[EDIT] renaming the static_shader

This commit is contained in:
Menno
2021-05-21 08:43:32 +02:00
parent 9e9d50da9e
commit e2f6bd720d
10 changed files with 149 additions and 135 deletions

View File

@@ -5,6 +5,10 @@
namespace entities
{
/*
* This class represents the viewport of the game. The whole game is seen through this class
*/
class Camera
{
private:

View File

@@ -11,7 +11,7 @@
#include "renderEngine/loader.h"
#include "renderEngine/obj_loader.h"
#include "renderEngine/renderer.h"
#include "shaders/static_shader.h"
#include "shaders/entity_shader.h"
#include "toolbox/toolbox.h"
#pragma comment(lib, "glfw3.lib")
@@ -46,7 +46,7 @@ int main(void)
});
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::RawModel raw_model = render_engine::LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
texture.shine_damper = 10;
texture.reflectivity = 1;
@@ -55,7 +55,7 @@ int main(void)
entities::Light light(glm::vec3(0, 0, -30), glm::vec3(1, 1, 1));
shaders::StaticShader shader;
shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);

View File

@@ -15,7 +15,7 @@ namespace render_engine
/*
This function will load the projectionMatrix into the shader
*/
void Init(shaders::StaticShader& shader)
void Init(shaders::EntityShader& shader)
{
// Faces which are not facing the camera are not rendered
glEnable(GL_CULL_FACE);
@@ -43,7 +43,7 @@ namespace render_engine
/*
This function will Render a Model on the screen.
*/
void Render(entities::Entity& entity, shaders::StaticShader& shader)
void Render(entities::Entity& entity, shaders::EntityShader& shader)
{
const models::TexturedModel model = entity.GetModel();
const models::RawModel raw_model = model.raw_model;

View File

@@ -1,7 +1,7 @@
#pragma once
#include "../entities/entity.h"
#include "../shaders/static_shader.h"
#include "../shaders/entity_shader.h"
namespace render_engine
{
@@ -10,7 +10,7 @@ namespace render_engine
/*
Call this function when starting the program
*/
void Init(shaders::StaticShader& shader);
void Init(shaders::EntityShader& shader);
/*
Call this function before rendering.
@@ -20,6 +20,6 @@ namespace render_engine
/*
Call this function when wanting to Render a mesh to the screen.
*/
void Render(entities::Entity& entity, shaders::StaticShader& shader);
void Render(entities::Entity& entity, shaders::EntityShader& shader);
}
}

View File

@@ -6,6 +6,8 @@
#include "loader.h"
#include "obj_loader.h"
namespace render_engine
{
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
{
std::stringstream ss;
@@ -109,7 +111,8 @@ models::RawModel LoadObjModel(std::string file_name)
break;
}
}
} catch (const std::exception& e)
}
catch (const std::exception& e)
{
// Always go in here
}
@@ -127,3 +130,4 @@ models::RawModel LoadObjModel(std::string file_name)
return render_engine::loader::LoadToVAO(vertex_array, texture_array, normal_array, indices);
}
}

View File

@@ -3,4 +3,10 @@
#include <string>
#include "../models/model.h"
namespace render_engine
{
/*
* This function retrieves an .obj file, loads it into the VBO and returns a RawModel
*/
models::RawModel LoadObjModel(std::string file_name);
}

View File

@@ -1,4 +1,4 @@
#include "static_shader.h"
#include "entity_shader.h"
#include "../toolbox/toolbox.h"
namespace shaders
@@ -90,39 +90,39 @@ namespace shaders
)";
StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
{
}
void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
{
LoadMatrix(location_model_matrix, matrix);
}
void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const
{
LoadMatrix(location_projection_matrix, projection);
}
void StaticShader::LoadViewMatrix(entities::Camera& camera) const
void EntityShader::LoadViewMatrix(entities::Camera& camera) const
{
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
LoadMatrix(location_view_matrix, view_matrix);
}
void StaticShader::LoadLight(entities::Light& light) const
void EntityShader::LoadLight(entities::Light& light) const
{
LoadVector(location_light_position, light.GetPosition());
LoadVector(location_light_color, light.GetColor());
}
void StaticShader::LoadShineVariables(float shine_damper, float reflectivity) const
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
{
LoadFloat(location_shine_damper, shine_damper);
LoadFloat(location_reflectivity, reflectivity);
}
void StaticShader::SetAttributes() const
void EntityShader::SetAttributes() const
{
// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
SetAttribute(0, "position");
@@ -130,7 +130,7 @@ namespace shaders
SetAttribute(2, "normal");
}
void StaticShader::GetAllUniformLocations()
void EntityShader::GetAllUniformLocations()
{
// Get the locations from the uniform variables from the shaders
location_model_matrix = GetUniformLocation("model_matrix");

View File

@@ -6,12 +6,12 @@
#include "../entities/light.h"
/*
This class does represents the shaders for the models.
This class handles the shaders for the entities.
*/
namespace shaders
{
class StaticShader : public ShaderProgram
class EntityShader : public ShaderProgram
{
private:
GLuint location_model_matrix;
@@ -23,7 +23,7 @@ namespace shaders
GLuint location_reflectivity;
public:
StaticShader();
EntityShader();
void LoadModelMatrix(const glm::mat4& matrix) const;
void LoadProjectionMatrix(const glm::mat4& projection) const;

View File

@@ -26,7 +26,7 @@
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
<ClCompile Include="src\renderEngine\renderer.cpp" />
<ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\static_shader.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" />
</ItemGroup>
<ItemGroup>
@@ -38,7 +38,7 @@
<ClInclude Include="src\renderEngine\obj_loader.h" />
<ClInclude Include="src\renderEngine\renderer.h" />
<ClInclude Include="src\shaders\shader_program.h" />
<ClInclude Include="src\shaders\static_shader.h" />
<ClInclude Include="src\shaders\entity_shader.h" />
<ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\toolbox.h" />
</ItemGroup>

View File

@@ -33,15 +33,15 @@
<ClCompile Include="src\shaders\shader_program.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\shaders\static_shader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\renderEngine\obj_loader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\toolbox\toolbox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\shaders\entity_shader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\entities\Camera.h">
@@ -65,9 +65,6 @@
<ClInclude Include="src\shaders\shader_program.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\static_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\renderEngine\obj_loader.h">
<Filter>Header Files</Filter>
</ClInclude>
@@ -77,5 +74,8 @@
<ClInclude Include="src\entities\light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\shaders\entity_shader.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>