[FEATURE] simple GUI support
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@@ -19,7 +19,7 @@ namespace render_engine
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static std::vector<GLuint> textures;
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/*
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This function will generate a Model from vertex positions, textureCoordinates and indices.
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This function will generate a Model from vertex positions, textureCoordinates normals and indices.
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*/
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models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
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{
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@@ -35,6 +35,17 @@ namespace render_engine
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return { vao_id, static_cast<int>(indices.size()), model_size };
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}
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/*
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This function will generate a Model from vertex positions.
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*/
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models::RawModel LoadToVAO(std::vector<float>& positions)
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{
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const GLuint vao_id = CreateVao();
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StoreDataInAttributeList(0, 2, positions);
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glBindVertexArray(0);
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return { vao_id, static_cast<int>(positions.size()) / 2 };
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}
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/*
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Loads an image as texture into openGL
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*/
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@@ -9,24 +9,36 @@ namespace render_engine
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namespace loader
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{
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/*
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@brief: This function generates a model from model data.
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@param position: The positions of each vertex (in order: x, y, z) in the model
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@param texture_coords: The texture coordinates of the model
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@param normals: The normals of each face of the model
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@param indices: A list with a sort of lookup table to the positions parameter
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* @brief: This function generates a model from model data.
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*
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* @param position: The positions of each vertex (in order: x, y, z) in the model
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* @param texture_coords: The texture coordinates of the model
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* @param normals: The normals of each face of the model
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* @param indices: A list with a sort of lookup table to the positions parameter
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*
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* @return: A new rawmodel which represents al the parameters in one struct
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*/
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models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
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/*
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@brief: Loads a texture from a file into openGL using stb_image.h
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@param file_name: The filepath to the texture
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* @brief: Overloaded function of the function above, but does not need normals and indices.
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* Use this function to for example load GUI items to OpenGL.
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*
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* @param position: The positions of each vertex (in order: x, y, z) in the model
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*
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* @return: A new rawmodel which represents al the parameters in one struct
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*/
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models::RawModel LoadToVAO(std::vector<float>& positions);
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/*
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* @brief: Loads a texture from a file into openGL using stb_image.h
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*
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* @param file_name: The filepath to the texture
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*/
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GLuint LoadTexture(std::string file_name);
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/*
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@brief: Call this function when cleaning up all the meshes (when exiting the program).
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* @brief: Call this function when cleaning up all the meshes (when exiting the program).
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*/
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void CleanUp();
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}
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@@ -1,8 +1,11 @@
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../models/model.h"
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#include "renderer.h"
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#include "loader.h"
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#include "../toolbox/toolbox.h"
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#include "renderer.h"
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#include <iostream>
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namespace render_engine
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{
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@@ -12,9 +15,10 @@ namespace render_engine
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static const float NEAR_PLANE = 0.01f;
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static const float FAR_PLANE = 1000.0f;
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/*
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This function will load the projectionMatrix into the shader
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*/
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// GUI variables
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static models::RawModel quad;
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void Init(shaders::EntityShader& shader)
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{
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// Faces which are not facing the camera are not rendered
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@@ -28,6 +32,10 @@ namespace render_engine
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shader.Start();
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shader.LoadProjectionMatrix(projectionMatrix);
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shader.Stop();
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// Initialize the quad for the GUI
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std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
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quad = loader::LoadToVAO(quad_positions);
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}
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/*
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@@ -49,7 +57,7 @@ namespace render_engine
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const models::RawModel raw_model = model.raw_model;
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const models::ModelTexture texture = model.texture;
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// Enable the model
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// Enable the model (VAO)
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glBindVertexArray(raw_model.vao_id);
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// Enable the VBO's from the model (VAO)
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@@ -67,11 +75,52 @@ namespace render_engine
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glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
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glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
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// Disable the VBO's and model
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// Disable the VBO's and model (VAO)
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glBindVertexArray(0);
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}
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void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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for (gui::GuiTexture& gui : guis)
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{
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui.texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui.position, gui.scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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}
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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}
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}
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}
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@@ -1,7 +1,9 @@
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#pragma once
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#include "../gui/gui_texture.h"
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#include "../entities/entity.h"
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#include "../shaders/entity_shader.h"
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#include "../shaders/gui_shader.h"
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namespace render_engine
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{
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@@ -29,5 +31,13 @@ namespace render_engine
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@param shader: The shader the entity needs to be rendered with
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*/
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void Render(entities::Entity& entity, shaders::EntityShader& shader);
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/*
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@brief: Call this function to render gui_textures on the screen
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@param guis: A list with all the GUI textures you want to render
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@param shade: The shader the GUI textures need to be rendered with
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*/
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void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader);
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}
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}
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