[FEATURE] simple GUI support
This commit is contained in:
BIN
res/Mayo.png
Normal file
BIN
res/Mayo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 323 KiB |
20
src/gui/gui_texture.h
Normal file
20
src/gui/gui_texture.h
Normal file
@@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace gui
|
||||
{
|
||||
/*
|
||||
* Structure for representing a gui item to display on the screen
|
||||
*
|
||||
* texture = The texture for the gui
|
||||
* position = The center position of the gui
|
||||
* scale = The size (scale) of the gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
glm::vec2 position;
|
||||
glm::vec2 scale;
|
||||
};
|
||||
}
|
||||
24
src/main.cpp
24
src/main.cpp
@@ -73,6 +73,16 @@ int main(void)
|
||||
render_engine::renderer::Init(shader);
|
||||
|
||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
|
||||
// GUI stuff
|
||||
shaders::GuiShader gui_shader;
|
||||
gui_shader.Init();
|
||||
|
||||
std::vector<gui::GuiTexture> guis;
|
||||
gui::GuiTexture gui = { render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.5f), glm::vec2(0.25f, 0.25f) };
|
||||
guis.push_back(gui);
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
@@ -83,27 +93,33 @@ int main(void)
|
||||
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
shader.Start();
|
||||
shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader.LoadLights(lights);
|
||||
shader.LoadViewMatrix(camera);
|
||||
|
||||
/**
|
||||
* renders eacht entitie in the entities list
|
||||
**/
|
||||
// Renders each entity in the entities list
|
||||
for (entities::Entity& entity : entities)
|
||||
{
|
||||
render_engine::renderer::Render(entity, shader);
|
||||
}
|
||||
|
||||
// Finish up
|
||||
// Stop rendering the entities
|
||||
shader.Stop();
|
||||
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis, gui_shader);
|
||||
|
||||
// Finish up
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// Clean up
|
||||
shader.CleanUp();
|
||||
gui_shader.CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace models
|
||||
{
|
||||
GLuint vao_id;
|
||||
int vertex_count;
|
||||
glm::vec3 model_size;
|
||||
glm::vec3 model_size = { -1, -1, -1 };
|
||||
};
|
||||
|
||||
/*
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace render_engine
|
||||
static std::vector<GLuint> textures;
|
||||
|
||||
/*
|
||||
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
||||
This function will generate a Model from vertex positions, textureCoordinates normals and indices.
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
|
||||
{
|
||||
@@ -35,6 +35,17 @@ namespace render_engine
|
||||
return { vao_id, static_cast<int>(indices.size()), model_size };
|
||||
}
|
||||
|
||||
/*
|
||||
This function will generate a Model from vertex positions.
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions)
|
||||
{
|
||||
const GLuint vao_id = CreateVao();
|
||||
StoreDataInAttributeList(0, 2, positions);
|
||||
glBindVertexArray(0);
|
||||
return { vao_id, static_cast<int>(positions.size()) / 2 };
|
||||
}
|
||||
|
||||
/*
|
||||
Loads an image as texture into openGL
|
||||
*/
|
||||
|
||||
@@ -9,24 +9,36 @@ namespace render_engine
|
||||
namespace loader
|
||||
{
|
||||
/*
|
||||
@brief: This function generates a model from model data.
|
||||
|
||||
@param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
@param texture_coords: The texture coordinates of the model
|
||||
@param normals: The normals of each face of the model
|
||||
@param indices: A list with a sort of lookup table to the positions parameter
|
||||
* @brief: This function generates a model from model data.
|
||||
*
|
||||
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
* @param texture_coords: The texture coordinates of the model
|
||||
* @param normals: The normals of each face of the model
|
||||
* @param indices: A list with a sort of lookup table to the positions parameter
|
||||
*
|
||||
* @return: A new rawmodel which represents al the parameters in one struct
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices);
|
||||
|
||||
/*
|
||||
@brief: Loads a texture from a file into openGL using stb_image.h
|
||||
|
||||
@param file_name: The filepath to the texture
|
||||
* @brief: Overloaded function of the function above, but does not need normals and indices.
|
||||
* Use this function to for example load GUI items to OpenGL.
|
||||
*
|
||||
* @param position: The positions of each vertex (in order: x, y, z) in the model
|
||||
*
|
||||
* @return: A new rawmodel which represents al the parameters in one struct
|
||||
*/
|
||||
models::RawModel LoadToVAO(std::vector<float>& positions);
|
||||
|
||||
/*
|
||||
* @brief: Loads a texture from a file into openGL using stb_image.h
|
||||
*
|
||||
* @param file_name: The filepath to the texture
|
||||
*/
|
||||
GLuint LoadTexture(std::string file_name);
|
||||
|
||||
/*
|
||||
@brief: Call this function when cleaning up all the meshes (when exiting the program).
|
||||
* @brief: Call this function when cleaning up all the meshes (when exiting the program).
|
||||
*/
|
||||
void CleanUp();
|
||||
}
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../models/model.h"
|
||||
#include "renderer.h"
|
||||
#include "loader.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "renderer.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
@@ -12,9 +15,10 @@ namespace render_engine
|
||||
static const float NEAR_PLANE = 0.01f;
|
||||
static const float FAR_PLANE = 1000.0f;
|
||||
|
||||
/*
|
||||
This function will load the projectionMatrix into the shader
|
||||
*/
|
||||
// GUI variables
|
||||
static models::RawModel quad;
|
||||
|
||||
|
||||
void Init(shaders::EntityShader& shader)
|
||||
{
|
||||
// Faces which are not facing the camera are not rendered
|
||||
@@ -28,6 +32,10 @@ namespace render_engine
|
||||
shader.Start();
|
||||
shader.LoadProjectionMatrix(projectionMatrix);
|
||||
shader.Stop();
|
||||
|
||||
// Initialize the quad for the GUI
|
||||
std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
|
||||
quad = loader::LoadToVAO(quad_positions);
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -49,7 +57,7 @@ namespace render_engine
|
||||
const models::RawModel raw_model = model.raw_model;
|
||||
const models::ModelTexture texture = model.texture;
|
||||
|
||||
// Enable the model
|
||||
// Enable the model (VAO)
|
||||
glBindVertexArray(raw_model.vao_id);
|
||||
|
||||
// Enable the VBO's from the model (VAO)
|
||||
@@ -67,11 +75,52 @@ namespace render_engine
|
||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// Disable the VBO's and model
|
||||
// Disable the VBO's and model (VAO)
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader)
|
||||
{
|
||||
shader.Start();
|
||||
|
||||
// Enable the VAO and the positions VBO
|
||||
glBindVertexArray(quad.vao_id);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Enable alpha blending (for transparency in the texture)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Disable depth testing to textures with transparency can overlap
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Render each gui to the screen
|
||||
for (gui::GuiTexture& gui : guis)
|
||||
{
|
||||
// Bind the texture of the gui to the shader
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, gui.texture);
|
||||
|
||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui.position, gui.scale);
|
||||
shader.LoadModelMatrix(matrix);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||
}
|
||||
|
||||
// Enable depth test again
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable alpha blending
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// Disable the VBO and VAO
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
shader.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "../gui/gui_texture.h"
|
||||
#include "../entities/entity.h"
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
|
||||
namespace render_engine
|
||||
{
|
||||
@@ -29,5 +31,13 @@ namespace render_engine
|
||||
@param shader: The shader the entity needs to be rendered with
|
||||
*/
|
||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
||||
|
||||
/*
|
||||
@brief: Call this function to render gui_textures on the screen
|
||||
|
||||
@param guis: A list with all the GUI textures you want to render
|
||||
@param shade: The shader the GUI textures need to be rendered with
|
||||
*/
|
||||
void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader);
|
||||
}
|
||||
}
|
||||
@@ -124,8 +124,7 @@ namespace shaders
|
||||
|
||||
|
||||
EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
|
||||
{
|
||||
}
|
||||
{ }
|
||||
|
||||
void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||
{
|
||||
|
||||
57
src/shaders/gui_shader.cpp
Normal file
57
src/shaders/gui_shader.cpp
Normal file
@@ -0,0 +1,57 @@
|
||||
#include "gui_shader.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
static std::string vertex_shader = R"(
|
||||
#version 140
|
||||
|
||||
in vec2 position;
|
||||
|
||||
out vec2 texture_coords;
|
||||
|
||||
uniform mat4 model_matrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = model_matrix * vec4(position, 0.0, 1.0);
|
||||
|
||||
// This makes top left corner coordinate (0, 0) and bottom right (1, 1)
|
||||
texture_coords = vec2((position.x + 1.0) / 2.0, 1 - (position.y + 1.0) / 2.0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
static std::string fragment_shader = R"(
|
||||
#version 140
|
||||
|
||||
in vec2 texture_coords;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
uniform sampler2D gui_texture;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
out_color = texture(gui_texture, texture_coords);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
GuiShader::GuiShader() : ShaderProgram(vertex_shader, fragment_shader)
|
||||
{ }
|
||||
|
||||
void GuiShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||
{
|
||||
LoadMatrix(location_model_matrix, matrix);
|
||||
}
|
||||
|
||||
void GuiShader::SetAttributes() const
|
||||
{
|
||||
SetAttribute(0, "position");
|
||||
}
|
||||
|
||||
void GuiShader::GetAllUniformLocations()
|
||||
{
|
||||
location_model_matrix = GetUniformLocation("model_matrix");
|
||||
}
|
||||
}
|
||||
31
src/shaders/gui_shader.h
Normal file
31
src/shaders/gui_shader.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "shader_program.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
/*
|
||||
* This class handles the shaders for all the GUI items
|
||||
*/
|
||||
|
||||
class GuiShader : public ShaderProgram
|
||||
{
|
||||
private:
|
||||
GLuint location_model_matrix;
|
||||
|
||||
public:
|
||||
GuiShader();
|
||||
|
||||
/*
|
||||
* @brief: A method to load the model matrix into the shader
|
||||
*
|
||||
* @param matrix: The model matrix
|
||||
*/
|
||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
||||
|
||||
protected:
|
||||
void SetAttributes() const override;
|
||||
void GetAllUniformLocations() override;
|
||||
};
|
||||
}
|
||||
@@ -2,6 +2,14 @@
|
||||
|
||||
namespace toolbox
|
||||
{
|
||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
matrix = glm::translate(matrix, glm::vec3(translation.x, translation.y, 0));
|
||||
matrix = glm::scale(matrix, glm::vec3(scale.x, scale.y, 0));
|
||||
return matrix;
|
||||
}
|
||||
|
||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||
{
|
||||
glm::mat4 matrix(1.0f);
|
||||
|
||||
@@ -8,6 +8,16 @@ namespace toolbox
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
|
||||
/*
|
||||
* @brief: This function will create a model matrix
|
||||
*
|
||||
* @param translation: The position of the model
|
||||
* @param scale: The scale of the model
|
||||
*
|
||||
* @return: The model matrix of the model
|
||||
*/
|
||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale);
|
||||
|
||||
/*
|
||||
* @brief: This function will create a model matrix
|
||||
*
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
@@ -33,10 +34,12 @@
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_texture.h" />
|
||||
<ClInclude Include="src\models\model.h" />
|
||||
<ClInclude Include="src\renderEngine\loader.h" />
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||
<ClInclude Include="src\shaders\shader_program.h" />
|
||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
|
||||
@@ -42,6 +42,9 @@
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
@@ -77,5 +80,11 @@
|
||||
<ClInclude Include="src\shaders\entity_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_texture.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\gui_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user