Implement batched rendering with multiple textures
This commit is contained in:
parent
db94d85168
commit
0226819a46
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@ -0,0 +1,28 @@
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# Find SOIL2
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# Find the SOIL2 includes and library
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#
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# SOIL2_INCLUDE_DIRS - where to find SOIL2.h, etc.
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# SOIL2_LIBRARIES - List of libraries when using SOIL2.
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# SOIL2_FOUND - True if SOIL2 found.
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#
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# Based on the FindZLIB.cmake module.
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IF (SOIL2_INCLUDE_DIR)
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# Already in cache, be silent
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SET(SOIL2_FIND_QUIETLY TRUE)
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ENDIF (SOIL2_INCLUDE_DIR)
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FIND_PATH(SOIL2_INCLUDE_DIR SOIL2.h PATH_SUFFIXES include/SOIL2 include)
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SET(SOIL2_NAMES SOIL2 SOIL2 soil2)
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FIND_LIBRARY(SOIL2_LIBRARY NAMES ${SOIL2_NAMES} )
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MARK_AS_ADVANCED( SOIL2_LIBRARY SOIL2_INCLUDE_DIR )
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# Per-recommendation
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SET(SOIL2_INCLUDE_DIRS "${SOIL2_INCLUDE_DIR}")
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SET(SOIL2_LIBRARIES "${SOIL2_LIBRARY}")
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# handle the QUIETLY and REQUIRED arguments and set SOIL2_FOUND to TRUE if
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# all listed variables are TRUE
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(soil2 DEFAULT_MSG SOIL2_LIBRARIES SOIL2_INCLUDE_DIRS)
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@ -3,14 +3,24 @@ set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake;${CMAKE_MODULE_PATH}")
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project(SimpleEngine)
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project(SimpleEngine)
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include(cmrc/CMakeRC.cmake)
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include(cmrc/CMakeRC.cmake)
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include(CMake/Findsoil2.cmake)
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# Add some CMake options:
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# Add some CMake options:
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option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
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option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
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# By default use OpenGL GLVND
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option(SIMPLE_ENGINE_USE_GL_LEGACY "Use OpenGL legacy, or use BLVND" OFF)
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if (SIMPLE_ENGINE_USE_GL_LEGACY)
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set(OpenGL_GL_PREFERENCE "LEGACY")
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else()
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set(OpenGL_GL_PREFERENCE "GLVND")
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endif()
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find_package(GLEW REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(glfw3 CONFIG REQUIRED)
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find_package(glfw3 CONFIG REQUIRED)
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find_package(glm CONFIG REQUIRED)
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find_package(glm CONFIG REQUIRED)
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find_package(soil2 CONFIG REQUIRED)
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find_package(soil2 REQUIRED)
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find_package(OpenGL REQUIRED)
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# Link sources
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# Link sources
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file(GLOB_RECURSE source_list src/*.cpp)
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file(GLOB_RECURSE source_list src/*.cpp)
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@ -32,10 +42,13 @@ cmrc_add_resource_library(
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# Link dependencies
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# Link dependencies
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target_link_libraries(simpleengine PUBLIC GLEW::GLEW)
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target_link_libraries(simpleengine PUBLIC GLEW::GLEW)
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target_link_libraries(simpleengine PUBLIC glfw)
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target_link_libraries(simpleengine PUBLIC glfw)
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target_link_libraries(simpleengine PUBLIC glm::glm)
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target_link_libraries(simpleengine PUBLIC glm)
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target_link_libraries(simpleengine PUBLIC soil2)
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target_link_libraries(simpleengine PUBLIC soil2)
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target_link_libraries(simpleengine PUBLIC ${OPENGL_LIBRARIES})
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target_link_libraries(simpleengine PRIVATE simpleengine_resources)
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target_link_libraries(simpleengine PRIVATE simpleengine_resources)
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# Include some dependencies' include directories
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include_directories(${OPENGL_INCLUDE_DIR})
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include_directories(${GLM_INCLUDE_DIRS})
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include_directories(${GLM_INCLUDE_DIRS})
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# Add examples as a target if the user has them enabled
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# Add examples as a target if the user has them enabled
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2
cmrc
2
cmrc
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@ -1 +1 @@
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Subproject commit a64bea50c05594c8e7cf1f08e441bb9507742e2e
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Subproject commit e386a629eb537d384811e598a3c96b9ca928f65e
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@ -0,0 +1,3 @@
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*.blend
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*.obj
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*.png
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@ -2,16 +2,18 @@
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#include "simpleengine/gfx/light.h"
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#include "simpleengine/gfx/light.h"
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#include "simpleengine/gfx/model.h"
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#include "simpleengine/gfx/model.h"
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#include "simpleengine/gfx/texture.h"
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#include "simpleengine/gfx/texture.h"
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#include "simpleengine/objects/3d/terrain.h"
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#include "simpleengine/vector.h"
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#include "simpleengine/vector.h"
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/fwd.hpp>
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#include <glm/fwd.hpp>
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#include <memory>
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#include <simpleengine/gfx/shader.h>
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#include <simpleengine/gfx/shader.h>
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#include <simpleengine/renderable.h>
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#include <simpleengine/renderable.h>
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#include <simpleengine/event/event.h>
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#include <simpleengine/event/event.h>
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#include <simpleengine/shader_program.h>
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#include <simpleengine/shader_program.h>
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#include <simpleengine/game.h>
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#include <simpleengine/game.h>
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#include <simpleengine/vertex.h>
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#include <simpleengine/vertex.h>
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#include <simpleengine/objects/3d/obj_model.h>
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#include <simpleengine/objects/3d/mesh.h>
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#include <simpleengine/gfx/shaders/core_3d_shader.h>
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#include <simpleengine/gfx/shaders/core_3d_shader.h>
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#include <chrono>
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#include <chrono>
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@ -22,7 +24,11 @@
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#include <cmrc/cmrc.hpp>
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#include <cmrc/cmrc.hpp>
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CMRC_DECLARE(resource_shaders);
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CMRC_DECLARE(resource_shaders);
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#ifdef __linux__
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#include <SOIL2.h>
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#else
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#include <SOIL2/SOIL2.h>
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#include <SOIL2/SOIL2.h>
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#endif
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namespace se = simpleengine;
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namespace se = simpleengine;
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@ -39,23 +45,33 @@ int main(int argc, char *argv[]) {
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/* se::gfx::Texture wall_texture("resources/wall.jpg");
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/* se::gfx::Texture wall_texture("resources/wall.jpg");
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se::gfx::Texture crate_texture("resources/container.jpg", true, true); */
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se::gfx::Texture crate_texture("resources/container.jpg", true, true); */
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// Load core shaders from simpleengine resources
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// Load core shaders from SimpleEngine resources
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se::gfx::shaders::Core3dShader core_shader;
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se::gfx::shaders::Core3dShader core_shader;
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, -20.f), glm::vec3(1.f, 1.f, 1.f));
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 1.f, -10.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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game.add_event(light);
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se::gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png");
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se::gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png");
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/* white_texture.shine_damper = 10;
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// white_texture.shine_damper = 10;
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white_texture.reflectivity = 1; */
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//white_texture.reflectivity = 1;
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auto dragon = std::make_shared<se::objects_3d::ObjModel>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/dragon.obj");
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/* auto dragon = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/dragon.obj");
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dragon->translate(0.f, -5.f, -25.f);
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dragon->translate(0.f, -5.f, -15.f);
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game.add_event(dragon);
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game.add_event(dragon); */
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/* se::gfx::Texture stall_texture("resources/stallTexture.png");
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/* auto cube = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/cube.obj");
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auto stall = std::make_shared<se::objects_3d::ObjModel>(game.get_window(), core_shader, stall_texture, "resources/stall.obj");
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cube->translate(0.f, -5.f, -15.f);
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stall->translate(0.f, -4.f, -25.f);
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game.add_event(cube);
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game.add_event(stall); */
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se::gfx::Texture grass("examples/dev_testing/resources/grass.png");
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auto terrain = std::make_shared<se::objects_3d::Terrain>(game.get_window(), core_shader, grass, 0, 0);
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terrain->translate(0.f, -5.f, -15.f);
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game.add_event(terrain); */
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se::gfx::Texture stall_texture("examples/dev_testing/resources/stallTextureb.png");
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auto stall = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, stall_texture, "examples/dev_testing/resources/stall.obj");
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stall->translate(10.f, -5.f, 0.f);
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stall->rotate_y(90.f);
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game.add_event(stall);
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/* std::vector<se::Vertex> square_vertices = {
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/* std::vector<se::Vertex> square_vertices = {
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{ se::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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{ se::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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auto square = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, square_vertices, indicies);
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auto square = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, square_vertices, indicies);
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square->translate(1.25f, 0.f, -1.f);
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square->translate(1.25f, 0.f, -1.f);
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square->scale(.75f);
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//square->rotate_y(90.f);
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game.add_event(square);
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//square->scale(.75f);
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game.add_event(square); */
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std::vector<se::Vertex> tri_vertices = {
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/* se::gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png");
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auto cube = std::make_shared<se::objects_3d::Mesh>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/cube.obj");
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cube->translate(-1.25f, 0.f, -1.f);
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game.add_event(cube); */
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/* std::vector<se::Vertex> tri_vertices = {
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{ se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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{ se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right
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{ se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right
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{ se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right
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{ se::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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{ se::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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game.add_event(tri); */
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game.add_event(tri); */
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/* std::vector<se::Vertex> cube_vertices = {
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/* std::vector<se::Vertex> cube_vertices = {
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{ se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-1.f, -1.f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(1.f, -1.f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(1.f, 1.f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(2.f, 0.f) },
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{ se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-1.f, 1.f, -1.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(3.f, 0.f) },
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{ se::Vectorf(-1, -1, -1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(4.f, 0.f) },
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{ se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-1, -1, 1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(1, -1, 1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(1, 1, 1), glm::vec3(0.f, 0.f, 1.f), glm::vec2(2.f, 1.f) },
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{ se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-1, 1, 1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(3.f, 1.f) },
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{ se::Vectorf(-1, -1, 1), glm::vec3(1.f, 1.f, 0.f), glm::vec2(4.f, 1.f) },
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{ se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-1, 1, -1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, -1.f) },
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{ se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(1, 1, -1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, -1.f) },
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{ se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-1, 1, 1), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 2.f) },
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{ se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(1, 1, 1), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 2.f) },
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{ se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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{ se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
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{ se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
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{ se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
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};
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};
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std::vector<GLuint> cube_indicies = {
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std::vector<GLuint> cube_indicies = {
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0,1,3,
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0, 1, 5, 5, 1, 6,
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3,1,2,
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1, 2, 6, 6, 2, 7,
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4,5,7,
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2, 3, 7, 7, 3, 8,
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7,5,6,
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3, 4, 8, 8, 4, 9,
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8,9,11,
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10, 11, 0, 0, 11, 1,
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11,9,10,
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5, 6, 12, 12, 6, 13
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12,13,15,
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|
||||||
15,13,14,
|
|
||||||
16,17,19,
|
|
||||||
19,17,18,
|
|
||||||
20,21,23,
|
|
||||||
23,21,22
|
|
||||||
};
|
};
|
||||||
|
|
||||||
auto cube = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
|
auto cube = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
|
||||||
|
cube->translate(3.f, 0.f, 0.f);
|
||||||
game.add_event(cube); */
|
game.add_event(cube); */
|
||||||
|
|
||||||
auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, -10));
|
auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, 0));
|
||||||
game.add_event(camera);
|
game.add_event(camera);
|
||||||
|
|
||||||
return game.run();
|
return game.run();
|
||||||
|
|
|
@ -12,7 +12,7 @@
|
||||||
namespace simpleengine {
|
namespace simpleengine {
|
||||||
class Camera : public simpleengine::Event {
|
class Camera : public simpleengine::Event {
|
||||||
private:
|
private:
|
||||||
|
//glm::vec3 camera_forward;
|
||||||
public:
|
public:
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
|
@ -20,12 +20,16 @@ namespace simpleengine {
|
||||||
|
|
||||||
glm::mat4 projection_matrix;
|
glm::mat4 projection_matrix;
|
||||||
glm::mat4 view_matrix;
|
glm::mat4 view_matrix;
|
||||||
glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f);
|
//glm::vec3 camera_rotation;
|
||||||
glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f);
|
/* glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f);
|
||||||
|
glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f); */
|
||||||
|
glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||||
|
glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
float fov;
|
float fov;
|
||||||
float near_plane ;
|
float near_plane;
|
||||||
float far_plane;
|
float far_plane;
|
||||||
|
float movement_speed = 2.5f;
|
||||||
|
|
||||||
Camera(GLFWwindow* window, gfx::Shader shader, float fov = 70, glm::vec3 position = glm::vec3(0.f), glm::vec3 rotation = glm::vec3(0.f),
|
Camera(GLFWwindow* window, gfx::Shader shader, float fov = 70, glm::vec3 position = glm::vec3(0.f), glm::vec3 rotation = glm::vec3(0.f),
|
||||||
float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f),
|
float near_plane = 0.1f, float far_plane = 1000.f, glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f),
|
||||||
|
|
|
@ -35,10 +35,10 @@ namespace simpleengine {
|
||||||
|
|
||||||
void add_event(std::shared_ptr<simpleengine::Event> event);
|
void add_event(std::shared_ptr<simpleengine::Event> event);
|
||||||
|
|
||||||
void update();
|
void update(const float& delta_time);
|
||||||
void handle_input();
|
void handle_input(const float& delta_time);
|
||||||
void render_window();
|
void render_window(const float& delta_time);
|
||||||
void render_items();
|
void render_items(const float& delta_time);
|
||||||
void exit();
|
void exit();
|
||||||
int run();
|
int run();
|
||||||
|
|
||||||
|
@ -53,5 +53,11 @@ namespace simpleengine {
|
||||||
GLFWwindow* window;
|
GLFWwindow* window;
|
||||||
std::vector<std::shared_ptr<simpleengine::Event>> events;
|
std::vector<std::shared_ptr<simpleengine::Event>> events;
|
||||||
const bool& window_resizeable;
|
const bool& window_resizeable;
|
||||||
|
|
||||||
|
float get_delta_time();
|
||||||
|
|
||||||
|
float last_frame_time;
|
||||||
|
/* float currentFrameTime;
|
||||||
|
float deltaTime; */
|
||||||
};
|
};
|
||||||
}
|
}
|
|
@ -24,7 +24,7 @@ namespace simpleengine::gfx {
|
||||||
Model(GLFWwindow* window, GLuint shader_program, std::vector<Vertex> vertices,
|
Model(GLFWwindow* window, GLuint shader_program, std::vector<Vertex> vertices,
|
||||||
std::vector<GLuint> indicies = std::vector<GLuint>());
|
std::vector<GLuint> indicies = std::vector<GLuint>());
|
||||||
protected:
|
protected:
|
||||||
void setup_vertexes();
|
virtual void setup_vertices();
|
||||||
public:
|
public:
|
||||||
|
|
||||||
virtual void update(const float& delta_time) override;
|
virtual void update(const float& delta_time) override;
|
||||||
|
|
|
@ -184,6 +184,9 @@ namespace simpleengine::gfx {
|
||||||
void set_uniform_float(GLint location, GLfloat fl, bool bind_shader = true);
|
void set_uniform_float(GLint location, GLfloat fl, bool bind_shader = true);
|
||||||
void set_uniform_float(const char* uniform_name, GLfloat fl, bool bind_shader = true);
|
void set_uniform_float(const char* uniform_name, GLfloat fl, bool bind_shader = true);
|
||||||
|
|
||||||
|
void set_uniform_float_array(GLint location, int count, GLfloat* arr, bool bind_shader = true);
|
||||||
|
void set_uniform_float_array(const char* uniform_name, int count, GLfloat* arr, bool bind_shader = true);
|
||||||
|
|
||||||
void set_uniform_float_vec2(GLint location, glm::vec2 vec, bool bind_shader = true);
|
void set_uniform_float_vec2(GLint location, glm::vec2 vec, bool bind_shader = true);
|
||||||
void set_uniform_float_vec2(const char* uniform_name, glm::vec2 vec, bool bind_shader = true);
|
void set_uniform_float_vec2(const char* uniform_name, glm::vec2 vec, bool bind_shader = true);
|
||||||
|
|
||||||
|
@ -196,6 +199,9 @@ namespace simpleengine::gfx {
|
||||||
void set_uniform_int(GLint location, GLint i, bool bind_shader = true);
|
void set_uniform_int(GLint location, GLint i, bool bind_shader = true);
|
||||||
void set_uniform_int(const char* uniform_name, GLint i, bool bind_shader = true);
|
void set_uniform_int(const char* uniform_name, GLint i, bool bind_shader = true);
|
||||||
|
|
||||||
|
void set_uniform_int_array(GLint location, int count, GLint* arr, bool bind_shader = true);
|
||||||
|
void set_uniform_int_array(const char* uniform_name, int count, GLint* arr, bool bind_shader = true);
|
||||||
|
|
||||||
void set_uniform_int_vec2(GLint location, glm::ivec2 vec, bool bind_shader = true);
|
void set_uniform_int_vec2(GLint location, glm::ivec2 vec, bool bind_shader = true);
|
||||||
void set_uniform_int_vec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader = true);
|
void set_uniform_int_vec2(const char* uniform_name, glm::ivec2 vec, bool bind_shader = true);
|
||||||
|
|
||||||
|
|
|
@ -14,13 +14,13 @@ namespace simpleengine::gfx::shaders {
|
||||||
this->program = glCreateProgram();
|
this->program = glCreateProgram();
|
||||||
|
|
||||||
auto vertex_fs = cmrc::simpleengine_resources::get_filesystem();
|
auto vertex_fs = cmrc::simpleengine_resources::get_filesystem();
|
||||||
cmrc::file vertex_file = vertex_fs.open("resources/shaders/vertex_core.glsl");
|
cmrc::file vertex_file = vertex_fs.open("resources/shaders/core/3d/vertex_core.glsl");
|
||||||
std::string vertex_source(vertex_file.begin());
|
std::string vertex_source(vertex_file.begin());
|
||||||
Shader vertex = gfx::Shader::from_source(program, ShaderType::ST_Vertex, vertex_source);
|
Shader vertex = gfx::Shader::from_source(program, ShaderType::ST_Vertex, vertex_source);
|
||||||
this->shader = vertex.shader;
|
this->shader = vertex.shader;
|
||||||
|
|
||||||
auto fragment_fs = cmrc::simpleengine_resources::get_filesystem();
|
auto fragment_fs = cmrc::simpleengine_resources::get_filesystem();
|
||||||
cmrc::file fragment_file = fragment_fs.open("resources/shaders/fragment_core.glsl");
|
cmrc::file fragment_file = fragment_fs.open("resources/shaders/core/3d/fragment_core.glsl");
|
||||||
std::string fragment_source(fragment_file.begin());
|
std::string fragment_source(fragment_file.begin());
|
||||||
fragment_shader = gfx::Shader::from_source(program, ShaderType::ST_Fragment, fragment_source);
|
fragment_shader = gfx::Shader::from_source(program, ShaderType::ST_Fragment, fragment_source);
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,60 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#ifdef __linux__
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#else
|
||||||
|
#include <gl/glew.h>
|
||||||
|
#include <gl/gl.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "shader.h"
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
namespace simpleengine::gfx {
|
||||||
|
/**
|
||||||
|
* @brief Shader Storage buffer Object
|
||||||
|
*
|
||||||
|
* https://www.khronos.org/opengl/wiki/Shader_Storage_Buffer_Object
|
||||||
|
*/
|
||||||
|
class SSBO {
|
||||||
|
private:
|
||||||
|
GLuint bind_index;
|
||||||
|
|
||||||
|
void gen_buffer() {
|
||||||
|
glGenBuffers(1, &handle);
|
||||||
|
}
|
||||||
|
public:
|
||||||
|
GLuint handle;
|
||||||
|
gfx::Shader& shader;
|
||||||
|
|
||||||
|
SSBO(gfx::Shader& shader, GLuint bind_index) : bind_index(bind_index), shader(shader) {
|
||||||
|
gen_buffer();
|
||||||
|
}
|
||||||
|
|
||||||
|
SSBO(gfx::Shader& shader, const std::string& ssbo_name) : shader(shader) {
|
||||||
|
bind_index = glGetProgramResourceIndex(shader.program, GL_SHADER_STORAGE_BLOCK, ssbo_name.c_str());
|
||||||
|
|
||||||
|
gen_buffer();
|
||||||
|
}
|
||||||
|
|
||||||
|
void bind_buffer() {
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
void bind_ssbo() {
|
||||||
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, bind_index, handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
void buffer(void* data, size_t offset, size_t size) {
|
||||||
|
bind_buffer();
|
||||||
|
|
||||||
|
glBufferData(GL_SHADER_STORAGE_BUFFER, size - offset, data, GL_DYNAMIC_COPY);
|
||||||
|
}
|
||||||
|
|
||||||
|
void unbind() {
|
||||||
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
|
@ -12,7 +12,11 @@
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
#ifdef __linux__
|
||||||
|
#include <SOIL2.h>
|
||||||
|
#else
|
||||||
#include <SOIL2/SOIL2.h>
|
#include <SOIL2/SOIL2.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
#include <stdexcept>
|
#include <stdexcept>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
@ -26,11 +30,21 @@ namespace simpleengine::gfx {
|
||||||
|
|
||||||
unsigned int image_type;
|
unsigned int image_type;
|
||||||
public:
|
public:
|
||||||
|
/**
|
||||||
|
* @brief The type of the texture
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
enum Type {
|
||||||
|
TexT_DIFFUSE,
|
||||||
|
TexT_SPECULAR
|
||||||
|
};
|
||||||
|
|
||||||
int height;
|
int height;
|
||||||
int width;
|
int width;
|
||||||
int channels;
|
int channels;
|
||||||
float shine_damper = 1.f;
|
float shine_damper = 1.f;
|
||||||
float reflectivity = 0.f;
|
float reflectivity = 0.f;
|
||||||
|
Type type;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Construct a new Texture object from a path.
|
* @brief Construct a new Texture object from a path.
|
||||||
|
@ -61,5 +75,7 @@ namespace simpleengine::gfx {
|
||||||
Texture(std::vector<unsigned char> buffer, bool img_2d = true, bool mipmap = true);
|
Texture(std::vector<unsigned char> buffer, bool img_2d = true, bool mipmap = true);
|
||||||
|
|
||||||
void bind() const;
|
void bind() const;
|
||||||
|
|
||||||
|
unsigned int get_texture_id() const;
|
||||||
};
|
};
|
||||||
}
|
}
|
|
@ -7,6 +7,7 @@
|
||||||
#include "../renderable.h"
|
#include "../renderable.h"
|
||||||
#include "../transformable.h" */
|
#include "../transformable.h" */
|
||||||
|
|
||||||
|
#include "ssbo.h"
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
#include "model.h"
|
#include "model.h"
|
||||||
#include "texture.h"
|
#include "texture.h"
|
||||||
|
@ -18,13 +19,18 @@
|
||||||
namespace simpleengine::gfx {
|
namespace simpleengine::gfx {
|
||||||
class TexturedModel : public simpleengine::gfx::Model {
|
class TexturedModel : public simpleengine::gfx::Model {
|
||||||
public:
|
public:
|
||||||
gfx::Texture texture;
|
std::vector<gfx::Texture> textures;
|
||||||
|
|
||||||
TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices,
|
TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices,
|
||||||
std::vector<GLuint> indicies = std::vector<GLuint>());
|
std::vector<GLuint> indicies = std::vector<GLuint>());
|
||||||
TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture, std::vector<Vertex> vertices,
|
TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture, std::vector<Vertex> vertices,
|
||||||
std::vector<GLuint> indicies = std::vector<GLuint>());
|
std::vector<GLuint> indicies = std::vector<GLuint>());
|
||||||
|
|
||||||
|
TexturedModel(GLFWwindow* window, gfx::Shader shader, std::vector<gfx::Texture> textures, std::vector<Vertex> vertices,
|
||||||
|
std::vector<GLuint> indicies = std::vector<GLuint>());
|
||||||
|
TexturedModel(GLFWwindow* window, GLuint shader_program, std::vector<gfx::Texture> textures, std::vector<Vertex> vertices,
|
||||||
|
std::vector<GLuint> indicies = std::vector<GLuint>());
|
||||||
|
|
||||||
virtual void update(const float& delta_time) override;
|
virtual void update(const float& delta_time) override;
|
||||||
virtual void render(GLFWwindow* target) override;
|
virtual void render(GLFWwindow* target) override;
|
||||||
};
|
};
|
||||||
|
|
|
@ -17,7 +17,7 @@
|
||||||
#include "../../gfx/textured_model.h"
|
#include "../../gfx/textured_model.h"
|
||||||
|
|
||||||
namespace simpleengine::objects_3d {
|
namespace simpleengine::objects_3d {
|
||||||
class ObjModel : public simpleengine::gfx::TexturedModel {
|
class Mesh : public simpleengine::gfx::TexturedModel {
|
||||||
private:
|
private:
|
||||||
/**
|
/**
|
||||||
* @brief Split a string multiple times (if possible) with a character delimiter.
|
* @brief Split a string multiple times (if possible) with a character delimiter.
|
||||||
|
@ -49,8 +49,8 @@ namespace simpleengine::objects_3d {
|
||||||
public:
|
public:
|
||||||
std::vector<LitVertex> lit_vertices;
|
std::vector<LitVertex> lit_vertices;
|
||||||
|
|
||||||
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
|
Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
|
||||||
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
|
Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
|
||||||
|
|
||||||
virtual void update(const float& delta_time) override;
|
virtual void update(const float& delta_time) override;
|
||||||
};
|
};
|
|
@ -0,0 +1,104 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "../../gfx/model.h"
|
||||||
|
#include "../../gfx/texture.h"
|
||||||
|
#include "../../gfx/textured_model.h"
|
||||||
|
#include "../../renderable.h"
|
||||||
|
#include "../../vertex.h"
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace simpleengine::objects_3d {
|
||||||
|
class Terrain : public simpleengine::gfx::TexturedModel {
|
||||||
|
private:
|
||||||
|
/**
|
||||||
|
* @brief DO NOT USE!!! Replaced with lit_vertices
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
using gfx::Model::vertices;
|
||||||
|
public:
|
||||||
|
std::vector<LitVertex> lit_vertices;
|
||||||
|
const float size;
|
||||||
|
const int vertex_count;
|
||||||
|
|
||||||
|
float x;
|
||||||
|
float y;
|
||||||
|
|
||||||
|
gfx::Texture texture;
|
||||||
|
|
||||||
|
Terrain(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, int grid_x, int grid_y, float size = 800.f, int vertex_count = 128) :
|
||||||
|
simpleengine::gfx::TexturedModel(window, shader, { texture }, std::vector<Vertex>()), x(grid_x * size), y(grid_y * size),
|
||||||
|
texture(texture), size(size), vertex_count(vertex_count) {
|
||||||
|
|
||||||
|
generate_terrain();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual void setup_vertices() override {
|
||||||
|
vao.bind();
|
||||||
|
vbo.buffer(lit_vertices.data(), 0, sizeof(LitVertex) * lit_vertices.size());
|
||||||
|
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
||||||
|
|
||||||
|
// Enable VAO attributes
|
||||||
|
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
|
||||||
|
//vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
|
||||||
|
vao.enable_attrib(vbo, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
|
||||||
|
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
public:
|
||||||
|
void generate_terrain() {
|
||||||
|
lit_vertices.clear();
|
||||||
|
indicies.clear();
|
||||||
|
|
||||||
|
// Reserve space for vertices and indicies before hand.
|
||||||
|
int count = pow(vertex_count, 2);
|
||||||
|
lit_vertices.reserve(count);
|
||||||
|
indicies.reserve(6 * pow(vertex_count - 1, 2));
|
||||||
|
|
||||||
|
int vertex_index = 0;
|
||||||
|
for (int i = 0; i < vertex_count; i++) {
|
||||||
|
for (int j = 0; j < vertex_count; j++) {
|
||||||
|
Vectorf pos( (float) j / ((float) vertex_count - 1) * size, 0, (float) i / ((float) vertex_count - 1) * size);
|
||||||
|
glm::vec2 tex( (float) j / (float) vertex_count - 1, (float) i / (float) vertex_count - 1);
|
||||||
|
glm::vec3 normals(0, 1, 0);
|
||||||
|
lit_vertices.emplace_back(pos, tex, normals);
|
||||||
|
|
||||||
|
vertex_index++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int indicies_index = 0;
|
||||||
|
for (int i = 0; i < vertex_count; i++) {
|
||||||
|
for (int j = 0; j < vertex_count; j++) {
|
||||||
|
int top_left = (i * vertex_count) + j;
|
||||||
|
int top_right = top_left + 1;
|
||||||
|
int bottom_left = ((i + 1) * vertex_count) + j;
|
||||||
|
int bottom_right = bottom_left + 1;
|
||||||
|
|
||||||
|
indicies.push_back(top_left);
|
||||||
|
indicies.push_back(bottom_left);
|
||||||
|
indicies.push_back(top_right);
|
||||||
|
indicies.push_back(top_right);
|
||||||
|
indicies.push_back(bottom_left);
|
||||||
|
indicies.push_back(bottom_right);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << "========= New terrain generated =========" << std::endl;
|
||||||
|
std::cout << " Lit vertices count: " << lit_vertices.size() << std::endl;
|
||||||
|
std::cout << " Indicies count: " << indicies.size() << std::endl;
|
||||||
|
|
||||||
|
setup_vertices();
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void update(const float& delta_time) override {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/* virtual void render(GLFWwindow* target) override {
|
||||||
|
|
||||||
|
} */
|
||||||
|
};
|
||||||
|
}
|
|
@ -52,9 +52,9 @@ namespace simpleengine {
|
||||||
transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z));
|
transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z));
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void translate(const glm::vec3& vec) {
|
/* virtual void translate(const glm::vec3& vec) {
|
||||||
transform_matrix = glm::translate(transform_matrix, vec);
|
transform_matrix = glm::translate(transform_matrix, vec);
|
||||||
}
|
} */
|
||||||
|
|
||||||
virtual glm::mat4 rotation_matrix(float degrees, glm::vec3 rotation_axis) const {
|
virtual glm::mat4 rotation_matrix(float degrees, glm::vec3 rotation_axis) const {
|
||||||
return glm::rotate(transform_matrix, glm::radians(degrees), rotation_axis);
|
return glm::rotate(transform_matrix, glm::radians(degrees), rotation_axis);
|
||||||
|
|
|
@ -19,10 +19,12 @@ namespace simpleengine {
|
||||||
simpleengine::Vectorf position;
|
simpleengine::Vectorf position;
|
||||||
glm::vec3 color;
|
glm::vec3 color;
|
||||||
glm::vec2 tex_coord;
|
glm::vec2 tex_coord;
|
||||||
|
float texture_id = 0.f;
|
||||||
|
|
||||||
Vertex() = default;
|
Vertex() = default;
|
||||||
|
|
||||||
Vertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord) : position(position), color(color), tex_coord(tex_coord) {
|
Vertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord, int texture_id = 0) :
|
||||||
|
position(position), color(color), tex_coord(tex_coord), texture_id((float) texture_id) {
|
||||||
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -37,11 +39,17 @@ namespace simpleengine {
|
||||||
glm::vec3 color;
|
glm::vec3 color;
|
||||||
glm::vec2 tex_coord;
|
glm::vec2 tex_coord;
|
||||||
glm::vec3 normal;
|
glm::vec3 normal;
|
||||||
|
float texture_id = 0.f;
|
||||||
|
|
||||||
LitVertex() = default;
|
LitVertex() = default;
|
||||||
|
|
||||||
LitVertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord, glm::vec3 normal) :
|
LitVertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord, glm::vec3 normal, int texture_id = 0) :
|
||||||
position(position), color(color), tex_coord(tex_coord), normal(normal) {
|
position(position), color(color), tex_coord(tex_coord), normal(normal), texture_id((float) texture_id) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
LitVertex(simpleengine::Vectorf position, glm::vec2 tex_coord, glm::vec3 normal, int texture_id = 0) :
|
||||||
|
position(position), color(glm::vec3(1.f)), tex_coord(tex_coord), normal(normal), texture_id((float) texture_id) {
|
||||||
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,20 +1,25 @@
|
||||||
#version 440
|
#version 440
|
||||||
|
|
||||||
in vec3 vs_position;
|
in vec3 vs_position;
|
||||||
in mat4 vs_transform;
|
in vec3 vs_color;
|
||||||
in vec2 vs_texcoord;
|
|
||||||
in vec3 vs_normal;
|
in vec3 vs_normal;
|
||||||
|
in vec2 vs_texcoord;
|
||||||
|
flat in float vs_tex_id; // < 0 is reserved for solid colored objects.
|
||||||
|
|
||||||
|
in mat4 vs_transform;
|
||||||
in vec3 vs_to_light;
|
in vec3 vs_to_light;
|
||||||
in vec3 vs_to_camera;
|
in vec3 vs_to_camera;
|
||||||
|
|
||||||
uniform bool texture_is_set;
|
uniform sampler2D u_textures[16];
|
||||||
uniform sampler2D vs_texture;
|
uniform float u_texture_shine[16];
|
||||||
|
uniform float u_texture_reflectivity[16];
|
||||||
|
|
||||||
uniform vec3 light_color;
|
uniform vec3 light_color;
|
||||||
uniform float shine_damper;
|
|
||||||
uniform float reflectivity;
|
|
||||||
|
|
||||||
out vec4 fs_color;
|
out vec4 fs_color;
|
||||||
|
|
||||||
|
vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity);
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
// Lighting
|
// Lighting
|
||||||
vec3 unit_normal = normalize(vs_normal);
|
vec3 unit_normal = normalize(vs_normal);
|
||||||
|
@ -24,8 +29,21 @@ void main() {
|
||||||
float brightness = max(dot_prod, 0.f);
|
float brightness = max(dot_prod, 0.f);
|
||||||
vec3 diffuse = brightness * light_color;
|
vec3 diffuse = brightness * light_color;
|
||||||
|
|
||||||
// Specular lighting
|
if (vs_tex_id > -1) {
|
||||||
// only do all this math is reflectivity is > 0
|
int id = int(vs_tex_id);
|
||||||
|
|
||||||
|
float shine_damper = u_texture_shine[id];
|
||||||
|
float reflectivity = u_texture_reflectivity[id];
|
||||||
|
vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
|
||||||
|
|
||||||
|
fs_color = vec4(diffuse, 1.f) * texture(u_textures[1], vs_texcoord) + vec4(final_specular, 1.f);
|
||||||
|
//fs_color = texture(u_textures[1], vs_texcoord);
|
||||||
|
} else {
|
||||||
|
fs_color = vec4(diffuse, 1.f) * vec4(vs_color, 1.f); // We don't add any reflectivity to solid colored vectors.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 calculate_specular(vec3 unit_normal, float shine_damper, float reflectivity) {
|
||||||
vec3 final_specular = vec3(0.f);
|
vec3 final_specular = vec3(0.f);
|
||||||
if (reflectivity > 0) {
|
if (reflectivity > 0) {
|
||||||
vec3 unit_vector_to_camera = normalize(vs_to_camera);
|
vec3 unit_vector_to_camera = normalize(vs_to_camera);
|
||||||
|
@ -37,10 +55,5 @@ void main() {
|
||||||
final_specular = damped_specular * reflectivity * light_color;
|
final_specular = damped_specular * reflectivity * light_color;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (texture_is_set) {
|
return final_specular;
|
||||||
//fs_color = vec4(0.5 * unit_normal + vec3(0.5), 1.f); // Visualize normals
|
|
||||||
fs_color = vec4(diffuse, 1.f) * texture(vs_texture, vs_texcoord) + vec4(final_specular, 1.f);
|
|
||||||
} else {
|
|
||||||
fs_color = vec4(diffuse, 1.f) + vec4(final_specular, 1.f);
|
|
||||||
}
|
|
||||||
}
|
}
|
|
@ -1,13 +1,18 @@
|
||||||
#version 440
|
#version 440
|
||||||
|
|
||||||
layout (location = 0) in vec3 vertex_position;
|
layout (location = 0) in vec3 vertex_position;
|
||||||
layout (location = 1) in vec2 vertex_texcoord;
|
layout (location = 1) in vec3 vertex_color;
|
||||||
layout (location = 2) in vec3 vertex_normal;
|
layout (location = 2) in vec3 vertex_normal;
|
||||||
|
layout (location = 3) in vec2 vertex_texcoord;
|
||||||
|
layout (location = 4) in float vertex_tex_id;
|
||||||
|
|
||||||
out vec3 vs_position;
|
out vec3 vs_position;
|
||||||
out vec2 vs_texcoord;
|
out vec3 vs_color;
|
||||||
out mat4 vs_transform;
|
|
||||||
out vec3 vs_normal;
|
out vec3 vs_normal;
|
||||||
|
out vec2 vs_texcoord;
|
||||||
|
flat out float vs_tex_id;
|
||||||
|
|
||||||
|
out mat4 vs_transform;
|
||||||
out vec3 vs_to_light;
|
out vec3 vs_to_light;
|
||||||
out vec3 vs_to_camera;
|
out vec3 vs_to_camera;
|
||||||
|
|
||||||
|
@ -19,9 +24,14 @@ uniform vec3 light_position;
|
||||||
void main() {
|
void main() {
|
||||||
vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
|
vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
|
||||||
|
|
||||||
|
// Directly pass things to the fragment shader.
|
||||||
vs_position = world_pos.xyz;
|
vs_position = world_pos.xyz;
|
||||||
vs_transform = transform_matrix;
|
vs_transform = transform_matrix;
|
||||||
vs_texcoord = vertex_texcoord;
|
vs_texcoord = vertex_texcoord;
|
||||||
|
vs_color = vertex_color;
|
||||||
|
|
||||||
|
vs_tex_id = vertex_tex_id;
|
||||||
|
|
||||||
|
|
||||||
gl_Position = projection_matrix * view_matrix * world_pos;
|
gl_Position = projection_matrix * view_matrix * world_pos;
|
||||||
|
|
|
@ -1,16 +1,20 @@
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <glm/ext/quaternion_geometric.hpp>
|
||||||
|
#include <glm/trigonometric.hpp>
|
||||||
|
|
||||||
namespace simpleengine {
|
namespace simpleengine {
|
||||||
Camera::Camera(GLFWwindow* window, gfx::Shader shader, float fov, glm::vec3 position, glm::vec3 rotation,
|
Camera::Camera(GLFWwindow* window, gfx::Shader shader, float fov, glm::vec3 position, glm::vec3 rotation,
|
||||||
float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : simpleengine::Event(window), shader(shader),
|
float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : simpleengine::Event(window), shader(shader),
|
||||||
projection_matrix(1.f), view_matrix(1.f), fov(fov), position(position), rotation(rotation), near_plane(near_plane), far_plane(far_plane),
|
projection_matrix(1.f), view_matrix(1.f), fov(fov), position(position), rotation(rotation), near_plane(near_plane), far_plane(far_plane) {
|
||||||
world_up(world_up), cam_front(cam_front) {
|
|
||||||
|
|
||||||
// TODO: Update width and height on window resize.
|
// TODO: Update width and height on window resize.
|
||||||
int width, height;
|
int width, height;
|
||||||
glfwGetFramebufferSize(window, &width, &height);
|
glfwGetFramebufferSize(window, &width, &height);
|
||||||
|
|
||||||
projection_matrix = glm::perspective(glm::radians(fov), ((float) width) / height, near_plane, far_plane);
|
projection_matrix = glm::perspective(glm::radians(fov), ((float) width) / height, near_plane, far_plane);
|
||||||
|
|
||||||
|
//rotation = glm::vec3(0.f, 0.f, -1.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
Camera::Camera(GLFWwindow* window, GLuint shader_prog, float fov, glm::vec3 position, glm::vec3 rotation,
|
Camera::Camera(GLFWwindow* window, GLuint shader_prog, float fov, glm::vec3 position, glm::vec3 rotation,
|
||||||
|
@ -20,23 +24,76 @@ namespace simpleengine {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Camera::update(const float& delta_time) {
|
void Camera::update(const float& delta_time) {
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_MINUS) == GLFW_PRESS) {
|
||||||
|
movement_speed -= abs(movement_speed - .2f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_EQUAL) == GLFW_PRESS) {
|
||||||
|
movement_speed += .2f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_0) == GLFW_PRESS) {
|
||||||
|
movement_speed = 2.5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float camera_speed = movement_speed * delta_time;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
|
||||||
position.z -= 0.02f;
|
position += camera_speed * camera_front;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
|
||||||
position.z += 0.02f;
|
position -= camera_speed * camera_front;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||||
position.x += 0.02f;
|
position += glm::normalize(glm::cross(camera_front, camera_up)) * camera_speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||||
position.x -= 0.02f;
|
position -= glm::normalize(glm::cross(camera_front, camera_up)) * camera_speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
view_matrix = glm::lookAt(position, position + cam_front, world_up);
|
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
|
||||||
|
position.y += camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
|
||||||
|
position.y -= camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
|
||||||
|
rotation.z += camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
|
||||||
|
rotation.z -= camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
|
||||||
|
rotation.y -= camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
|
||||||
|
rotation.y += camera_speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Limit the pitch of the camera.
|
||||||
|
if (rotation.z >= glm::radians(89.f)) {
|
||||||
|
rotation.z = glm::radians(89.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rotation.z <= -glm::radians(89.f)) {
|
||||||
|
rotation.z = -glm::radians(89.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 direction;
|
||||||
|
direction.x = cos(rotation.y) * cos(rotation.z);
|
||||||
|
direction.y = sin(rotation.z);
|
||||||
|
direction.z = sin(rotation.y) * cos(rotation.z);
|
||||||
|
camera_front = glm::normalize(direction);
|
||||||
|
|
||||||
|
view_matrix = glm::lookAt(position, position + camera_front, camera_up);
|
||||||
|
|
||||||
shader.use();
|
shader.use();
|
||||||
shader.set_uniform_matrix_4f("view_matrix", view_matrix, false);
|
shader.set_uniform_matrix_4f("view_matrix", view_matrix, false);
|
||||||
|
|
30
src/game.cpp
30
src/game.cpp
|
@ -46,6 +46,7 @@ void simpleengine::Game::enable_default_gl_options() const {
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
|
//glFrontFace(GL_CW);
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::enable_gl_option(GLenum option) const {
|
void simpleengine::Game::enable_gl_option(GLenum option) const {
|
||||||
|
@ -72,39 +73,50 @@ void simpleengine::Game::add_event(std::shared_ptr<simpleengine::Event> event) {
|
||||||
events.push_back(event);
|
events.push_back(event);
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::update() {
|
void simpleengine::Game::update(const float& delta_time) {
|
||||||
handle_input();
|
handle_input(delta_time);
|
||||||
|
|
||||||
// Update items
|
// Update items
|
||||||
for (const std::shared_ptr<Event>& event : events) {
|
for (const std::shared_ptr<Event>& event : events) {
|
||||||
event->update(0.f);
|
event->update(delta_time);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::handle_input() {
|
void simpleengine::Game::handle_input(const float& delta_time) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::render_window() {
|
void simpleengine::Game::render_window(const float& delta_time) {
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
render_items();
|
render_items(delta_time);
|
||||||
}
|
}
|
||||||
|
|
||||||
void simpleengine::Game::render_items() {
|
void simpleengine::Game::render_items(const float& delta_time) {
|
||||||
for (const std::shared_ptr<Event>& event : events) {
|
for (const std::shared_ptr<Event>& event : events) {
|
||||||
event->render(window);
|
event->render(window);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float simpleengine::Game::get_delta_time() {
|
||||||
|
float current_frame_time = glfwGetTime();
|
||||||
|
float delta_time = current_frame_time - last_frame_time;
|
||||||
|
last_frame_time = current_frame_time;
|
||||||
|
|
||||||
|
return delta_time;
|
||||||
|
}
|
||||||
|
|
||||||
int simpleengine::Game::run() {
|
int simpleengine::Game::run() {
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
|
// Get delta time first thing
|
||||||
|
float delta_time = get_delta_time();
|
||||||
|
|
||||||
// Update input
|
// Update input
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
update();
|
update(delta_time);
|
||||||
|
|
||||||
render_window();
|
render_window(delta_time);
|
||||||
|
|
||||||
// End draw
|
// End draw
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
|
|
|
@ -5,7 +5,7 @@ namespace simpleengine::gfx {
|
||||||
simpleengine::Renderable(window), shader(shader), vertices(vertices), indicies(indicies), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
|
simpleengine::Renderable(window), shader(shader), vertices(vertices), indicies(indicies), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
|
||||||
ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)) {
|
ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)) {
|
||||||
|
|
||||||
setup_vertexes();
|
setup_vertices();
|
||||||
}
|
}
|
||||||
|
|
||||||
Model::Model(GLFWwindow* window, GLuint shader_program, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
|
Model::Model(GLFWwindow* window, GLuint shader_program, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
|
||||||
|
@ -13,28 +13,26 @@ namespace simpleengine::gfx {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Model::setup_vertexes() {
|
void Model::setup_vertices() {
|
||||||
vao.bind();
|
vao.bind();
|
||||||
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
|
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
|
||||||
if (!indicies.empty()) {
|
if (!indicies.empty()) {
|
||||||
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
||||||
}
|
}
|
||||||
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
|
// Enable VAO attributes
|
||||||
glEnableVertexAttribArray(0);
|
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, position));
|
||||||
|
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, color));
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
|
// Attribute 2 is used for normals
|
||||||
glEnableVertexAttribArray(1);
|
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord));
|
||||||
|
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, texture_id));
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Model::update(const float& delta_time) {
|
void Model::update(const float& delta_time) {
|
||||||
//this->rotate_y(1.f);
|
this->rotate_y(1.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Model::render(GLFWwindow* target) {
|
void Model::render(GLFWwindow* target) {
|
||||||
|
@ -42,7 +40,7 @@ namespace simpleengine::gfx {
|
||||||
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
||||||
|
|
||||||
// When binding to the texture, also tell the shader if the texture is set or not.
|
// When binding to the texture, also tell the shader if the texture is set or not.
|
||||||
shader.set_uniform_int("texture_is_set", (GLint) false, false);
|
//shader.set_uniform_int("texture_is_set", (GLint) false, false);
|
||||||
|
|
||||||
vao.bind();
|
vao.bind();
|
||||||
if (indicies.empty()) {
|
if (indicies.empty()) {
|
||||||
|
|
|
@ -189,6 +189,22 @@ namespace simpleengine::gfx {
|
||||||
set_uniform_float(location, fl, bind_shader);
|
set_uniform_float(location, fl, bind_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Shader::set_uniform_float_array(GLint location, int count, GLfloat* arr, bool bind_shader) {
|
||||||
|
if (bind_shader) {
|
||||||
|
use();
|
||||||
|
}
|
||||||
|
glUniform1fv(location, count, arr);
|
||||||
|
if (bind_shader) {
|
||||||
|
unuse();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Shader::set_uniform_float_array(const char* uniform_name, int count, GLfloat* arr, bool bind_shader) {
|
||||||
|
int location = get_uniform_location(uniform_name);
|
||||||
|
set_uniform_float_array(location, count, arr, bind_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Shader::set_uniform_float_vec2(GLint location, glm::vec2 vec, bool bind_shader) {
|
void Shader::set_uniform_float_vec2(GLint location, glm::vec2 vec, bool bind_shader) {
|
||||||
if (bind_shader) {
|
if (bind_shader) {
|
||||||
use();
|
use();
|
||||||
|
@ -249,6 +265,19 @@ namespace simpleengine::gfx {
|
||||||
set_uniform_int(location, i, bind_shader);
|
set_uniform_int(location, i, bind_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Shader::set_uniform_int_array(GLint location, int count, GLint* arr, bool bind_shader) {
|
||||||
|
if (bind_shader) {
|
||||||
|
use();
|
||||||
|
}
|
||||||
|
|
||||||
|
glUniform1iv(location, count, arr);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Shader::set_uniform_int_array(const char* uniform_name, int count, GLint* arr, bool bind_shader) {
|
||||||
|
int location = get_uniform_location(uniform_name);
|
||||||
|
set_uniform_int_array(location, count, arr, bind_shader);
|
||||||
|
}
|
||||||
|
|
||||||
void Shader::set_uniform_int_vec2(GLint location, glm::ivec2 vec, bool bind_shader) {
|
void Shader::set_uniform_int_vec2(GLint location, glm::ivec2 vec, bool bind_shader) {
|
||||||
if (bind_shader) {
|
if (bind_shader) {
|
||||||
use();
|
use();
|
||||||
|
|
|
@ -90,4 +90,8 @@ namespace simpleengine::gfx {
|
||||||
void Texture::bind() const {
|
void Texture::bind() const {
|
||||||
glBindTexture(image_type, texture_id);
|
glBindTexture(image_type, texture_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
unsigned int Texture::get_texture_id() const {
|
||||||
|
return texture_id;
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -1,14 +1,26 @@
|
||||||
#include "gfx/textured_model.h"
|
#include "gfx/textured_model.h"
|
||||||
|
#include "gfx/ssbo.h"
|
||||||
|
|
||||||
namespace simpleengine::gfx {
|
namespace simpleengine::gfx {
|
||||||
TexturedModel::TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices,
|
TexturedModel::TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices,
|
||||||
std::vector<GLuint> indicies) : simpleengine::gfx::Model(window, shader, vertices, indicies), texture(texture) {
|
std::vector<GLuint> indicies) : simpleengine::gfx::Model(window, shader, vertices, indicies),
|
||||||
|
textures(std::vector<gfx::Texture>{texture}) {
|
||||||
}
|
}
|
||||||
|
|
||||||
TexturedModel::TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture,
|
TexturedModel::TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture,
|
||||||
std::vector<Vertex> vertices, std::vector<GLuint> indicies) : TexturedModel(window, gfx::Shader(shader_program),
|
std::vector<Vertex> vertices, std::vector<GLuint> indicies) : TexturedModel(window, gfx::Shader(shader_program),
|
||||||
texture, vertices, indicies) {
|
std::vector<gfx::Texture>{texture}, vertices, indicies) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
TexturedModel::TexturedModel(GLFWwindow* window, gfx::Shader shader, std::vector<gfx::Texture> textures, std::vector<Vertex> vertices,
|
||||||
|
std::vector<GLuint> indicies) : simpleengine::gfx::Model(window, shader, vertices, indicies),
|
||||||
|
textures(textures) {
|
||||||
|
}
|
||||||
|
|
||||||
|
TexturedModel::TexturedModel(GLFWwindow* window, GLuint shader_program, std::vector<gfx::Texture> textures,
|
||||||
|
std::vector<Vertex> vertices, std::vector<GLuint> indicies) : TexturedModel(window, gfx::Shader(shader_program),
|
||||||
|
textures, vertices, indicies) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -19,11 +31,25 @@ namespace simpleengine::gfx {
|
||||||
void TexturedModel::render(GLFWwindow* target) {
|
void TexturedModel::render(GLFWwindow* target) {
|
||||||
shader.use();
|
shader.use();
|
||||||
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
||||||
shader.set_uniform_float("shine_damper", texture.shine_damper, false);
|
|
||||||
shader.set_uniform_float("reflectivity", texture.reflectivity, false);
|
|
||||||
|
|
||||||
// When binding to the texture, tell the shader if the texture is set or not.
|
const int tex_id = 0;
|
||||||
shader.set_uniform_int("texture_is_set", (GLint) true, false);
|
|
||||||
|
// On a batch renderer, you would set an array.
|
||||||
|
shader.set_uniform_int("u_textures", tex_id, false);
|
||||||
|
shader.set_uniform_float("u_texture_shine", 1.f, false);
|
||||||
|
shader.set_uniform_float("u_texture_reflectivity", 0.f, false);
|
||||||
|
|
||||||
|
/* int samples[2] = { 0, 1 };
|
||||||
|
float shine[2] = { 1.f, 1.f};
|
||||||
|
float reflectivity[2] = { 0.f, 0.f};
|
||||||
|
|
||||||
|
shader.set_uniform_int_array("u_textures", 2, samples, false);
|
||||||
|
shader.set_uniform_float_array("u_texture_shine", 2, shine, false);
|
||||||
|
shader.set_uniform_float_array("u_texture_reflectivity", 2, reflectivity, false); */
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0 + tex_id);
|
||||||
|
glBindTextureUnit(tex_id, textures.front().get_texture_id());
|
||||||
|
const auto& texture = textures.front();
|
||||||
texture.bind();
|
texture.bind();
|
||||||
|
|
||||||
vao.bind();
|
vao.bind();
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#include "objects/3d/obj_model.h"
|
#include "objects/3d/mesh.h"
|
||||||
|
|
||||||
namespace simpleengine::objects_3d {
|
namespace simpleengine::objects_3d {
|
||||||
std::vector<std::string> ObjModel::split_string(std::string str, const char delim) {
|
std::vector<std::string> Mesh::split_string(std::string str, const char delim) {
|
||||||
std::istringstream ss(str);
|
std::istringstream ss(str);
|
||||||
|
|
||||||
std::vector<std::string> tokens;
|
std::vector<std::string> tokens;
|
||||||
|
@ -17,8 +17,9 @@ namespace simpleengine::objects_3d {
|
||||||
return tokens;
|
return tokens;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjModel::process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
|
void Mesh::process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
|
||||||
const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
|
const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
|
||||||
|
std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
|
||||||
|
|
||||||
// Get the index the current vertex and put it in indicies
|
// Get the index the current vertex and put it in indicies
|
||||||
int currentVertexIndex = stoi(vertex_data[0]) - 1;
|
int currentVertexIndex = stoi(vertex_data[0]) - 1;
|
||||||
|
@ -34,13 +35,13 @@ namespace simpleengine::objects_3d {
|
||||||
out_normals.at(currentVertexIndex) = current_norm;
|
out_normals.at(currentVertexIndex) = current_norm;
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjModel::ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
|
Mesh::Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
|
||||||
ObjModel(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
|
Mesh(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ObjModel::ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
|
Mesh::Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
|
||||||
simpleengine::gfx::TexturedModel(window, shader, texture, std::vector<Vertex>()) {
|
simpleengine::gfx::TexturedModel(window, shader, std::vector<gfx::Texture>{texture}, std::vector<Vertex>()) {
|
||||||
|
|
||||||
if (!file_stream.is_open()) {
|
if (!file_stream.is_open()) {
|
||||||
std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
|
std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
|
||||||
|
@ -94,9 +95,13 @@ namespace simpleengine::objects_3d {
|
||||||
|
|
||||||
file_stream.close();
|
file_stream.close();
|
||||||
|
|
||||||
|
const int texture_id = 0;
|
||||||
|
|
||||||
|
std::cout << "Texture ID: " << texture_id << std::endl;
|
||||||
|
|
||||||
// Insert everything into lit_vertices.
|
// Insert everything into lit_vertices.
|
||||||
for (int i = 0; i < obj_vertices.size(); i++) {
|
for (int i = 0; i < obj_vertices.size(); i++) {
|
||||||
lit_vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i));
|
lit_vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i), texture_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create VAO and EBO and assign buffers
|
// Create VAO and EBO and assign buffers
|
||||||
|
@ -106,15 +111,16 @@ namespace simpleengine::objects_3d {
|
||||||
|
|
||||||
// Enable VAO attributes
|
// Enable VAO attributes
|
||||||
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
|
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
|
||||||
//vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
|
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
|
||||||
vao.enable_attrib(vbo, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
|
|
||||||
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
|
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
|
||||||
|
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
|
||||||
|
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id));
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjModel::update(const float& delta_time) {
|
void Mesh::update(const float& delta_time) {
|
||||||
this->rotate_y(0.05f); // Slowly rotate (for debugging)
|
this->rotate_y(0.0005f); // Slowly rotate (for debugging)
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue