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feature/ad
...
feature/co
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
ab3b0c296a |
4495
res/House.obj
4495
res/House.obj
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res/Mayo.png
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res/Mayo.png
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Before Width: | Height: | Size: 323 KiB |
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res/Texture.png
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res/Texture.png
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Before Width: | Height: | Size: 970 B |
36
src/computervision/ObjectDetection.cpp
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36
src/computervision/ObjectDetection.cpp
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@@ -0,0 +1,36 @@
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#include "ObjectDetection.h"
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namespace computervision
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{
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cv::VideoCapture cap(0);
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cv::Mat img, imgGray, img2, img2Gray, img3, img4;
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ObjectDetection::ObjectDetection()
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{
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}
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void ObjectDetection::readWebcam()
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{
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cap.read(img);
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}
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void ObjectDetection::calculateDifference()
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{
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cap.read(img);
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cap.read(img2);
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|
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cv::cvtColor(img, imgGray, cv::COLOR_RGBA2GRAY);
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cv::cvtColor(img2, img2Gray, cv::COLOR_RGBA2GRAY);
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|
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cv::absdiff(imgGray, img2Gray, img3);
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cv::threshold(img3, img4, 50, 170, cv::THRESH_BINARY);
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|
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imshow("threshold", img4);
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}
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void ObjectDetection::showWebcam()
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{
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imshow("Webcam image", img);
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}
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}
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28
src/computervision/ObjectDetection.h
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28
src/computervision/ObjectDetection.h
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@@ -0,0 +1,28 @@
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|
#pragma once
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|
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|
#include <opencv2/imgcodecs.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/imgproc.hpp>
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#include <opencv2/objdetect.hpp>
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#include <opencv2/videoio.hpp>
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#include <opencv2/core.hpp>
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|
#include <opencv2/imgproc/imgproc.hpp>
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|
#include <opencv2/highgui/highgui.hpp>
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|
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|
namespace computervision
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|
{
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|
class ObjectDetection
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|
{
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private:
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|
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|
public:
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|
ObjectDetection();
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|
void readWebcam();
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void showWebcam();
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void calculateDifference();
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|
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|
};
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|
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|
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}
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|
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@@ -9,42 +9,24 @@ namespace entities
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|
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void Camera::Move(GLFWwindow* window)
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void Camera::Move(GLFWwindow* window)
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{
|
{
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float movement_speed = 0;
|
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|
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
|
{
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movement_speed -= SPEED;
|
position.z -= SPEED;
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}
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}
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|
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
|
{
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movement_speed += SPEED;
|
position.z += SPEED;
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}
|
}
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|
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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{
|
{
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rotation.y += ROT_SPEED;
|
position.x += SPEED;
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}
|
}
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|
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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{
|
{
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rotation.y -= ROT_SPEED;
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position.x -= SPEED;
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}
|
}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
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{
|
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rotation.x -= ROT_SPEED;
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}
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|
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
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{
|
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rotation.x += ROT_SPEED;
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}
|
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|
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float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
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float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
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|
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position.x += dx;
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position.z += dz;
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}
|
}
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}
|
}
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@@ -1,20 +1,14 @@
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#pragma once
|
#pragma once
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#include <GL/glew.h>
|
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#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
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|
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namespace entities
|
namespace entities
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{
|
{
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/*
|
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* This class represents the viewport of the game. The whole game is seen through this class
|
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*/
|
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|
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class Camera
|
class Camera
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{
|
{
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private:
|
private:
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// The movement speed of the camera
|
const float SPEED = 0.02f;
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const float SPEED = 0.52f;
|
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const float ROT_SPEED = 1.0f;
|
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|
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glm::vec3 position;
|
glm::vec3 position;
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glm::vec3 rotation;
|
glm::vec3 rotation;
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@@ -22,11 +16,6 @@ namespace entities
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public:
|
public:
|
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Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
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|
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/*
|
|
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* @brief: This funtion moves the camera's position from the inputs of the keyboard
|
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*
|
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* @param window: The OpenGL window
|
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*/
|
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void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
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|
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inline glm::vec3 GetPosition() const{ return position; }
|
inline glm::vec3 GetPosition() const{ return position; }
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@@ -5,10 +5,6 @@
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|
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namespace entities
|
namespace entities
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{
|
{
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/*
|
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* This class represents a movable model in the game
|
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*/
|
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|
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class Entity
|
class Entity
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{
|
{
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private:
|
private:
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@@ -20,18 +16,7 @@ namespace entities
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public:
|
public:
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Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
|
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
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|
|
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/*
|
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* @brief: This function increases the position of the entity
|
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*
|
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* @param distance: The amount of distance in each axis the entity needs to move
|
|
||||||
*/
|
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void IncreasePosition(const glm::vec3& distance);
|
void IncreasePosition(const glm::vec3& distance);
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|
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||||||
/*
|
|
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* @brief: This function increases the rotation of the entity
|
|
||||||
*
|
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* @param rotation: The angle of each axis the entity needs to rotate
|
|
||||||
*/
|
|
||||||
void IncreaseRotation(const glm::vec3& rotation);
|
void IncreaseRotation(const glm::vec3& rotation);
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|
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inline models::TexturedModel GetModel() const{return model;}
|
inline models::TexturedModel GetModel() const{return model;}
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@@ -1,30 +0,0 @@
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#pragma once
|
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|
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#include <glm/vec3.hpp>
|
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|
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namespace entities
|
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{
|
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/*
|
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* This class represents a light in the game
|
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||||||
*/
|
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||||||
|
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class Light
|
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||||||
{
|
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private:
|
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glm::vec3 position;
|
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glm::vec3 color;
|
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||||||
glm::vec3 attenuation = { 1, 0, 0 };
|
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||||||
|
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||||||
public:
|
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Light(const glm::vec3& position, const glm::vec3& color) : position(position), color(color) { }
|
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Light(const glm::vec3& position, const glm::vec3& color, const glm::vec3& attenuation)
|
|
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: position(position), color(color), attenuation(attenuation) { }
|
|
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|
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||||||
glm::vec3 GetPosition() const { return position; }
|
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void setPosition(const glm::vec3& position) { this->position = position; }
|
|
||||||
glm::vec3 GetColor() const { return color; }
|
|
||||||
void setColor(const glm::vec3& color) { this->color = color; }
|
|
||||||
glm::vec3 GetAttenuation() const { return attenuation; }
|
|
||||||
void SetAttenuation(const glm::vec3& attenuation) { this->attenuation = attenuation; }
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
|
||||||
{
|
|
||||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,83 +0,0 @@
|
|||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include "gui_interactable.h"
|
|
||||||
|
|
||||||
namespace gui
|
|
||||||
{
|
|
||||||
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
|
||||||
: GuiTexture(default_texture, position, scale)
|
|
||||||
{
|
|
||||||
this->default_texture = default_texture;
|
|
||||||
|
|
||||||
minXY = glm::vec2(position.x - scale.x, position.y - scale.y);
|
|
||||||
maxXY = glm::vec2(position.x + scale.x, position.y + scale.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
void InteractableGui::Update(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
if (IsHoveringAbove(window) && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
if (clicked_texture != 0)
|
|
||||||
{
|
|
||||||
texture = clicked_texture;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
texture = default_texture;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!is_clicking)
|
|
||||||
{
|
|
||||||
OnClick();
|
|
||||||
is_clicking = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (is_clicking)
|
|
||||||
{
|
|
||||||
is_clicking = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
double x_pos, y_pos;
|
|
||||||
glfwGetCursorPos(window, &x_pos, &y_pos);
|
|
||||||
|
|
||||||
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
|
||||||
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
|
||||||
|
|
||||||
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
|
||||||
y_rel >= minXY.y && y_rel <= maxXY.y)
|
|
||||||
{
|
|
||||||
if (hover_texture != 0)
|
|
||||||
{
|
|
||||||
texture = hover_texture;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
texture = default_texture;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!is_hovering)
|
|
||||||
{
|
|
||||||
OnEnter();
|
|
||||||
is_hovering = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
texture = default_texture;
|
|
||||||
|
|
||||||
if (is_hovering)
|
|
||||||
{
|
|
||||||
OnExit();
|
|
||||||
is_hovering = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,112 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
#include "gui_element.h"
|
|
||||||
|
|
||||||
namespace gui
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
* This class represents a gui item which can be interacted with
|
|
||||||
*/
|
|
||||||
class InteractableGui : public GuiTexture
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
int default_texture;
|
|
||||||
int clicked_texture = 0;
|
|
||||||
int hover_texture = 0;
|
|
||||||
|
|
||||||
bool is_hovering = false;
|
|
||||||
bool is_clicking = false;
|
|
||||||
|
|
||||||
glm::vec2 minXY;
|
|
||||||
glm::vec2 maxXY;
|
|
||||||
|
|
||||||
public:
|
|
||||||
InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale);
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: Call this function every frame
|
|
||||||
*
|
|
||||||
* @param window: An openGL window
|
|
||||||
*/
|
|
||||||
void Update(GLFWwindow* window);
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function gets called when the InteractabeGui is clicked
|
|
||||||
*/
|
|
||||||
virtual void OnClick() = 0;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function gets called when the mouse starts hovering above the InteractableGUI
|
|
||||||
*/
|
|
||||||
virtual void OnEnter() = 0;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function gets called when the mouse stops hovering above the InteractableGUI
|
|
||||||
*/
|
|
||||||
virtual void OnExit() = 0;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
|
||||||
*/
|
|
||||||
void SetClickedTexture(int texture) { clicked_texture = texture; }
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
|
||||||
*/
|
|
||||||
void SetHoverTexture(int texture) { hover_texture = texture; }
|
|
||||||
|
|
||||||
private:
|
|
||||||
/*
|
|
||||||
* @brief: This function checks if the mouse is hovering above the InteractableGUI
|
|
||||||
*
|
|
||||||
* @param window: An openGL window
|
|
||||||
*
|
|
||||||
* @return: True or false
|
|
||||||
*/
|
|
||||||
bool IsHoveringAbove(GLFWwindow* window);
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
* This class represents a button
|
|
||||||
*/
|
|
||||||
class Button : public InteractableGui
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
void (*on_click_action)();
|
|
||||||
void (*on_enter_action)();
|
|
||||||
void (*on_exit_action)();
|
|
||||||
|
|
||||||
public:
|
|
||||||
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function sets an action (function pointer) to the OnClick function
|
|
||||||
*
|
|
||||||
* @param fun: A function pointer to a function (or lambda)
|
|
||||||
*/
|
|
||||||
void SetOnClickAction(void (*fun)()) { on_click_action = fun; }
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function sets an action (function pointer) to the OnEnter function
|
|
||||||
*
|
|
||||||
* @param fun: A function pointer to a function (or lambda)
|
|
||||||
*/
|
|
||||||
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; }
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function sets an action (function pointer) to the OnExit function
|
|
||||||
*
|
|
||||||
* @param fun: A function pointer to a function (or lambda)
|
|
||||||
*/
|
|
||||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
|
||||||
|
|
||||||
protected:
|
|
||||||
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
|
||||||
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
|
||||||
void OnExit() override { if (on_exit_action != nullptr) on_exit_action(); }
|
|
||||||
};
|
|
||||||
}
|
|
||||||
78
src/main.cpp
78
src/main.cpp
@@ -2,24 +2,17 @@
|
|||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include <iostream>
|
|
||||||
#include <map>
|
|
||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
|
|
||||||
#include <opencv2/core.hpp>
|
|
||||||
|
|
||||||
#include "gui/gui_interactable.h"
|
|
||||||
#include "models/model.h"
|
#include "models/model.h"
|
||||||
#include "renderEngine/loader.h"
|
#include "renderEngine/loader.h"
|
||||||
#include "renderEngine/obj_loader.h"
|
#include "renderEngine/obj_loader.h"
|
||||||
#include "renderEngine/renderer.h"
|
#include "renderEngine/renderer.h"
|
||||||
#include "shaders/entity_shader.h"
|
#include "shaders/static_shader.h"
|
||||||
#include "toolbox/toolbox.h"
|
#include "toolbox/toolbox.h"
|
||||||
#include "scenes/scene.h"
|
|
||||||
#include "scenes/in_Game_Scene.h"
|
#include "computervision/ObjectDetection.h"
|
||||||
#include "scenes/startup_Scene.h"
|
|
||||||
|
|
||||||
#pragma comment(lib, "glfw3.lib")
|
#pragma comment(lib, "glfw3.lib")
|
||||||
#pragma comment(lib, "glew32s.lib")
|
#pragma comment(lib, "glew32s.lib")
|
||||||
@@ -28,7 +21,7 @@
|
|||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
scene::Scene* current_scene;
|
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
@@ -46,51 +39,56 @@ int main(void)
|
|||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
|
|
||||||
current_scene = new scene::Startup_Scene();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
current_scene->onKey(window, key, scancode, action, mods);
|
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
if (key == GLFW_KEY_ESCAPE)
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
});
|
});
|
||||||
|
|
||||||
bool window_open = true;
|
|
||||||
|
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
|
||||||
|
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
|
||||||
|
models::TexturedModel model = { raw_model, texture };
|
||||||
|
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
|
||||||
|
|
||||||
|
shaders::StaticShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
|
||||||
|
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window) && window_open)
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
const double delta = UpdateDelta();
|
const double delta = UpdateDelta();
|
||||||
|
entity.IncreaseRotation(glm::vec3(0, 1, 0));
|
||||||
|
camera.Move(window);
|
||||||
|
|
||||||
scene::Scenes return_value = current_scene->start(window);
|
// Render
|
||||||
delete current_scene;
|
render_engine::renderer::Prepare();
|
||||||
|
shader.Start();
|
||||||
|
shader.LoadViewMatrix(camera);
|
||||||
|
|
||||||
switch (return_value) {
|
render_engine::renderer::Render(entity, shader);
|
||||||
case scene::Scenes::STOP:
|
|
||||||
window_open = false;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case scene::Scenes::STARTUP:
|
objDetect.calculateDifference();
|
||||||
current_scene = new scene::Startup_Scene();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case scene::Scenes::INGAME:
|
// Finish up
|
||||||
current_scene = new scene::In_Game_Scene();
|
shader.Stop();
|
||||||
break;
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
default:
|
|
||||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clean up -> preventing memory leaks!!!
|
// Clean up
|
||||||
std::cout << "ending..." << std::endl;
|
shader.CleanUp();
|
||||||
delete current_scene;
|
render_engine::loader::CleanUp();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,31 +5,24 @@
|
|||||||
namespace models
|
namespace models
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
Structure for storing a vboID and vertex_count (this representa a mesh without a model).
|
Structure for storing a vboID and vertex_count.
|
||||||
|
|
||||||
vao_id = The openGL id of the model
|
This structure represents a Bare bones Model (A mesh without a texture).
|
||||||
vertex_count = The amount of vertices in the model
|
The vao_id, points to an ID stored by openGL and the
|
||||||
model_size = The size on each axis of the model
|
vertex_count is how many triangles in the mesh there are.
|
||||||
*/
|
*/
|
||||||
struct RawModel
|
struct RawModel
|
||||||
{
|
{
|
||||||
GLuint vao_id;
|
GLuint vao_id;
|
||||||
int vertex_count;
|
int vertex_count;
|
||||||
glm::vec3 model_size = { -1, -1, -1 };
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Structure for storing a texture (texture_id) to apply to a RawModel.
|
Structure for storing a texture (texture_id) to apply to a RawModel.
|
||||||
|
|
||||||
texture_id = The openGL id of the textures
|
|
||||||
shine_damper = A damper for the angle the model needs to be look at to see reflections
|
|
||||||
reflectivity = The amount of light the model reflects
|
|
||||||
*/
|
*/
|
||||||
struct ModelTexture
|
struct ModelTexture
|
||||||
{
|
{
|
||||||
GLuint texture_id;
|
GLuint texture_id;
|
||||||
float shine_damper = 1;
|
|
||||||
float reflectivity = 0;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -1,10 +1,7 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <glm/vec3.hpp>
|
|
||||||
#include "../stb_image.h"
|
#include "../stb_image.h"
|
||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace loader
|
namespace loader
|
||||||
@@ -12,38 +9,22 @@ namespace render_engine
|
|||||||
static GLuint CreateVao();
|
static GLuint CreateVao();
|
||||||
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
|
||||||
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
|
||||||
static glm::vec3 GetSizeModel(std::vector<float>& positions);
|
|
||||||
|
|
||||||
static std::vector<GLuint> vaos;
|
static std::vector<GLuint> vaos;
|
||||||
static std::vector<GLuint> vbos;
|
static std::vector<GLuint> vbos;
|
||||||
static std::vector<GLuint> textures;
|
static std::vector<GLuint> textures;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will generate a Model from vertex positions, textureCoordinates normals and indices.
|
This function will generate a Model from vertex positions, textureCoordinates and indices.
|
||||||
*/
|
*/
|
||||||
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
|
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
|
||||||
{
|
{
|
||||||
const GLuint vao_id = CreateVao();
|
GLuint vao_id = CreateVao();
|
||||||
BindIndicesBuffer(indices);
|
BindIndicesBuffer(indices);
|
||||||
StoreDataInAttributeList(0, 3, positions);
|
StoreDataInAttributeList(0, 3, positions);
|
||||||
StoreDataInAttributeList(1, 2, texture_coords);
|
StoreDataInAttributeList(1, 2, texture_coords);
|
||||||
StoreDataInAttributeList(2, 3, normals);
|
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
return { vao_id, static_cast<int>(indices.size()) };
|
||||||
const glm::vec3 model_size = GetSizeModel(positions);
|
|
||||||
|
|
||||||
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 };
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -59,12 +40,6 @@ namespace render_engine
|
|||||||
glEnable(GL_TEXTURE_2D);
|
glEnable(GL_TEXTURE_2D);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||||
|
|
||||||
// Set mipmapping with a constant LOD
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.4f);
|
|
||||||
|
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
@@ -138,72 +113,5 @@ namespace render_engine
|
|||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief gets the width, height and depth of a model
|
|
||||||
* @param positions all the points of a model
|
|
||||||
* @returns vec3<float> the size values of a model (width, height and depth)
|
|
||||||
**/
|
|
||||||
static glm::vec3 GetSizeModel(std::vector<float>& positions)
|
|
||||||
{
|
|
||||||
float minX = 100;
|
|
||||||
float maxX = -100;
|
|
||||||
|
|
||||||
float minY = 100;
|
|
||||||
float maxY = -100;
|
|
||||||
|
|
||||||
float minZ = 100;
|
|
||||||
float maxZ = -100;
|
|
||||||
|
|
||||||
for (int i = 0; i < positions.size(); ++i)
|
|
||||||
{
|
|
||||||
const int index = i % 3;
|
|
||||||
const float value = positions[i];
|
|
||||||
|
|
||||||
switch (index)
|
|
||||||
{
|
|
||||||
case 0: // x
|
|
||||||
{
|
|
||||||
if (value < minX)
|
|
||||||
{
|
|
||||||
minX = value;
|
|
||||||
} else if (value > maxX)
|
|
||||||
{
|
|
||||||
maxX = value;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 1: // y
|
|
||||||
{
|
|
||||||
if (value < minY)
|
|
||||||
{
|
|
||||||
minY = value;
|
|
||||||
}
|
|
||||||
else if (value > maxY)
|
|
||||||
{
|
|
||||||
maxY = value;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case 2: // z
|
|
||||||
{
|
|
||||||
if (value < minZ)
|
|
||||||
{
|
|
||||||
minZ = value;
|
|
||||||
}
|
|
||||||
else if (value > maxZ)
|
|
||||||
{
|
|
||||||
maxZ = value;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const float sizeX = maxX - minX;
|
|
||||||
const float sizeY = maxY - minY;
|
|
||||||
const float sizeZ = maxZ - minZ;
|
|
||||||
return { sizeX, sizeY, sizeZ };
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,36 +9,17 @@ namespace render_engine
|
|||||||
namespace loader
|
namespace loader
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
* @brief: This function generates a model from model data.
|
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);
|
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: Overloaded function of the function above, but does not need normals and indices.
|
Loads a texture from a file into openGL using stb_image.h
|
||||||
* 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);
|
GLuint LoadTexture(std::string file_name);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: Call this function when cleaning up all the meshes (when exiting the program).
|
Call this function when cleaning up all the meshes (when exiting the program).
|
||||||
*/
|
*/
|
||||||
void CleanUp();
|
void CleanUp();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,11 +1,8 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
#include "loader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
#include "renderer.h"
|
#include "renderer.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
@@ -15,27 +12,17 @@ namespace render_engine
|
|||||||
static const float NEAR_PLANE = 0.01f;
|
static const float NEAR_PLANE = 0.01f;
|
||||||
static const float FAR_PLANE = 1000.0f;
|
static const float FAR_PLANE = 1000.0f;
|
||||||
|
|
||||||
// GUI variables
|
/*
|
||||||
static models::RawModel quad;
|
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);
|
|
||||||
glCullFace(GL_BACK);
|
|
||||||
|
|
||||||
const glm::mat4 projectionMatrix =
|
const glm::mat4 projectionMatrix =
|
||||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||||
|
|
||||||
// Load the projectionmatrix into the shader
|
|
||||||
shader.Start();
|
shader.Start();
|
||||||
shader.LoadProjectionMatrix(projectionMatrix);
|
shader.LoadProjectionMatrix(projectionMatrix);
|
||||||
shader.Stop();
|
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -45,82 +32,36 @@ namespace render_engine
|
|||||||
{
|
{
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
glClearColor(SKY_COLOR.r, SKY_COLOR.g, SKY_COLOR.b, 1.0f);
|
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
This function will Render a Model on the screen.
|
This function will Render a Model on the screen.
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
void Render(entities::Entity& entity, shaders::StaticShader& shader)
|
||||||
{
|
{
|
||||||
const models::TexturedModel model = entity.GetModel();
|
const models::TexturedModel model = entity.GetModel();
|
||||||
const models::RawModel raw_model = model.raw_model;
|
const models::RawModel rawModel = model.raw_model;
|
||||||
const models::ModelTexture texture = model.texture;
|
|
||||||
|
|
||||||
// Enable the model (VAO)
|
// Enable the model
|
||||||
glBindVertexArray(raw_model.vao_id);
|
glBindVertexArray(rawModel.vao_id);
|
||||||
|
|
||||||
// Enable the VBO's from the model (VAO)
|
// Enable the inputs for the vertexShader
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
// Load the transformation of the model into the shader
|
// Load the transformation of the model into the shader
|
||||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
||||||
shader.LoadModelMatrix(modelMatrix);
|
shader.LoadModelMatrix(modelMatrix);
|
||||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
|
||||||
|
|
||||||
// Draw the model
|
// Draw the model
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
|
||||||
glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
// Disable the VBO's and model (VAO)
|
|
||||||
glDisableVertexAttribArray(0);
|
glDisableVertexAttribArray(0);
|
||||||
glDisableVertexAttribArray(1);
|
glDisableVertexAttribArray(1);
|
||||||
glDisableVertexAttribArray(2);
|
|
||||||
glBindVertexArray(0);
|
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();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,43 +1,25 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "../gui/gui_element.h"
|
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/static_shader.h"
|
||||||
#include "../shaders/gui_shader.h"
|
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
{
|
{
|
||||||
namespace renderer
|
namespace renderer
|
||||||
{
|
{
|
||||||
const glm::vec3 SKY_COLOR = { 0.3f, 0.4f, 0.6f };
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@brief: Call this function when starting the program
|
Call this function when starting the program
|
||||||
|
|
||||||
@param shader: The shader to render the entities with
|
|
||||||
*/
|
*/
|
||||||
void Init(shaders::EntityShader& shader);
|
void Init(shaders::StaticShader& shader);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@brief: Call this function before rendering.
|
Call this function before rendering.
|
||||||
This function will enable culling and load the projectionMatrix into the shader.
|
|
||||||
*/
|
*/
|
||||||
void Prepare();
|
void Prepare();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@brief: Call this function when wanting to Render a mesh to the screen.
|
Call this function when wanting to Render a mesh to the screen.
|
||||||
|
|
||||||
@param entity: The entity which needs to be rendered
|
|
||||||
@param shader: The shader the entity needs to be rendered with
|
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
void Render(entities::Entity& entity, shaders::StaticShader& 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);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,8 +6,6 @@
|
|||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
#include "obj_loader.h"
|
#include "obj_loader.h"
|
||||||
|
|
||||||
namespace render_engine
|
|
||||||
{
|
|
||||||
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
|
||||||
{
|
{
|
||||||
std::stringstream ss;
|
std::stringstream ss;
|
||||||
@@ -111,8 +109,7 @@ namespace render_engine
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
} catch (const std::exception& e)
|
||||||
catch (const std::exception& e)
|
|
||||||
{
|
{
|
||||||
// Always go in here
|
// Always go in here
|
||||||
}
|
}
|
||||||
@@ -128,6 +125,5 @@ namespace render_engine
|
|||||||
vertex_array[p++] = vertex.z;
|
vertex_array[p++] = vertex.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
return render_engine::loader::LoadToVAO(vertex_array, texture_array, normal_array, indices);
|
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -3,12 +3,4 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
|
|
||||||
namespace render_engine
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
* @brief: This function retrieves an .obj file, loads it into the VBO and returns a RawModel
|
|
||||||
*
|
|
||||||
* @param file_name: The path to the .obj file
|
|
||||||
*/
|
|
||||||
models::RawModel LoadObjModel(std::string file_name);
|
models::RawModel LoadObjModel(std::string file_name);
|
||||||
}
|
|
||||||
@@ -1,118 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include "in_Game_Scene.h"
|
|
||||||
#include "startup_Scene.h"
|
|
||||||
#include "../gui/gui_interactable.h"
|
|
||||||
#include "../models/model.h"
|
|
||||||
#include "../renderEngine/loader.h"
|
|
||||||
#include "../renderEngine/obj_loader.h"
|
|
||||||
#include "../renderEngine/renderer.h"
|
|
||||||
#include "../shaders/entity_shader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
std::vector<entities::Entity> entities;
|
|
||||||
std::vector<entities::Light> lights;
|
|
||||||
models::RawModel raw_model;
|
|
||||||
models::ModelTexture texture;
|
|
||||||
shaders::EntityShader *shader;
|
|
||||||
shaders::GuiShader *gui_shader;
|
|
||||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
|
||||||
std::vector<gui::GuiTexture*> guis;
|
|
||||||
|
|
||||||
|
|
||||||
In_Game_Scene::In_Game_Scene()
|
|
||||||
{
|
|
||||||
shader = new shaders::EntityShader;
|
|
||||||
shader->Init();
|
|
||||||
render_engine::renderer::Init(*shader);
|
|
||||||
|
|
||||||
gui_shader = new shaders::GuiShader();
|
|
||||||
gui_shader->Init();
|
|
||||||
}
|
|
||||||
|
|
||||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
raw_model = render_engine::LoadObjModel("res/House.obj");
|
|
||||||
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
|
||||||
texture.shine_damper = 10;
|
|
||||||
texture.reflectivity = 0;
|
|
||||||
models::TexturedModel model = { raw_model, texture };
|
|
||||||
|
|
||||||
int z = 0;
|
|
||||||
for (int i = 0; i < 5; ++i)
|
|
||||||
{
|
|
||||||
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
|
||||||
z += (raw_model.model_size.x * 20);
|
|
||||||
}
|
|
||||||
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
|
||||||
|
|
||||||
// GUI stuff
|
|
||||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
|
||||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
|
||||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
|
||||||
button.SetOnClickAction([]()
|
|
||||||
{
|
|
||||||
std::cout << "I got clicked on!" << std::endl;
|
|
||||||
});
|
|
||||||
guis.push_back(&button);
|
|
||||||
|
|
||||||
|
|
||||||
while (return_value == scene::Scenes::INGAME)
|
|
||||||
{
|
|
||||||
update(window);
|
|
||||||
button.Update(window);
|
|
||||||
render();
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
shader->CleanUp();
|
|
||||||
gui_shader->CleanUp();
|
|
||||||
render_engine::loader::CleanUp();
|
|
||||||
return return_value;
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::In_Game_Scene::render()
|
|
||||||
{
|
|
||||||
// Render
|
|
||||||
render_engine::renderer::Prepare();
|
|
||||||
|
|
||||||
shader->Start();
|
|
||||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
|
||||||
shader->LoadLights(lights);
|
|
||||||
shader->LoadViewMatrix(camera);
|
|
||||||
|
|
||||||
// Renders each entity in the entities list
|
|
||||||
for (entities::Entity& entity : entities)
|
|
||||||
{
|
|
||||||
render_engine::renderer::Render(entity, *shader);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render GUI items
|
|
||||||
render_engine::renderer::Render(guis, *gui_shader);
|
|
||||||
|
|
||||||
// Stop rendering the entities
|
|
||||||
shader->Stop();
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
camera.Move(window);
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
||||||
{
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
return_value = scene::Scenes::STOP;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "scene.h"
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
|
|
||||||
class In_Game_Scene : public scene::Scene
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
|
||||||
|
|
||||||
public:
|
|
||||||
In_Game_Scene();
|
|
||||||
|
|
||||||
Scenes start(GLFWwindow* window) override;
|
|
||||||
void render() override;
|
|
||||||
void update(GLFWwindow* window) override;
|
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
#include "scene.h"
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <map>
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene {
|
|
||||||
|
|
||||||
enum class Scenes
|
|
||||||
{
|
|
||||||
STARTUP,
|
|
||||||
INGAME,
|
|
||||||
GAMEOVER,
|
|
||||||
CALIBRATION,
|
|
||||||
STOP
|
|
||||||
};
|
|
||||||
|
|
||||||
class Scene
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
virtual Scenes start(GLFWwindow* window) = 0;
|
|
||||||
virtual void render() = 0;
|
|
||||||
virtual void update(GLFWwindow* window) = 0;
|
|
||||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <map>
|
|
||||||
#include "startup_Scene.h"
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
|
|
||||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
|
||||||
{
|
|
||||||
while (return_value == scene::Scenes::STARTUP)
|
|
||||||
{
|
|
||||||
render();
|
|
||||||
update(window);
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
return return_value;
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::Startup_Scene::render()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
||||||
{
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
return_value = scene::Scenes::INGAME;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "scene.h"
|
|
||||||
#include <map>
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
extern GLFWwindow* window;
|
|
||||||
|
|
||||||
class Startup_Scene : public scene::Scene
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
|
||||||
|
|
||||||
public:
|
|
||||||
Scenes start(GLFWwindow* window) override;
|
|
||||||
void render() override;
|
|
||||||
void update(GLFWwindow* window) override;
|
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,204 +0,0 @@
|
|||||||
#include "entity_shader.h"
|
|
||||||
#include "../toolbox/toolbox.h"
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
static std::string vertex_shader = 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 texture_coords;
|
|
||||||
// The normal of the vertex
|
|
||||||
in vec3 normal;
|
|
||||||
|
|
||||||
// Equal to the texture_coords
|
|
||||||
out vec2 pass_texture_coords;
|
|
||||||
out vec3 surface_normal;
|
|
||||||
out vec3 to_light_vector[4];
|
|
||||||
out vec3 to_camera_vector;
|
|
||||||
out float visibility;
|
|
||||||
|
|
||||||
uniform mat4 model_matrix;
|
|
||||||
uniform mat4 projection_matrix;
|
|
||||||
uniform mat4 view_matrix;
|
|
||||||
uniform vec3 light_position[4];
|
|
||||||
|
|
||||||
const float density = 0.0017;
|
|
||||||
const float gradient = 4;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
// Calculate the real position of the vertex (after rotation and scaling)
|
|
||||||
vec4 world_position = model_matrix * vec4(position, 1.0);
|
|
||||||
|
|
||||||
vec4 position_rel_to_cam = view_matrix * world_position;
|
|
||||||
|
|
||||||
// Tell OpenGL where to render the vertex
|
|
||||||
gl_Position = projection_matrix * position_rel_to_cam;
|
|
||||||
|
|
||||||
// Pass the textureCoords directly to the fragment shader
|
|
||||||
pass_texture_coords = texture_coords;
|
|
||||||
|
|
||||||
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
|
|
||||||
for (int i = 0; i < 4; i++)
|
|
||||||
{
|
|
||||||
to_light_vector[i] = light_position[i] - world_position.xyz;
|
|
||||||
}
|
|
||||||
to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz;
|
|
||||||
|
|
||||||
// Calculate the density/visibility of the vertex with the fog
|
|
||||||
float distance = length(position_rel_to_cam.xyz);
|
|
||||||
visibility = exp(-pow((distance * density), gradient));
|
|
||||||
visibility = clamp(visibility, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
static std::string fragment_shader = 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 pass_texture_coords;
|
|
||||||
|
|
||||||
in vec3 surface_normal;
|
|
||||||
in vec3 to_light_vector[4];
|
|
||||||
in vec3 to_camera_vector;
|
|
||||||
in float visibility;
|
|
||||||
|
|
||||||
// Final color of the pixel
|
|
||||||
out vec4 out_color;
|
|
||||||
|
|
||||||
// The texture of the model
|
|
||||||
uniform sampler2D model_texture;
|
|
||||||
|
|
||||||
uniform vec3 light_color[4];
|
|
||||||
uniform vec3 attenuation[4];
|
|
||||||
uniform float shine_damper;
|
|
||||||
uniform float reflectivity;
|
|
||||||
uniform vec3 sky_color;
|
|
||||||
|
|
||||||
const float min_diffuse_lighting = 0.1;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
vec3 unit_normal = normalize(surface_normal);
|
|
||||||
vec3 unit_camera_vector = normalize(to_camera_vector);
|
|
||||||
|
|
||||||
vec3 total_diffuse = vec3(0.0);
|
|
||||||
vec3 total_specular = vec3(0.0);
|
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++)
|
|
||||||
{
|
|
||||||
float distance = length(to_light_vector[i]);
|
|
||||||
float att_factor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
|
|
||||||
|
|
||||||
vec3 unit_light_vector = normalize(to_light_vector[i]);
|
|
||||||
|
|
||||||
// Calculate the diffuse lighting
|
|
||||||
float dot_diffuse = dot(unit_normal, unit_light_vector);
|
|
||||||
float brightness = max(dot_diffuse, 0.0);
|
|
||||||
|
|
||||||
// Calculate the specular lighting
|
|
||||||
vec3 light_direction = -unit_light_vector;
|
|
||||||
vec3 reflected_light_direction = reflect(light_direction, unit_normal);
|
|
||||||
float dot_specular = dot(reflected_light_direction, unit_camera_vector);
|
|
||||||
dot_specular = max(dot_specular, 0.0);
|
|
||||||
float damped_specular = pow(dot_specular, shine_damper);
|
|
||||||
|
|
||||||
total_diffuse = total_diffuse + (brightness * light_color[i]) / att_factor;
|
|
||||||
total_specular = total_specular + (damped_specular * reflectivity * light_color[i]) / att_factor;
|
|
||||||
}
|
|
||||||
|
|
||||||
total_diffuse = max(total_diffuse, min_diffuse_lighting);
|
|
||||||
|
|
||||||
out_color = vec4(total_diffuse, 1.0) * texture(model_texture, pass_texture_coords) + vec4(total_specular, 1.0);
|
|
||||||
out_color = mix(vec4(sky_color, 1.0), out_color, visibility);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
|
|
||||||
EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader)
|
|
||||||
{ }
|
|
||||||
|
|
||||||
void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_model_matrix, matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
|
||||||
{
|
|
||||||
LoadMatrix(location_projection_matrix, projection);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::LoadViewMatrix(entities::Camera& camera) const
|
|
||||||
{
|
|
||||||
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
|
||||||
LoadMatrix(location_view_matrix, view_matrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::LoadLights(std::vector<entities::Light>& lights) const
|
|
||||||
{
|
|
||||||
for (int i = 0; i < MAX_LIGHTS; ++i)
|
|
||||||
{
|
|
||||||
if (i < lights.size())
|
|
||||||
{
|
|
||||||
LoadVector(location_light_position[i], lights[i].GetPosition());
|
|
||||||
LoadVector(location_light_color[i], lights[i].GetColor());
|
|
||||||
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
|
||||||
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
|
||||||
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
|
||||||
{
|
|
||||||
LoadFloat(location_shine_damper, shine_damper);
|
|
||||||
LoadFloat(location_reflectivity, reflectivity);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::LoadSkyColor(glm::vec3 sky_color) const
|
|
||||||
{
|
|
||||||
LoadVector(location_sky_color, sky_color);
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::SetAttributes() const
|
|
||||||
{
|
|
||||||
// Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables
|
|
||||||
SetAttribute(0, "position");
|
|
||||||
SetAttribute(1, "texture_coords");
|
|
||||||
SetAttribute(2, "normal");
|
|
||||||
}
|
|
||||||
|
|
||||||
void EntityShader::GetAllUniformLocations()
|
|
||||||
{
|
|
||||||
// Get the locations from the uniform variables from the shaders
|
|
||||||
location_model_matrix = GetUniformLocation("model_matrix");
|
|
||||||
location_projection_matrix = GetUniformLocation("projection_matrix");
|
|
||||||
location_view_matrix = GetUniformLocation("view_matrix");
|
|
||||||
location_shine_damper = GetUniformLocation("shine_damper");
|
|
||||||
location_reflectivity = GetUniformLocation("reflectivity");
|
|
||||||
location_sky_color = GetUniformLocation("sky_color");
|
|
||||||
|
|
||||||
for (int i = 0; i < MAX_LIGHTS; ++i)
|
|
||||||
{
|
|
||||||
std::string light_pos = std::string("light_position[") + std::to_string(i) + "]";
|
|
||||||
location_light_position[i] = GetUniformLocation(light_pos.c_str());
|
|
||||||
|
|
||||||
std::string light_color = std::string("light_color[") + std::to_string(i) + "]";
|
|
||||||
location_light_color[i] = GetUniformLocation(light_color.c_str());
|
|
||||||
|
|
||||||
std::string light_attenuation = std::string("attenuation[") + std::to_string(i) + "]";
|
|
||||||
location_light_attenuation[i] = GetUniformLocation(light_attenuation.c_str());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,80 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include <vector>
|
|
||||||
#include "shader_program.h"
|
|
||||||
#include "../entities/camera.h"
|
|
||||||
#include "../entities/light.h"
|
|
||||||
|
|
||||||
/*
|
|
||||||
This class handles the shaders for the entities.
|
|
||||||
*/
|
|
||||||
|
|
||||||
namespace shaders
|
|
||||||
{
|
|
||||||
class EntityShader : public ShaderProgram
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
const static int MAX_LIGHTS = 4;
|
|
||||||
|
|
||||||
GLuint location_model_matrix;
|
|
||||||
GLuint location_projection_matrix;
|
|
||||||
GLuint location_view_matrix;
|
|
||||||
GLuint location_light_position[MAX_LIGHTS];
|
|
||||||
GLuint location_light_color[MAX_LIGHTS];
|
|
||||||
GLuint location_light_attenuation[MAX_LIGHTS];
|
|
||||||
GLuint location_shine_damper;
|
|
||||||
GLuint location_reflectivity;
|
|
||||||
GLuint location_sky_color;
|
|
||||||
|
|
||||||
public:
|
|
||||||
EntityShader();
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load the model matrix into the shader
|
|
||||||
*
|
|
||||||
* @param matrix: The model matrix
|
|
||||||
*/
|
|
||||||
void LoadModelMatrix(const glm::mat4& matrix) const;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load the projection matrix into the shader
|
|
||||||
*
|
|
||||||
* @param projection: The projection matrix
|
|
||||||
*/
|
|
||||||
void LoadProjectionMatrix(const glm::mat4& projection) const;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load the view matrix (camera) into the shader
|
|
||||||
*
|
|
||||||
* @param camera: The camera which the scene needs to be rendered from
|
|
||||||
*/
|
|
||||||
void LoadViewMatrix(entities::Camera& camera) const;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load some lights into the shader
|
|
||||||
*
|
|
||||||
* @param lights: The lights
|
|
||||||
*/
|
|
||||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load the the shine variables from a model into the shader
|
|
||||||
*
|
|
||||||
* @param shine_damper: The dampening of the angle from when to render reflectivity on the vertex
|
|
||||||
* @param reflectivity: The amount the model reflects
|
|
||||||
*/
|
|
||||||
void LoadShineVariables(float shine_damper, float reflectivity) const;
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: A method to load the sky color into the shader. This color will be used for the fog
|
|
||||||
*
|
|
||||||
* @param sky_color: The color of the sky
|
|
||||||
*/
|
|
||||||
void LoadSkyColor(glm::vec3 sky_color) const;
|
|
||||||
|
|
||||||
protected:
|
|
||||||
void SetAttributes() const override;
|
|
||||||
void GetAllUniformLocations() override;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,57 +0,0 @@
|
|||||||
#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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
#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;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,4 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|||||||
@@ -21,87 +21,29 @@ namespace shaders
|
|||||||
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
ShaderProgram(std::string& vertex_shader, std::string& fragment_shader);
|
||||||
virtual ~ShaderProgram() = default;
|
virtual ~ShaderProgram() = default;
|
||||||
|
|
||||||
/*
|
// Call this function after making the shaderprogram (sets all the attributes of the shader)
|
||||||
* @brief: Call this function after making the shaderprogram (sets all the attributes of the shader)
|
|
||||||
*/
|
|
||||||
void Init();
|
void Init();
|
||||||
|
// Call this function before rendering
|
||||||
/*
|
|
||||||
* @brief: Call this function before rendering
|
|
||||||
*/
|
|
||||||
void Start() const;
|
void Start() const;
|
||||||
|
// Call this function after rendering
|
||||||
/*
|
|
||||||
* @brief: Call this function after rendering
|
|
||||||
*/
|
|
||||||
void Stop() const;
|
void Stop() const;
|
||||||
|
// Call this function when closing the application
|
||||||
/*
|
|
||||||
* @brief: Call this function when closing the application
|
|
||||||
*/
|
|
||||||
void CleanUp() const;
|
void CleanUp() const;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/*
|
// Set the inputs of the vertex shader
|
||||||
* @brief: Set the inputs of the vertex shader
|
|
||||||
*/
|
|
||||||
virtual void SetAttributes() const = 0;
|
virtual void SetAttributes() const = 0;
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: Sets/binds a input variable (in) to a VBO from the model
|
|
||||||
*
|
|
||||||
* @param attribute: The id of the VBO
|
|
||||||
* @param variable_name: The name of the "in" variable in the shader
|
|
||||||
*/
|
|
||||||
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
void SetAttribute(const GLuint attribute, const char* variable_name) const;
|
||||||
|
|
||||||
/*
|
// Loads value's (uniform variables) into the shader
|
||||||
* @brief: This function loads a float value into a uniform variable into the shader
|
|
||||||
*
|
|
||||||
* @param location: The location of the variable in openGL
|
|
||||||
* @param value: The value which will be loaded into the variable
|
|
||||||
*/
|
|
||||||
void LoadFloat(GLuint location, GLfloat value) const;
|
void LoadFloat(GLuint location, GLfloat value) const;
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function loads a vector value into a uniform variable into the shader
|
|
||||||
*
|
|
||||||
* @param location: The location of the variable in openGL
|
|
||||||
* @param vector: The value which will be loaded into the variable
|
|
||||||
*/
|
|
||||||
void LoadVector(GLuint location, glm::vec3 vector) const;
|
void LoadVector(GLuint location, glm::vec3 vector) const;
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function loads a 4x4 matrix value into a uniform variable into the shader
|
|
||||||
*
|
|
||||||
* @param location: The location of the variable in openGL
|
|
||||||
* @param matrix: The value which will be loaded into the variable
|
|
||||||
*/
|
|
||||||
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
void LoadMatrix(GLuint location, glm::mat4 matrix) const;
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function will get all the locations of each uniform variable
|
|
||||||
*/
|
|
||||||
virtual void GetAllUniformLocations() = 0;
|
virtual void GetAllUniformLocations() = 0;
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function will retrieve the location of a uniform variable
|
|
||||||
*
|
|
||||||
* @param uniform_name: The name of the uniform variable
|
|
||||||
*
|
|
||||||
* @return: The location of the uniform variable
|
|
||||||
*/
|
|
||||||
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
GLuint GetUniformLocation(const GLchar* uniform_name) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*
|
|
||||||
* @brief: This function will load a shader into openGL
|
|
||||||
*
|
|
||||||
* @param shader_string: The shader as a string (the whole code)
|
|
||||||
* @param type: The type of the shader (Vertex/Fragment)
|
|
||||||
*
|
|
||||||
* @return: The id of the shader given by openGL
|
|
||||||
*/
|
|
||||||
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
GLuint LoadShader(const std::string& shader_string, GLuint type) const;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
87
src/shaders/static_shader.cpp
Normal file
87
src/shaders/static_shader.cpp
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
#include "static_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
static std::string vertex_shader = 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 texture_coords;
|
||||||
|
|
||||||
|
// Equal to the texture_coords
|
||||||
|
out vec2 pass_texture_coords;
|
||||||
|
|
||||||
|
uniform mat4 model_matrix;
|
||||||
|
uniform mat4 projection_matrix;
|
||||||
|
uniform mat4 view_matrix;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
// Tell OpenGL where to render the vertex
|
||||||
|
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
|
||||||
|
|
||||||
|
// Pass the texture_coords directly to the fragment shader
|
||||||
|
pass_texture_coords = texture_coords;
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
static std::string fragment_shader = 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 pass_texture_coords;
|
||||||
|
|
||||||
|
// Final color of the pixel
|
||||||
|
out vec4 out_color;
|
||||||
|
|
||||||
|
// The texture of the model
|
||||||
|
uniform sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
out_color = texture(texture_sampler, pass_texture_coords);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
|
||||||
|
StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_model_matrix, matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
|
||||||
|
{
|
||||||
|
LoadMatrix(location_projection_matrix, projection);
|
||||||
|
}
|
||||||
|
|
||||||
|
void StaticShader::LoadViewMatrix(entities::Camera& camera) const
|
||||||
|
{
|
||||||
|
const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
|
||||||
|
LoadMatrix(location_view_matrix, view_matrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void StaticShader::SetAttributes() const
|
||||||
|
{
|
||||||
|
SetAttribute(0, "position");
|
||||||
|
SetAttribute(1, "texture_coords");
|
||||||
|
}
|
||||||
|
|
||||||
|
void StaticShader::GetAllUniformLocations()
|
||||||
|
{
|
||||||
|
location_model_matrix = GetUniformLocation("model_matrix");
|
||||||
|
location_projection_matrix = GetUniformLocation("projection_matrix");
|
||||||
|
location_view_matrix = GetUniformLocation("view_matrix");
|
||||||
|
}
|
||||||
|
}
|
||||||
31
src/shaders/static_shader.h
Normal file
31
src/shaders/static_shader.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include "shader_program.h"
|
||||||
|
#include "../entities/camera.h"
|
||||||
|
|
||||||
|
/*
|
||||||
|
This class does represents the shaders for the models.
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace shaders
|
||||||
|
{
|
||||||
|
class StaticShader : public ShaderProgram
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
GLuint location_model_matrix;
|
||||||
|
GLuint location_projection_matrix;
|
||||||
|
GLuint location_view_matrix;
|
||||||
|
|
||||||
|
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;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -2,14 +2,6 @@
|
|||||||
|
|
||||||
namespace toolbox
|
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 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale)
|
||||||
{
|
{
|
||||||
glm::mat4 matrix(1.0f);
|
glm::mat4 matrix(1.0f);
|
||||||
|
|||||||
@@ -5,45 +5,10 @@
|
|||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
// Window macro's
|
|
||||||
#define DEFAULT_WIDTH 1920
|
|
||||||
#define DEFAULT_HEIGHT 1080
|
|
||||||
|
|
||||||
// Change these macros to change the window size
|
|
||||||
#define WINDOW_WIDTH 1400.0f
|
#define WINDOW_WIDTH 1400.0f
|
||||||
#define WINDOW_HEIGT 800.0f
|
#define WINDOW_HEIGT 800.0f
|
||||||
|
|
||||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
|
||||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
|
||||||
//
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @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
|
|
||||||
*
|
|
||||||
* @param translation: The position of the model
|
|
||||||
* @param rotation: The rotation of the model
|
|
||||||
* @param scale: The scale of the model
|
|
||||||
*
|
|
||||||
* @return: The model matrix of the model
|
|
||||||
*/
|
|
||||||
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
glm::mat4 CreateModelMatrix(glm::vec3 translation, glm::vec3 rotation, float scale);
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: This function will create a view matrix from the camera's position
|
|
||||||
*
|
|
||||||
* @param camera: The camera the view matrix needs to be made from
|
|
||||||
*
|
|
||||||
* @return: The view matrix
|
|
||||||
*/
|
|
||||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,39 +19,29 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
|
||||||
<ClCompile Include="src\main.cpp" />
|
<ClCompile Include="src\main.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.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\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
<ClCompile Include="src\shaders\static_shader.cpp" />
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
<ClInclude Include="src\entities\light.h" />
|
|
||||||
<ClInclude Include="src\gui\gui_element.h" />
|
|
||||||
<ClInclude Include="src\gui\gui_interactable.h" />
|
|
||||||
<ClInclude Include="src\models\model.h" />
|
<ClInclude Include="src\models\model.h" />
|
||||||
<ClInclude Include="src\renderEngine\loader.h" />
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||||
<ClInclude Include="src\renderEngine\renderer.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\shader_program.h" />
|
||||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
<ClInclude Include="src\shaders\static_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
<VCProjectVersion>16.0</VCProjectVersion>
|
||||||
@@ -111,16 +101,14 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>C:\opencv\build\include;$(IncludePath)</IncludePath>
|
||||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
|
||||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -152,7 +140,7 @@
|
|||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
@@ -193,7 +181,6 @@
|
|||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
|||||||
@@ -33,28 +33,16 @@
|
|||||||
<ClCompile Include="src\shaders\shader_program.cpp">
|
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\shaders\static_shader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp">
|
<ClCompile Include="src\toolbox\toolbox.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp">
|
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\shaders\gui_shader.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\scenes\scene.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
@@ -80,34 +68,16 @@
|
|||||||
<ClInclude Include="src\shaders\shader_program.h">
|
<ClInclude Include="src\shaders\shader_program.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\shaders\static_shader.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\toolbox\toolbox.h">
|
<ClInclude Include="src\toolbox\toolbox.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\entities\light.h">
|
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\shaders\entity_shader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\shaders\gui_shader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\gui\gui_element.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\gui\gui_interactable.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|||||||
Reference in New Issue
Block a user