toolbox.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
|
||||
static double updateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
#pragma region OPENGL_SETTINGS
|
||||
if (!glfwInit())
|
||||
throw "Could not inditialize glwf";
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "Eindopdracht - Menno Bil", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
throw "Could not initialize glwf";
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glewInit();
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
});
|
||||
|
||||
|
||||
models::RawModel rawModel = LoadObjModel("res/Tree.obj");
|
||||
models::ModelTexture texture = { renderEngine::loader::LoadTexture("res/TreeTexture.png") };
|
||||
models::TexturedModel model = { rawModel, texture };
|
||||
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
|
||||
|
||||
shaders::StaticShader shader;
|
||||
shader.init();
|
||||
renderEngine::renderer::Init(shader);
|
||||
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Update
|
||||
const double delta = updateDelta();
|
||||
entity.increaseRotation(glm::vec3(0, 1, 0));
|
||||
camera.move(window);
|
||||
|
||||
// Render
|
||||
renderEngine::renderer::Prepare();
|
||||
shader.start();
|
||||
shader.loadViewMatrix(camera);
|
||||
|
||||
renderEngine::renderer::Render(entity, shader);
|
||||
|
||||
// Finish up
|
||||
shader.stop();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// Clean up
|
||||
shader.cleanUp();
|
||||
renderEngine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
static double updateDelta()
|
||||
{
|
||||
double currentTime = glfwGetTime();
|
||||
static double lastFrameTime = currentTime;
|
||||
double deltaTime = currentTime - lastFrameTime;
|
||||
lastFrameTime = currentTime;
|
||||
return deltaTime;
|
||||
}
|
||||
32
src/entities/Camera.cpp
Normal file
32
src/entities/Camera.cpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#include "Camera.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
Camera::Camera(const ::glm::vec3& position, const ::glm::vec3& rotation)
|
||||
: position(position),
|
||||
rotation(rotation)
|
||||
{}
|
||||
|
||||
void Camera::move(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
position.z -= speed;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
position.z += speed;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
position.x += speed;
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
position.x -= speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
24
src/entities/Camera.h
Normal file
24
src/entities/Camera.h
Normal file
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
class Camera
|
||||
{
|
||||
private:
|
||||
float speed = 0.02f;
|
||||
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
|
||||
public:
|
||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||
|
||||
void move(GLFWwindow* window);
|
||||
|
||||
inline glm::vec3 getPosition() const{ return position; }
|
||||
inline glm::vec3 getRotation() const{ return rotation; }
|
||||
};
|
||||
}
|
||||
29
src/entities/Entity.cpp
Normal file
29
src/entities/Entity.cpp
Normal file
@@ -0,0 +1,29 @@
|
||||
#include "Entity.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace entities
|
||||
{
|
||||
Entity::Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale)
|
||||
: model(model),
|
||||
position(position),
|
||||
rotation(rotation),
|
||||
scale(scale)
|
||||
{
|
||||
}
|
||||
|
||||
void Entity::increasePosition(const glm::vec3& distance)
|
||||
{
|
||||
position.x += distance.x;
|
||||
position.y += distance.y;
|
||||
position.z += distance.z;
|
||||
}
|
||||
|
||||
void Entity::increaseRotation(const glm::vec3& rotation)
|
||||
{
|
||||
this->rotation.x += rotation.x;
|
||||
this->rotation.y += rotation.y;
|
||||
this->rotation.z += rotation.z;
|
||||
}
|
||||
}
|
||||
|
||||
31
src/entities/Entity.h
Normal file
31
src/entities/Entity.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../models/Model.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
class Entity
|
||||
{
|
||||
private:
|
||||
models::TexturedModel model;
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation;
|
||||
float scale;
|
||||
|
||||
public:
|
||||
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
||||
|
||||
void increasePosition(const glm::vec3& distance);
|
||||
void increaseRotation(const glm::vec3& rotation);
|
||||
|
||||
inline models::TexturedModel getModel() const{return model;}
|
||||
inline void set_model(const ::models::TexturedModel& model) { this->model = model; }
|
||||
inline glm::vec3 getPosition() const { return position; }
|
||||
inline void set_position(const ::glm::vec3& position) { this->position = position; }
|
||||
inline glm::vec3 getRotation() const { return rotation; }
|
||||
inline void set_rotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
|
||||
inline float getScale() const { return scale; }
|
||||
inline void set_scale(const float scale) { this->scale = scale; }
|
||||
};
|
||||
}
|
||||
100
src/main.cpp
100
src/main.cpp
@@ -1,100 +0,0 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "tigl.h"
|
||||
#include "FpsCam.h"
|
||||
#include <iostream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
using tigl::Vertex;
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
|
||||
GLFWwindow* window;
|
||||
|
||||
void init();
|
||||
void update();
|
||||
void draw();
|
||||
|
||||
int main(void)
|
||||
{
|
||||
if (!glfwInit())
|
||||
throw "Could not initialize glwf";
|
||||
window = glfwCreateWindow(1400, 800, "Hello World", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
throw "Could not initialize glwf";
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
tigl::init();
|
||||
|
||||
init();
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
update();
|
||||
draw();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
FpsCam* camera;
|
||||
|
||||
void init()
|
||||
{
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
});
|
||||
camera = new FpsCam(window);
|
||||
}
|
||||
|
||||
|
||||
void update()
|
||||
{
|
||||
camera->update(window);
|
||||
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
int viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(75.0f), viewport[2] / (float)viewport[3], 0.01f, 100.0f);
|
||||
|
||||
tigl::shader->setProjectionMatrix(projection);
|
||||
tigl::shader->setViewMatrix(camera->getMatrix());
|
||||
tigl::shader->setModelMatrix(glm::mat4(1.0f));
|
||||
|
||||
tigl::shader->enableColor(true);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
tigl::begin(GL_TRIANGLES);
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(-2, -1, -4), glm::vec4(1, 0, 0, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(2, -1, -4), glm::vec4(0, 1, 0, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(0, 1, -4), glm::vec4(0, 0, 1, 1)));
|
||||
|
||||
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(-10, -1, -10), glm::vec4(1, 1, 1, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(-10, -1, 10), glm::vec4(1, 1, 1, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(10, -1, 10), glm::vec4(1, 1, 1, 1)));
|
||||
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(-10, -1, -10), glm::vec4(1, 1, 1, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(10, -1, -10), glm::vec4(1, 1, 1, 1)));
|
||||
tigl::addVertex(Vertex::PC(glm::vec3(10, -1, 10), glm::vec4(1, 1, 1, 1)));
|
||||
|
||||
tigl::end();
|
||||
}
|
||||
38
src/models/Model.h
Normal file
38
src/models/Model.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
namespace models
|
||||
{
|
||||
/*
|
||||
Structure for storing a vboID and vertexCount.
|
||||
|
||||
This structure represents a Bare bones Model (A mesh without a texture).
|
||||
The vaoID, points to an ID stored by openGL and the
|
||||
vertexCount is how many triangles in the mesh there are.
|
||||
*/
|
||||
struct RawModel
|
||||
{
|
||||
GLuint vaoID;
|
||||
int vertexCount;
|
||||
};
|
||||
|
||||
/*
|
||||
Structure for storing a texture (textureID) to apply to a RawModel.
|
||||
*/
|
||||
struct ModelTexture
|
||||
{
|
||||
GLuint textureID;
|
||||
};
|
||||
|
||||
/*
|
||||
Structure for storing a RawModel and a Texure.
|
||||
|
||||
This struct represents a model with a texture.
|
||||
*/
|
||||
struct TexturedModel
|
||||
{
|
||||
RawModel rawModel;
|
||||
ModelTexture texture;
|
||||
};
|
||||
}
|
||||
118
src/renderEngine/Loader.cpp
Normal file
118
src/renderEngine/Loader.cpp
Normal file
@@ -0,0 +1,118 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "../stb_image.h"
|
||||
#include "Loader.h"
|
||||
|
||||
namespace renderEngine
|
||||
{
|
||||
namespace loader
|
||||
{
|
||||
static GLuint createVAO();
|
||||
static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data);
|
||||
static void bindIndicesBuffer(std::vector<unsigned int>& indices);
|
||||
|
||||
static std::vector<GLuint> vaos;
|
||||
static std::vector<GLuint> vbos;
|
||||
static std::vector<GLuint> textures;
|
||||
|
||||
/*
|
||||
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
||||
*/
|
||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices)
|
||||
{
|
||||
GLuint vaoID = createVAO();
|
||||
bindIndicesBuffer(indices);
|
||||
storeDataInAttributeList(0, 3, positions);
|
||||
storeDataInAttributeList(1, 2, textureCoords);
|
||||
glBindVertexArray(0);
|
||||
return { vaoID, static_cast<int>(indices.size()) };
|
||||
}
|
||||
|
||||
/*
|
||||
Loads an image as texture into openGL
|
||||
*/
|
||||
GLuint LoadTexture(std::string fileName)
|
||||
{
|
||||
int width, height, bpp;
|
||||
unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
|
||||
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
stbi_image_free(imgData);
|
||||
textures.push_back(textureID);
|
||||
return textureID;
|
||||
}
|
||||
|
||||
/*
|
||||
This function will delete all the vectors declared at the top of this file from openGL.
|
||||
*/
|
||||
void CleanUp()
|
||||
{
|
||||
glDeleteVertexArrays(static_cast<GLsizei>(vaos.size()), &vaos[0]);
|
||||
glDeleteBuffers(static_cast<GLsizei>(vbos.size()), &vbos[0]);
|
||||
glDeleteTextures(static_cast<GLsizei>(textures.size()), &textures[0]);
|
||||
}
|
||||
|
||||
/*
|
||||
This function will create a new VAO for a new mesh.
|
||||
*/
|
||||
static GLuint createVAO()
|
||||
{
|
||||
GLuint vaoID;
|
||||
glGenVertexArrays(1, &vaoID);
|
||||
vaos.push_back(vaoID);
|
||||
glBindVertexArray(vaoID);
|
||||
return vaoID;
|
||||
}
|
||||
|
||||
/*
|
||||
This function can store data (vbo) in a vao.
|
||||
*/
|
||||
static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data)
|
||||
{
|
||||
GLuint vboID;
|
||||
glGenBuffers(1, &vboID);
|
||||
vbos.push_back(vboID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vboID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * data.size(), &data[0], GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
/*
|
||||
This functions loads a indices buffer and binds it to a vao.
|
||||
(Using this method of rendering is way more effici<63>nt with large/complex meshes.
|
||||
This way you won't have to specify double or more occuring vertices. You just use sort of a lookup table
|
||||
to choose which vertex to get)
|
||||
|
||||
Example:
|
||||
std::vector<float> vertices =
|
||||
{
|
||||
-0.5f, 0.5f, 0,
|
||||
-0.5f, -0.5f, 0,
|
||||
0.5f, -0.5f, 0,
|
||||
0.5f, 0.5f, 0
|
||||
};
|
||||
|
||||
std::vector<int> indices =
|
||||
{
|
||||
0,1,3,
|
||||
3,1,2
|
||||
};
|
||||
*/
|
||||
static void bindIndicesBuffer(std::vector<unsigned int>& indices)
|
||||
{
|
||||
GLuint vboID;
|
||||
glGenBuffers(1, &vboID);
|
||||
vbos.push_back(vboID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||
}
|
||||
}
|
||||
}
|
||||
26
src/renderEngine/Loader.h
Normal file
26
src/renderEngine/Loader.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "../models/Model.h"
|
||||
|
||||
namespace renderEngine
|
||||
{
|
||||
namespace loader
|
||||
{
|
||||
/*
|
||||
This function generates a model from model data.
|
||||
*/
|
||||
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices);
|
||||
|
||||
/*
|
||||
Loads a texture from a file into openGL using stb_image.h
|
||||
*/
|
||||
GLuint LoadTexture(std::string fileName);
|
||||
|
||||
/*
|
||||
Call this function when cleaning up all the meshes (when exiting the program).
|
||||
*/
|
||||
void CleanUp();
|
||||
}
|
||||
}
|
||||
134
src/renderEngine/ObjLoader.cpp
Normal file
134
src/renderEngine/ObjLoader.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <sstream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "Loader.h"
|
||||
#include "ObjLoader.h"
|
||||
|
||||
/*
|
||||
* Grotendeels van deze functies zijn gemaakt door:
|
||||
* https://github.com/Hopson97/ThinMatrix-OpenGL-Engine/blob/master/Source/Render_Engine/OBJLoader.cpp
|
||||
*/
|
||||
|
||||
static void split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||
{
|
||||
std::stringstream ss;
|
||||
ss.str(s);
|
||||
std::string item;
|
||||
while (getline(ss, item, delim)) {
|
||||
elems.push_back(item);
|
||||
}
|
||||
}
|
||||
|
||||
static std::vector<std::string> split(const std::string& s, char delim)
|
||||
{
|
||||
std::vector<std::string> elems;
|
||||
split(s, delim, elems);
|
||||
return elems;
|
||||
}
|
||||
|
||||
static void processVertex(const std::vector<std::string>& vertexData,
|
||||
const std::vector<glm::vec3>& normals,
|
||||
const std::vector<glm::vec2>& textures,
|
||||
std::vector<GLuint>& indices,
|
||||
std::vector<GLfloat>& textureArray,
|
||||
std::vector<GLfloat>& normalArray)
|
||||
{
|
||||
GLuint currentVertexPointer = std::stoi(vertexData.at(0)) - 1;
|
||||
indices.push_back(currentVertexPointer);
|
||||
|
||||
glm::vec2 currentTexture = textures.at(std::stoi(vertexData.at(1)) - 1);
|
||||
textureArray[(currentVertexPointer * 2) % textureArray.size()] = currentTexture.x;
|
||||
textureArray[(currentVertexPointer * 2 + 1) % textureArray.size()] = 1 - currentTexture.y;
|
||||
|
||||
glm::vec3 currentNorm = normals.at(std::stoi(vertexData.at(2)) - 1);
|
||||
normalArray[currentVertexPointer * 3] = currentNorm.x;
|
||||
normalArray[currentVertexPointer * 3 + 1] = currentNorm.y;
|
||||
normalArray[currentVertexPointer * 3 + 2] = currentNorm.z;
|
||||
}
|
||||
|
||||
models::RawModel LoadObjModel(std::string fileName)
|
||||
{
|
||||
std::ifstream inFile (fileName);
|
||||
if ( !inFile.is_open() )
|
||||
{
|
||||
throw std::runtime_error ( "Could not open model file " + fileName + ".obj!" );
|
||||
}
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
std::vector<glm::vec2> textures;
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<GLfloat> vertexArray;
|
||||
std::vector<GLfloat> normalArray;
|
||||
std::vector<GLfloat> textureArray;
|
||||
std::string line;
|
||||
|
||||
try
|
||||
{
|
||||
while (std::getline(inFile, line))
|
||||
{
|
||||
std::vector<std::string> splitline = split(line, ' ');
|
||||
if (splitline.at(0) == "v")
|
||||
{
|
||||
glm::vec3 vertex;
|
||||
vertex.x = std::stof(splitline.at(1));
|
||||
vertex.y = std::stof(splitline.at(2));
|
||||
vertex.z = std::stof(splitline.at(3));
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
else if (splitline.at(0) == "vt")
|
||||
{
|
||||
glm::vec2 texture;
|
||||
texture.x = std::stof(splitline.at(1));
|
||||
texture.y = std::stof(splitline.at(2));
|
||||
textures.push_back(texture);
|
||||
}
|
||||
else if (splitline.at(0) == "vn")
|
||||
{
|
||||
glm::vec3 normal;
|
||||
normal.x = std::stof(splitline.at(1));
|
||||
normal.y = std::stof(splitline.at(2));
|
||||
normal.z = std::stof(splitline.at(3));
|
||||
normals.push_back(normal);
|
||||
}
|
||||
else if (splitline.at(0) == "f")
|
||||
{
|
||||
normalArray = std::vector<GLfloat>(vertices.size() * 3);
|
||||
textureArray = std::vector<GLfloat>(textures.size() * 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
std::vector<std::string> splitline = split(line, ' ');
|
||||
std::vector<std::string> vertex1 = split(splitline.at(1), '/');
|
||||
std::vector<std::string> vertex2 = split(splitline.at(2), '/');
|
||||
std::vector<std::string> vertex3 = split(splitline.at(3), '/');
|
||||
processVertex(vertex1, normals, textures, indices, textureArray, normalArray);
|
||||
processVertex(vertex2, normals, textures, indices, textureArray, normalArray);
|
||||
processVertex(vertex3, normals, textures, indices, textureArray, normalArray);
|
||||
if (!std::getline(inFile, line))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
} catch (const std::exception& e)
|
||||
{
|
||||
// Always go in here
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
vertexArray = std::vector<GLfloat>( vertices.size() * 3 );
|
||||
int p = 0;
|
||||
for ( auto& vertex : vertices )
|
||||
{
|
||||
vertexArray[p++] = vertex.x;
|
||||
vertexArray[p++] = vertex.y;
|
||||
vertexArray[p++] = vertex.z;
|
||||
}
|
||||
|
||||
return renderEngine::loader::LoadToVAO( vertexArray, textureArray, indices);
|
||||
}
|
||||
6
src/renderEngine/ObjLoader.h
Normal file
6
src/renderEngine/ObjLoader.h
Normal file
@@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include "../models/Model.h"
|
||||
|
||||
models::RawModel LoadObjModel(std::string fileName);
|
||||
68
src/renderEngine/Renderer.cpp
Normal file
68
src/renderEngine/Renderer.cpp
Normal file
@@ -0,0 +1,68 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <iostream>
|
||||
#include "../models/Model.h"
|
||||
#include "Renderer.h"
|
||||
#include "../toolbox/Toolbox.h"
|
||||
|
||||
namespace renderEngine
|
||||
{
|
||||
namespace renderer
|
||||
{
|
||||
static const float FOV = 70.0f;
|
||||
static const float NEAR_PLANE = 0.01f;
|
||||
static const float FAR_PLANE = 1000.0f;
|
||||
|
||||
/*
|
||||
This function will load the projectionMatrix into the shader
|
||||
*/
|
||||
void Init(shaders::StaticShader& shader)
|
||||
{
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
shader.start();
|
||||
shader.loadProjectionMatrix(projectionMatrix);
|
||||
shader.stop();
|
||||
}
|
||||
|
||||
/*
|
||||
This function will clear the screen.
|
||||
*/
|
||||
void Prepare()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
This function will Render a Model on the screen.
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
||||
{
|
||||
const models::TexturedModel model = entity.getModel();
|
||||
const models::RawModel rawModel = model.rawModel;
|
||||
|
||||
// Enable the model
|
||||
glBindVertexArray(rawModel.vaoID);
|
||||
|
||||
// Enable the inputs for the vertexShader
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// Load the transformation of the model into the shader
|
||||
const glm::mat4 modelMatrix = toolbox::createModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
|
||||
shader.loadModelMatrix(modelMatrix);
|
||||
|
||||
// Draw the model
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, model.texture.textureID);
|
||||
glDrawElements(GL_TRIANGLES, rawModel.vertexCount, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
25
src/renderEngine/Renderer.h
Normal file
25
src/renderEngine/Renderer.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "../entities/Entity.h"
|
||||
#include "../shaders/StaticShader.h"
|
||||
|
||||
namespace renderEngine
|
||||
{
|
||||
namespace renderer
|
||||
{
|
||||
/*
|
||||
Call this function when starting the program
|
||||
*/
|
||||
void Init(shaders::StaticShader& shader);
|
||||
|
||||
/*
|
||||
Call this function before rendering.
|
||||
*/
|
||||
void Prepare();
|
||||
|
||||
/*
|
||||
Call this function when wanting to Render a mesh to the screen.
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::StaticShader& shader);
|
||||
}
|
||||
}
|
||||
129
src/shaders/ShaderProgram.cpp
Normal file
129
src/shaders/ShaderProgram.cpp
Normal file
@@ -0,0 +1,129 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
ShaderProgram::ShaderProgram(std::string& vertexShader, std::string& fragmentShader)
|
||||
{
|
||||
vertexShaderID = loadShader(vertexShader, GL_VERTEX_SHADER);
|
||||
fragmentShaderID = loadShader(fragmentShader, GL_FRAGMENT_SHADER);
|
||||
programID = glCreateProgram();
|
||||
glAttachShader(programID, vertexShaderID);
|
||||
glAttachShader(programID, fragmentShaderID);
|
||||
}
|
||||
|
||||
void ShaderProgram::init()
|
||||
{
|
||||
setAttributes();
|
||||
glLinkProgram(programID);
|
||||
glValidateProgram(programID);
|
||||
getAllUniformLocations();
|
||||
}
|
||||
|
||||
// This method will start the shaders
|
||||
void ShaderProgram::start() const
|
||||
{
|
||||
glUseProgram(programID);
|
||||
}
|
||||
|
||||
// This method will stop the shaders
|
||||
void ShaderProgram::stop() const
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
// This method will clean up all the shaders
|
||||
void ShaderProgram::cleanUp() const
|
||||
{
|
||||
stop();
|
||||
glDetachShader(programID, vertexShaderID);
|
||||
glDetachShader(programID, fragmentShaderID);
|
||||
glDeleteShader(vertexShaderID);
|
||||
glDeleteShader(fragmentShaderID);
|
||||
glDeleteProgram(programID);
|
||||
}
|
||||
|
||||
// This method sets an input variabele into the shaders
|
||||
void ShaderProgram::setAttribute(const GLuint attribute, const char* variableName) const
|
||||
{
|
||||
glBindAttribLocation(programID, attribute, variableName);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadFloat(GLuint location, GLfloat value) const
|
||||
{
|
||||
glUniform1f(location, value);
|
||||
}
|
||||
|
||||
void ShaderProgram::loadVector(GLuint location, glm::vec3 vector) const
|
||||
{
|
||||
// glUniform3f(location, vector.x, vector.y, vector.z);
|
||||
glUniform3fv(location, 1, glm::value_ptr(vector));
|
||||
}
|
||||
|
||||
void ShaderProgram::loadMatrix(GLuint location, glm::mat4 matrix) const
|
||||
{
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::getUniformLocation(const GLchar* uniformName) const
|
||||
{
|
||||
return glGetUniformLocation(programID, uniformName);
|
||||
}
|
||||
|
||||
// This method loads a shader into openGL
|
||||
GLuint ShaderProgram::loadShader(const std::string& shaderString, const GLuint type) const
|
||||
{
|
||||
const char* shaderText = shaderString.c_str();
|
||||
const GLuint shaderID = glCreateShader(type);
|
||||
glShaderSource(shaderID, 1, &shaderText, NULL);
|
||||
glCompileShader(shaderID);
|
||||
|
||||
GLint succes = 0;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &succes);
|
||||
if (succes == GL_FALSE)
|
||||
{
|
||||
GLint maxLength = 0;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
|
||||
std::vector<GLchar> errorLog(maxLength);
|
||||
glGetShaderInfoLog(shaderID, maxLength, &maxLength, &errorLog[0]);
|
||||
for (std::vector<GLchar>::const_iterator i = errorLog.begin(); i != errorLog.end(); ++i)
|
||||
{
|
||||
std::cout << *i;
|
||||
}
|
||||
std::cout << std::endl;
|
||||
std::cerr << "Could not compile shader" << std::endl;
|
||||
cleanUp();
|
||||
std::exit(-1);
|
||||
}
|
||||
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
//// This method reads a shader from a file into a string
|
||||
//std::string ShaderProgram::readFromFile(const std::string& file) const
|
||||
//{
|
||||
// std::string content;
|
||||
// std::ifstream fileStream(file, std::ios::in);
|
||||
|
||||
// if (!fileStream.is_open()) {
|
||||
// std::cerr << "Could not read file " << file << ". File does not exist." << std::endl;
|
||||
// std::exit(-1);
|
||||
// }
|
||||
|
||||
// std::string line;
|
||||
// while (!fileStream.eof()) {
|
||||
// std::getline(fileStream, line);
|
||||
// content.append(line + "\n");
|
||||
// }
|
||||
|
||||
// fileStream.close();
|
||||
// return content;
|
||||
//}
|
||||
}
|
||||
51
src/shaders/ShaderProgram.h
Normal file
51
src/shaders/ShaderProgram.h
Normal file
@@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <string>
|
||||
|
||||
|
||||
/*
|
||||
This abstract class represents a generic shader program.
|
||||
*/
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
class ShaderProgram
|
||||
{
|
||||
private:
|
||||
GLuint programID;
|
||||
GLuint vertexShaderID;
|
||||
GLuint fragmentShaderID;
|
||||
|
||||
public:
|
||||
ShaderProgram(std::string& vertexShader, std::string& fragmentShader);
|
||||
virtual ~ShaderProgram() = default;
|
||||
|
||||
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||
void init();
|
||||
// Call this function before rendering
|
||||
void start() const;
|
||||
// Call this function after rendering
|
||||
void stop() const;
|
||||
// Call this function when closing the application
|
||||
void cleanUp() const;
|
||||
|
||||
protected:
|
||||
// Set the inputs of the vertex shader
|
||||
virtual void setAttributes() const = 0;
|
||||
void setAttribute(const GLuint attribute, const char* variableName) const;
|
||||
|
||||
// Loads value's (uniform variables) into the shader
|
||||
void loadFloat(GLuint location, GLfloat value) const;
|
||||
void loadVector(GLuint location, glm::vec3 vector) const;
|
||||
void loadMatrix(GLuint location, glm::mat4 matrix) const;
|
||||
|
||||
virtual void getAllUniformLocations() = 0;
|
||||
GLuint getUniformLocation(const GLchar* uniformName) const;
|
||||
|
||||
private:
|
||||
GLuint loadShader(const std::string& shaderString, GLuint type) const;
|
||||
//std::string readFromFile(const std::string& file) const;
|
||||
};
|
||||
}
|
||||
88
src/shaders/StaticShader.cpp
Normal file
88
src/shaders/StaticShader.cpp
Normal file
@@ -0,0 +1,88 @@
|
||||
#include "StaticShader.h"
|
||||
#include "../toolbox/Toolbox.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
static std::string vertexShader = R"(
|
||||
#version 400 core
|
||||
// The VertexShader is run for each vertex on the screen.
|
||||
|
||||
|
||||
// Position of the vertex
|
||||
in vec3 position;
|
||||
// Coordinates of the texture
|
||||
in vec2 textureCoords;
|
||||
|
||||
// Equal to the textureCoords
|
||||
out vec2 passTextureCoords;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Tell OpenGL where to render the vertex
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
|
||||
// Pass the textureCoords directly to the fragment shader
|
||||
passTextureCoords = textureCoords;
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
static std::string fragmentShader = R"(
|
||||
#version 400 core
|
||||
// The FragmentShader is run for each pixel in a face on the screen.
|
||||
|
||||
|
||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||
in vec2 passTextureCoords;
|
||||
|
||||
// Final color of the pixel
|
||||
out vec4 outColor;
|
||||
|
||||
// The texture of the model
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
outColor = texture(textureSampler, passTextureCoords);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
StaticShader::StaticShader(): ShaderProgram(vertexShader, fragmentShader)
|
||||
{
|
||||
}
|
||||
|
||||
void StaticShader::loadModelMatrix(const glm::mat4& matrix) const
|
||||
{
|
||||
loadMatrix(location_modelMatrix, matrix);
|
||||
}
|
||||
|
||||
void StaticShader::loadProjectionMatrix(const glm::mat4& projection) const
|
||||
{
|
||||
loadMatrix(location_projectionMatrix, projection);
|
||||
}
|
||||
|
||||
void StaticShader::loadViewMatrix(entities::Camera& camera) const
|
||||
{
|
||||
const glm::mat4 viewMatrix = toolbox::createViewMatrix(camera);
|
||||
loadMatrix(location_viewMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
void StaticShader::setAttributes() const
|
||||
{
|
||||
setAttribute(0, "position");
|
||||
setAttribute(1, "textureCoords");
|
||||
}
|
||||
|
||||
void StaticShader::getAllUniformLocations()
|
||||
{
|
||||
location_modelMatrix = getUniformLocation("modelMatrix");
|
||||
location_projectionMatrix = getUniformLocation("projectionMatrix");
|
||||
location_viewMatrix = getUniformLocation("viewMatrix");
|
||||
}
|
||||
}
|
||||
32
src/shaders/StaticShader.h
Normal file
32
src/shaders/StaticShader.h
Normal file
@@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "ShaderProgram.h"
|
||||
#include "../entities/Camera.h"
|
||||
|
||||
/*
|
||||
This class does represents the shaders for the models.
|
||||
*/
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
class StaticShader : public ShaderProgram
|
||||
{
|
||||
private:
|
||||
GLuint location_modelMatrix;
|
||||
GLuint location_projectionMatrix;
|
||||
GLuint location_viewMatrix;
|
||||
|
||||
public:
|
||||
StaticShader();
|
||||
|
||||
void loadModelMatrix(const glm::mat4& matrix) const;
|
||||
void loadProjectionMatrix(const glm::mat4& projection) const;
|
||||
void loadViewMatrix(entities::Camera& camera) const;
|
||||
|
||||
protected:
|
||||
void setAttributes() const override;
|
||||
void getAllUniformLocations() override;
|
||||
};
|
||||
}
|
||||
17
src/shaders/fragmentShader.glsl
Normal file
17
src/shaders/fragmentShader.glsl
Normal file
@@ -0,0 +1,17 @@
|
||||
#version 400 core
|
||||
// The FragmentShader is run for each pixel in a face on the screen.
|
||||
|
||||
|
||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||
in vec2 passTextureCoords;
|
||||
|
||||
// Final color of the pixel
|
||||
out vec4 outColor;
|
||||
|
||||
// The texture of the model
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
outColor = texture(textureSampler, passTextureCoords);
|
||||
}
|
||||
25
src/shaders/vertexShader.glsl
Normal file
25
src/shaders/vertexShader.glsl
Normal file
@@ -0,0 +1,25 @@
|
||||
#version 400 core
|
||||
// The VertexShader is run for each vertex on the screen.
|
||||
|
||||
|
||||
// Position of the vertex
|
||||
in vec3 position;
|
||||
// Coordinates of the texture
|
||||
in vec2 textureCoords;
|
||||
|
||||
// Equal to the textureCoords
|
||||
out vec2 passTextureCoords;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Tell OpenGL where to render the vertex
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
|
||||
// Pass the textureCoords directly to the fragment shader
|
||||
passTextureCoords = textureCoords;
|
||||
}
|
||||
7762
src/stb_image.h
Normal file
7762
src/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
465
src/tigl.cpp
465
src/tigl.cpp
@@ -1,465 +0,0 @@
|
||||
#include "tigl.h"
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
|
||||
namespace tigl
|
||||
{
|
||||
class ShaderImpl : public internal::Shader
|
||||
{
|
||||
public:
|
||||
ShaderImpl();
|
||||
~ShaderImpl();
|
||||
void use();
|
||||
|
||||
void setProjectionMatrix(const glm::mat4& matrix);
|
||||
void setViewMatrix(const glm::mat4& matrix);
|
||||
void setModelMatrix(const glm::mat4& matrix);
|
||||
|
||||
void enableColor(bool enabled) { setUniform(Uniform::useColor, enabled); }
|
||||
void enableTexture(bool enabled) { setUniform(Uniform::useTexture, enabled); }
|
||||
void enableLighting(bool enabled) { setUniform(Uniform::useLighting, enabled); }
|
||||
void setLightCount(int count) { setUniform(Uniform::lightCount, count); }
|
||||
void setLightDirectional(int lightNr, bool isDirectional) { setUniform("lights[" + std::to_string(lightNr) + "].directional", isDirectional); }
|
||||
void setLightPosition(int lightNr, const glm::vec3& position) { setUniform("lights[" + std::to_string(lightNr) + "].position", position); }
|
||||
void setLightAmbient(int lightNr, const glm::vec3& color) { setUniform("lights[" + std::to_string(lightNr) + "].ambient", color); }
|
||||
void setLightDiffuse(int lightNr, const glm::vec3& color) { setUniform("lights[" + std::to_string(lightNr) + "].diffuse", color); }
|
||||
void setLightSpecular(int lightNr, const glm::vec3& color) { setUniform("lights[" + std::to_string(lightNr) + "].specular", color); }
|
||||
void setShinyness(float shinyness) { setUniform(Uniform::shinyness, shinyness); }
|
||||
|
||||
void enableColorMult(bool enabled) { setUniform(Uniform::useColorMult, enabled); }
|
||||
void setColorMult(const glm::vec4& color) { setUniform(Uniform::colorMult, color); }
|
||||
|
||||
void enableAlphaTest(bool enabled) { setUniform(Uniform::useAlphaTest, enabled); }
|
||||
|
||||
void enableFog(bool enabled) { setUniform(Uniform::useFog, enabled); }
|
||||
void setFogLinear(float begin, float end) {
|
||||
setUniform(Uniform::fogType, 0);
|
||||
setUniform(Uniform::fogLinNear, begin);
|
||||
setUniform(Uniform::fogLinFar, end);
|
||||
}
|
||||
void setFogExp(float density) {
|
||||
setUniform(Uniform::fogType, 1);
|
||||
setUniform(Uniform::fogExpDensity, density);
|
||||
}
|
||||
void setFogExp2(float density) {
|
||||
setUniform(Uniform::fogType, 2);
|
||||
setUniform(Uniform::fogExpDensity, density);
|
||||
}
|
||||
|
||||
private:
|
||||
void addShader(int shaderProgram, GLenum shaderType, const std::string& shader);
|
||||
GLuint programId;
|
||||
enum Uniform
|
||||
{
|
||||
//matrices
|
||||
ProjectionMatrix,
|
||||
ViewMatrix,
|
||||
ModelMatrix,
|
||||
NormalMatrix,
|
||||
//flags
|
||||
useColor,
|
||||
useColorMult,
|
||||
useTexture,
|
||||
useLighting,
|
||||
useAlphaTest,
|
||||
useFog,
|
||||
//parameters
|
||||
colorMult,
|
||||
lightCount,
|
||||
shinyness,
|
||||
cameraPosition,
|
||||
fogType,
|
||||
fogLinNear,
|
||||
fogLinFar,
|
||||
fogExpDensity,
|
||||
|
||||
|
||||
UniformMax
|
||||
};
|
||||
|
||||
int uniforms[UniformMax];
|
||||
|
||||
void setUniform(Uniform uniform, const glm::mat4& value);
|
||||
void setUniform(Uniform uniform, const glm::mat3& value);
|
||||
void setUniform(Uniform uniform, const glm::vec4& value);
|
||||
void setUniform(Uniform uniform, const glm::vec3& value);
|
||||
void setUniform(Uniform uniform, const glm::vec2& value);
|
||||
void setUniform(Uniform uniform, float value);
|
||||
void setUniform(Uniform uniform, int value);
|
||||
void setUniform(Uniform uniform, bool value);
|
||||
|
||||
//slower
|
||||
void setUniform(const std::string& uniform, const glm::mat4& value);
|
||||
void setUniform(const std::string& uniform, const glm::mat3& value);
|
||||
void setUniform(const std::string& uniform, const glm::vec4& value);
|
||||
void setUniform(const std::string& uniform, const glm::vec3& value);
|
||||
void setUniform(const std::string& uniform, const glm::vec2& value);
|
||||
void setUniform(const std::string& uniform, float value);
|
||||
void setUniform(const std::string& uniform, int value);
|
||||
void setUniform(const std::string& uniform, bool value);
|
||||
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 projectionMatrix;
|
||||
glm::mat4 viewMatrix;
|
||||
|
||||
};
|
||||
|
||||
std::unique_ptr<internal::Shader> shader;
|
||||
int attributePosition = 0;
|
||||
int attributeColor = 1;
|
||||
int attributeTexcoord = 2;
|
||||
int attributeNormal = 3;
|
||||
|
||||
|
||||
// Initializes shader used
|
||||
void init()
|
||||
{
|
||||
glewInit();
|
||||
shader.reset(new ShaderImpl());
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
}
|
||||
|
||||
std::vector<Vertex> vertices;
|
||||
GLenum shape = 0;
|
||||
|
||||
void begin(GLenum shape)
|
||||
{
|
||||
assert(tigl::shape == 0);
|
||||
tigl::shape = shape;
|
||||
vertices.clear();
|
||||
}
|
||||
void addVertex(const Vertex& vertex)
|
||||
{
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
void end()
|
||||
{
|
||||
assert(shape != 0);
|
||||
drawVertices(shape, vertices);
|
||||
shape = 0;
|
||||
}
|
||||
|
||||
void drawVertices(GLenum shape, const std::vector<Vertex>& vertices)
|
||||
{
|
||||
if (vertices.size() > 0)
|
||||
{
|
||||
glVertexAttribPointer(tigl::attributePosition, 3, GL_FLOAT, false, sizeof(Vertex), &vertices[0].position);
|
||||
glVertexAttribPointer(tigl::attributeColor, 4, GL_FLOAT, false, sizeof(Vertex), &vertices[0].color);
|
||||
glVertexAttribPointer(tigl::attributeTexcoord, 2, GL_FLOAT, false, sizeof(Vertex), &vertices[0].texcoord);
|
||||
glVertexAttribPointer(tigl::attributeNormal, 3, GL_FLOAT, false, sizeof(Vertex), &vertices[0].normal);
|
||||
glDrawArrays(shape, 0, (GLsizei)vertices.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ShaderImpl::ShaderImpl()
|
||||
{
|
||||
this->programId = glCreateProgram();
|
||||
addShader(this->programId, GL_VERTEX_SHADER, R"ESC(#version 330
|
||||
|
||||
layout (location = 0) in vec3 a_position;
|
||||
layout (location = 1) in vec4 a_color;
|
||||
layout (location = 2) in vec2 a_texcoord;
|
||||
layout (location = 3) in vec3 a_normal;
|
||||
|
||||
uniform mat4 modelMatrix = mat4(1.0);
|
||||
uniform mat4 viewMatrix = mat4(1.0);
|
||||
uniform mat4 projectionMatrix = mat4(1.0);
|
||||
uniform mat3 normalMatrix = mat3(1.0);
|
||||
|
||||
out vec4 color;
|
||||
out vec2 texCoord;
|
||||
out vec3 normal;
|
||||
out vec3 position;
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = a_texcoord;
|
||||
color = a_color;
|
||||
normal = normalMatrix * a_normal;
|
||||
position = vec3(modelMatrix * vec4(a_position,1));
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(a_position,1);
|
||||
}
|
||||
)ESC");
|
||||
addShader(this->programId, GL_FRAGMENT_SHADER, R"ESC(#version 330
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
uniform sampler2D s_texture;
|
||||
|
||||
//flags
|
||||
uniform bool useColor = false;
|
||||
uniform bool useColorMult = false;
|
||||
uniform bool useTexture = false;
|
||||
uniform bool useLighting = false;
|
||||
uniform bool useAlphaTest = false;
|
||||
uniform bool useFog = false;
|
||||
//parameters
|
||||
uniform vec4 colorMult = vec4(1,1,1,1);
|
||||
uniform vec3 fogColor = vec3(1.0);
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
uniform int fogType = 0;
|
||||
uniform float fogLinNear = 0;
|
||||
uniform float fogLinFar = 100;
|
||||
uniform float fogExpDensity = 0;
|
||||
|
||||
|
||||
uniform float shinyness = 0;
|
||||
struct Light
|
||||
{
|
||||
bool directional;
|
||||
vec3 position;
|
||||
vec3 diffuse;
|
||||
vec3 ambient;
|
||||
vec3 specular;
|
||||
};
|
||||
uniform Light lights[5];
|
||||
uniform int lightCount = 1;
|
||||
|
||||
|
||||
in vec4 color;
|
||||
in vec2 texCoord;
|
||||
in vec3 normal;
|
||||
in vec3 position;
|
||||
|
||||
|
||||
float fogFactorLinear(const float dist, const float start, const float end) {
|
||||
return 1.0 - clamp((end - dist) / (end - start), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fogFactorExp2(const float dist, const float density) {
|
||||
const float LOG2 = -1.442695;
|
||||
float d = density * dist;
|
||||
return 1.0 - clamp(exp2(d * d * LOG2), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fogFactorExp(const float dist, const float density) {
|
||||
return 1.0 - clamp(exp(-density * dist), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 outputColor = vec4(1,1,1,1);
|
||||
if(useColor)
|
||||
outputColor *= color;
|
||||
if(useColorMult)
|
||||
outputColor *= colorMult;
|
||||
if(useTexture)
|
||||
outputColor *= texture2D(s_texture, texCoord);
|
||||
|
||||
if(useLighting) {
|
||||
vec3 ambient;
|
||||
vec3 specular;
|
||||
vec3 diffuse;
|
||||
|
||||
for(int i = 0; i < lightCount; i++) {
|
||||
|
||||
vec3 lightDir = normalize(lights[i].position - position);
|
||||
|
||||
ambient += lights[i].ambient;
|
||||
|
||||
float diffuseFactor = max(0, dot(lightDir, normalize(normal)));
|
||||
diffuse += diffuseFactor * lights[i].diffuse;
|
||||
|
||||
vec3 reflectDir = reflect(-lightDir, normalize(normal));
|
||||
float specularFactor = pow(max(dot(normalize(cameraPosition-position), reflectDir), 0.0), shinyness);
|
||||
specular += specularFactor * lights[i].specular;
|
||||
}
|
||||
|
||||
outputColor.rgb = (ambient + specular + diffuse) * outputColor.rgb;
|
||||
}
|
||||
if(useFog) {
|
||||
float fogDistance = gl_FragCoord.z / gl_FragCoord.w;
|
||||
if(fogType == 0)
|
||||
outputColor.rgb = mix(outputColor.rgb, fogColor, fogFactorLinear(fogDistance, fogLinNear,fogLinFar));
|
||||
else if(fogType == 1)
|
||||
outputColor.rgb = mix(outputColor.rgb, fogColor, fogFactorExp(fogDistance, fogExpDensity));
|
||||
else if(fogType == 2)
|
||||
outputColor.rgb = mix(outputColor.rgb, fogColor, fogFactorExp2(fogDistance, fogExpDensity));
|
||||
|
||||
}
|
||||
|
||||
|
||||
if(useAlphaTest && outputColor.a < 0.01)
|
||||
discard;
|
||||
fragColor = outputColor;
|
||||
}
|
||||
)ESC");
|
||||
glLinkProgram(programId);
|
||||
|
||||
GLint status;
|
||||
glGetProgramiv(programId, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
int length, charsWritten;
|
||||
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &length);
|
||||
char* infolog = new char[length + 1];
|
||||
memset(infolog, 0, length + 1);
|
||||
glGetProgramInfoLog(programId, length, &charsWritten, infolog);
|
||||
std::cout << "Error compiling shader:\n" << infolog << std::endl;
|
||||
delete[] infolog;
|
||||
return;
|
||||
}
|
||||
|
||||
uniforms[Uniform::ModelMatrix] = glGetUniformLocation(programId, "modelMatrix");
|
||||
uniforms[Uniform::ViewMatrix] = glGetUniformLocation(programId, "viewMatrix");
|
||||
uniforms[Uniform::ProjectionMatrix] = glGetUniformLocation(programId, "projectionMatrix");
|
||||
uniforms[Uniform::NormalMatrix] = glGetUniformLocation(programId, "normalMatrix");
|
||||
uniforms[Uniform::useColor] = glGetUniformLocation(programId, "useColor");
|
||||
uniforms[Uniform::useColorMult] = glGetUniformLocation(programId, "useColorMult");
|
||||
uniforms[Uniform::useTexture] = glGetUniformLocation(programId, "useTexture");
|
||||
uniforms[Uniform::useLighting] = glGetUniformLocation(programId, "useLighting");
|
||||
uniforms[Uniform::useAlphaTest] = glGetUniformLocation(programId, "useAlphaTest");
|
||||
uniforms[Uniform::useFog] = glGetUniformLocation(programId, "useFog");
|
||||
uniforms[Uniform::colorMult] = glGetUniformLocation(programId, "colorMult");
|
||||
uniforms[Uniform::cameraPosition] = glGetUniformLocation(programId, "cameraPosition");
|
||||
uniforms[Uniform::shinyness] = glGetUniformLocation(programId, "shinyness");
|
||||
uniforms[Uniform::fogType] = glGetUniformLocation(programId, "fogType");
|
||||
uniforms[Uniform::fogLinNear] = glGetUniformLocation(programId, "fogLinNear");
|
||||
uniforms[Uniform::fogLinFar] = glGetUniformLocation(programId, "fogLinFar");
|
||||
uniforms[Uniform::fogExpDensity] = glGetUniformLocation(programId, "fogExpDensity");
|
||||
|
||||
use();
|
||||
}
|
||||
|
||||
ShaderImpl::~ShaderImpl()
|
||||
{
|
||||
|
||||
}
|
||||
void ShaderImpl::use()
|
||||
{
|
||||
glUseProgram(programId);
|
||||
}
|
||||
|
||||
void ShaderImpl::addShader(int shaderProgram, GLenum shaderType, const std::string& shader)
|
||||
{
|
||||
GLuint shaderId = glCreateShader(shaderType);
|
||||
const char* shaderSource = shader.c_str();
|
||||
glShaderSource(shaderId, 1, &shaderSource, NULL);
|
||||
glCompileShader(shaderId);
|
||||
GLint status;
|
||||
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
int length, charsWritten;
|
||||
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
|
||||
char* infolog = new char[length + 1];
|
||||
memset(infolog, 0, length + 1);
|
||||
glGetShaderInfoLog(shaderId, length, &charsWritten, infolog);
|
||||
std::cout << "Error compiling shader:\n" << infolog << std::endl;
|
||||
delete[] infolog;
|
||||
return;
|
||||
}
|
||||
glAttachShader(programId, shaderId);
|
||||
}
|
||||
|
||||
|
||||
void ShaderImpl::setProjectionMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
this->projectionMatrix = matrix;
|
||||
setUniform(Uniform::ProjectionMatrix, matrix);
|
||||
}
|
||||
|
||||
void ShaderImpl::setViewMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
this->viewMatrix = matrix;
|
||||
setUniform(Uniform::ViewMatrix, matrix);
|
||||
|
||||
glm::vec4 cameraPosition = glm::inverse(matrix) * glm::vec4(0, 0, 0, 1);
|
||||
setUniform(Uniform::cameraPosition, glm::vec3(cameraPosition));
|
||||
|
||||
}
|
||||
|
||||
void ShaderImpl::setModelMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
this->modelMatrix = matrix;
|
||||
setUniform(Uniform::ModelMatrix, matrix);
|
||||
setUniform(Uniform::NormalMatrix, glm::mat3(glm::transpose(glm::inverse(modelMatrix))));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void ShaderImpl::setUniform(Uniform uniform, const glm::mat4& value)
|
||||
{
|
||||
glUniformMatrix4fv(uniforms[uniform], 1, false, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void ShaderImpl::setUniform(Uniform uniform, const glm::mat3& value)
|
||||
{
|
||||
glUniformMatrix3fv(uniforms[uniform], 1, false, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void ShaderImpl::setUniform(Uniform uniform, const glm::vec4& value)
|
||||
{
|
||||
glUniform4fv(uniforms[uniform], 1, glm::value_ptr(value));
|
||||
}
|
||||
void ShaderImpl::setUniform(Uniform uniform, const glm::vec3& value)
|
||||
{
|
||||
glUniform3fv(uniforms[uniform], 1, glm::value_ptr(value));
|
||||
}
|
||||
void ShaderImpl::setUniform(Uniform uniform, const glm::vec2& value)
|
||||
{
|
||||
glUniform2fv(uniforms[uniform], 1, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void ShaderImpl::setUniform(Uniform uniform, bool value)
|
||||
{
|
||||
glUniform1i(uniforms[uniform], value ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
void ShaderImpl::setUniform(Uniform uniform, int value)
|
||||
{
|
||||
glUniform1i(uniforms[uniform], value);
|
||||
}
|
||||
void ShaderImpl::setUniform(Uniform uniform, float value)
|
||||
{
|
||||
glUniform1f(uniforms[uniform], value);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ShaderImpl::setUniform(const std::string& uniform, const glm::mat4& value)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(programId, uniform.c_str()), 1, false, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void ShaderImpl::setUniform(const std::string& uniform, const glm::mat3& value)
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(programId, uniform.c_str()), 1, false, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void ShaderImpl::setUniform(const std::string& uniform, const glm::vec4& value)
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(programId, uniform.c_str()), 1, glm::value_ptr(value));
|
||||
}
|
||||
void ShaderImpl::setUniform(const std::string& uniform, const glm::vec3& value)
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(programId, uniform.c_str()), 1, glm::value_ptr(value));
|
||||
}
|
||||
void ShaderImpl::setUniform(const std::string& uniform, const glm::vec2& value)
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(programId, uniform.c_str()), 1, glm::value_ptr(value));
|
||||
}
|
||||
|
||||
|
||||
void ShaderImpl::setUniform(const std::string& uniform, bool value)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(programId, uniform.c_str()), value ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
void ShaderImpl::setUniform(const std::string& uniform, int value)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(programId, uniform.c_str()), value);
|
||||
}
|
||||
void ShaderImpl::setUniform(const std::string& uniform, float value)
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(programId, uniform.c_str()), value);
|
||||
}
|
||||
|
||||
}
|
||||
148
src/tigl.h
148
src/tigl.h
@@ -1,148 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
namespace tigl
|
||||
{
|
||||
namespace internal
|
||||
{
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
virtual ~Shader() {};
|
||||
|
||||
// Sets the projection matrix
|
||||
virtual void setProjectionMatrix(const glm::mat4& matrix) = 0;
|
||||
|
||||
// Sets the view (camera) matrix
|
||||
virtual void setViewMatrix(const glm::mat4& matrix) = 0;
|
||||
|
||||
// Sets the model matrix
|
||||
virtual void setModelMatrix(const glm::mat4& matrix) = 0;
|
||||
|
||||
// enables the use of the colors set in vertices
|
||||
virtual void enableColor(bool enabled) = 0;
|
||||
|
||||
// enables the use of texture coordinats set in vertices, and uses textures set in texture sampler
|
||||
virtual void enableTexture(bool enabled) = 0;
|
||||
|
||||
// enables the lighting
|
||||
virtual void enableLighting(bool enabled) = 0;
|
||||
|
||||
// sets the number of lights
|
||||
virtual void setLightCount(int count) = 0;
|
||||
|
||||
// sets the light as directional or positional
|
||||
virtual void setLightDirectional(int lightNr, bool isDirectional) = 0;
|
||||
|
||||
// sets the position of the light. If the light is a directional light, the position is interpreted as a direction
|
||||
virtual void setLightPosition(int lightNr, const glm::vec3& position) = 0;
|
||||
|
||||
// sets the ambient color of a light
|
||||
virtual void setLightAmbient(int lightNr, const glm::vec3& color) = 0;
|
||||
|
||||
// sets the diffuse color of a light
|
||||
virtual void setLightDiffuse(int lightNr, const glm::vec3& color) = 0;
|
||||
|
||||
// sets the specular color of a light
|
||||
virtual void setLightSpecular(int lightNr, const glm::vec3& color) = 0;
|
||||
|
||||
// sets the shinyness of the material drawn. Used for specular calculations
|
||||
virtual void setShinyness(float shinyness) = 0;
|
||||
|
||||
// Enables color multiplication. If enabled, all colors (texture and vertex colors) will be multiplied by the color set by the setColorMult method
|
||||
virtual void enableColorMult(bool enabled) = 0;
|
||||
|
||||
// Changes the color that output will be multiplied with when enableColorMult is enabled
|
||||
virtual void setColorMult(const glm::vec4& color) = 0;
|
||||
|
||||
// Enables alpha testing. Will stop rendering everything with a low alpha value
|
||||
virtual void enableAlphaTest(bool enabled) = 0;
|
||||
|
||||
// Enables fog
|
||||
virtual void enableFog(bool enabled) = 0;
|
||||
|
||||
// Sets the fog to linear
|
||||
virtual void setFogLinear(float begin, float end) = 0;
|
||||
|
||||
// Sets the fog to Exponential
|
||||
virtual void setFogExp(float density) = 0;
|
||||
|
||||
// Sets the fog to Exponential
|
||||
virtual void setFogExp2(float density) = 0;
|
||||
};
|
||||
}
|
||||
// A simple structure to store vertices. Can store positions, normals, colors and texture coordinats
|
||||
struct Vertex
|
||||
{
|
||||
public:
|
||||
glm::vec3 position;
|
||||
glm::vec3 normal;
|
||||
glm::vec4 color;
|
||||
glm::vec2 texcoord;
|
||||
|
||||
// Creates a vertex with a position
|
||||
static Vertex P(const glm::vec3& position) {
|
||||
return { position, glm::vec3(0,1,0), glm::vec4(1,1,1,1), glm::vec2(0,0) };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position and a color
|
||||
static Vertex PC(const glm::vec3& position, const glm::vec4& color) {
|
||||
return { position, glm::vec3(0,1,0), color, glm::vec2(0,0) };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position and a texture coordinat
|
||||
static Vertex PT(const glm::vec3& position, const glm::vec2& texcoord) {
|
||||
return { position, glm::vec3(0,1,0), glm::vec4(1,1,1,1), texcoord };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position and a normal
|
||||
static Vertex PN(const glm::vec3& position, const glm::vec3& normal) {
|
||||
return { position, normal, glm::vec4(1,1,1,1), glm::vec2(0,0) };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position, a texture coordinat and a color
|
||||
static Vertex PTC(const glm::vec3& position, const glm::vec2& texcoord, const glm::vec4 &color) {
|
||||
return { position, glm::vec3(0,1,0), color, texcoord };
|
||||
}
|
||||
|
||||
|
||||
// Creates a vertex with a position, color and normal
|
||||
static Vertex PCN(const glm::vec3& position, const glm::vec4& color, const glm::vec3& normal) {
|
||||
return { position, normal, color, glm::vec2(0,0) };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position, texture coordinat and normal
|
||||
static Vertex PTN(const glm::vec3& position, const glm::vec2& texcoord, const glm::vec3& normal) {
|
||||
return { position, normal, glm::vec4(1,1,1,1), texcoord };
|
||||
}
|
||||
|
||||
// Creates a vertex with a position, color, texture coordinat and normal
|
||||
static Vertex PCTN(const glm::vec3& position, const glm::vec4& color, const glm::vec2& texcoord, const glm::vec3& normal) {
|
||||
return { position, normal, color, texcoord };
|
||||
}
|
||||
};
|
||||
// Access point for the shader
|
||||
extern std::unique_ptr<internal::Shader> shader;
|
||||
|
||||
// Call to initialize. Loads the shader
|
||||
void init();
|
||||
|
||||
// Call to start a set of OpenGL primitives
|
||||
void begin(GLenum shape);
|
||||
|
||||
// Adds a single vertex to the set
|
||||
void addVertex(const Vertex& vertex);
|
||||
|
||||
// Finishes and draws the vertices given
|
||||
void end();
|
||||
|
||||
// Draws a full array of vertices
|
||||
void drawVertices(GLenum shape, const std::vector<Vertex> &vertices);
|
||||
}
|
||||
|
||||
|
||||
|
||||
26
src/toolbox/Toolbox.cpp
Normal file
26
src/toolbox/Toolbox.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include "Toolbox.h"
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
matrix = glm::translate(matrix, translation);
|
||||
matrix = glm::rotate(matrix, glm::radians(rotation.x), glm::vec3(1, 0, 0));
|
||||
matrix = glm::rotate(matrix, glm::radians(rotation.y), glm::vec3(0, 1, 0));
|
||||
matrix = glm::rotate(matrix, glm::radians(rotation.z), glm::vec3(0, 0, 1));
|
||||
matrix = glm::scale(matrix, glm::vec3(scale, scale, scale));
|
||||
return matrix;
|
||||
}
|
||||
|
||||
glm::mat4 createViewMatrix(entities::Camera& camera)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().x), glm::vec3(1, 0, 0));
|
||||
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().y), glm::vec3(0, 1, 0));
|
||||
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().z), glm::vec3(0, 0, 1));
|
||||
const glm::vec3 negativeCamPos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);
|
||||
matrix = glm::translate(matrix, negativeCamPos);
|
||||
return matrix;
|
||||
}
|
||||
}
|
||||
14
src/toolbox/Toolbox.h
Normal file
14
src/toolbox/Toolbox.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "../entities/Camera.h"
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
|
||||
glm::mat4 createModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
||||
|
||||
glm::mat4 createViewMatrix(entities::Camera& camera);
|
||||
}
|
||||
Reference in New Issue
Block a user