Create Transformable class and add it to Triangle
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779df14f67
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@ -19,18 +19,15 @@
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#include "../../gfx/shader.h"
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#include "../../gfx/texture.h"
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#include "../../optional.h"
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#include "../../translatable.h"
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#include "../../transformable.h"
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#include <vector>
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namespace simpleengine::shapes_2d {
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class Triangle : public simpleengine::Renderable {
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private:
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using super = simpleengine::Renderable;
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class Triangle : public simpleengine::Renderable, public simpleengine::Transformable {
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private:
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gfx::Shader shader; // This only stores the shader program
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nonstd::optional<gfx::Texture> texture;
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glm::mat4 translation;
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public:
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std::vector<Vertex> vertices;
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gfx::VBO vbo;
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@ -0,0 +1,103 @@
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#pragma once
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#include <glm/detail/qualifier.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/fwd.hpp>
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#include <glm/glm.hpp>
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namespace simpleengine {
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class Transformable {
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protected:
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public:
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glm::mat4 transform_matrix;
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Transformable() : transform_matrix(glm::mat4(1.f)) {
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}
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Transformable(glm::mat4 transform_matrix) : transform_matrix(transform_matrix) {
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}
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friend Transformable operator+(Transformable lhs, const Transformable& rhs) {
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lhs.transform_matrix += rhs.transform_matrix;
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return lhs;
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}
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friend Transformable operator-(Transformable lhs, const Transformable& rhs) {
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lhs.transform_matrix -= rhs.transform_matrix;
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return lhs;
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}
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friend Transformable operator*(Transformable lhs, const Transformable& rhs) {
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lhs.transform_matrix *= rhs.transform_matrix;
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return lhs;
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}
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friend Transformable operator/(Transformable lhs, const Transformable& rhs) {
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lhs.transform_matrix /= rhs.transform_matrix;
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return lhs;
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}
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virtual void combine_transform(const glm::mat4& transform_matrix) {
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this->transform_matrix *= transform_matrix;
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}
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virtual void combine_transform(const Transformable& transformable) {
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transform_matrix = transformable.transform_matrix;
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}
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virtual void translate(float x, float y, float z) {
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transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z));
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}
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virtual void translate(const float& x, const float& y, const float& z) {
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transform_matrix = glm::translate(transform_matrix, glm::vec3(x, y, z));
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}
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virtual void translate(const glm::vec3& vec) {
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transform_matrix = glm::translate(transform_matrix, vec);
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}
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virtual glm::mat4 rotation_matrix(float degrees, glm::vec3 rotation_axis) const {
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return glm::rotate(transform_matrix, glm::radians(degrees), rotation_axis);
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}
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virtual glm::mat4 rotation_x_matrix(float degrees) const {
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return rotation_matrix(degrees, glm::vec3(1, 0, 0));
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}
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virtual glm::mat4 rotation_y_matrix(float degrees) const {
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return rotation_matrix(degrees, glm::vec3(0, 1, 0));
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}
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virtual glm::mat4 rotation_z_matrix(float degrees) const {
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return rotation_matrix(degrees, glm::vec3(0, 0, 1));
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}
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virtual void rotate(float degrees, glm::vec3 rotation_axis) {
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transform_matrix = rotation_matrix(degrees, rotation_axis);
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}
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virtual void rotate_x(float degrees) {
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transform_matrix = rotation_x_matrix(degrees);
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}
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virtual void rotate_y(float degrees) {
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transform_matrix = rotation_y_matrix(degrees);
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}
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virtual void rotate_z(float degrees) {
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transform_matrix = rotation_z_matrix(degrees);
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}
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virtual void scale(glm::vec3 scalar_vec) {
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transform_matrix = glm::scale(transform_matrix, scalar_vec);
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}
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virtual void scale(float scalar) {
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transform_matrix = scalar * transform_matrix;
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}
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};
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}
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@ -1,34 +0,0 @@
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#pragma once
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#include <glm/detail/qualifier.hpp>
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#include <glm/glm.hpp>
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namespace simpleengine {
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template<typename T = float>
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class Translatable {
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protected:
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public:
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glm::mat<4, 4, T, glm::defaultp> translation_matrix;
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virtual Translatable<T> operator+(const Translatable<T> rhs) = 0;
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virtual Translatable<T> operator-(const Translatable<T> rhs) = 0;
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virtual void translate(const glm::mat<4, 4, T, glm::defaultp>& translate_vec) = 0;
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virtual void translate(const Translatable<T>& translate_vec) = 0;
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virtual void translate(T x, T y, T z) = 0;
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virtual void translate(const T& x, const T& y, const T& z) = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_matrix(float degrees, glm::vec3 rotation_axis) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_x_matrix(float degrees) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_y_matrix(float degrees) const = 0;
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virtual glm::mat<4, 4, T, glm::defaultp> rotation_z_matrix(float degrees) const = 0;
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virtual void rotate(float degrees, glm::vec3 rotation_axis) = 0;
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virtual void rotate_x(float degrees) = 0;
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virtual void rotate_y(float degrees) = 0;
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virtual void rotate_z(float degrees) = 0;
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virtual void scale(float scalar) = 0;
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};
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}
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@ -1,9 +1,9 @@
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#include "shapes/2d/triangle.h"
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namespace simpleengine::shapes_2d {
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Triangle::Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : super(nullptr),
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shader(shader), vertices(vertices), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
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texture(nonstd::nullopt), translation(glm::mat4(1.0f)) {
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Triangle::Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : simpleengine::Renderable(nullptr),
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simpleengine::Transformable(glm::mat4(1.f)), shader(shader), vertices(vertices),
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vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), texture(nonstd::nullopt) {
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vao.bind();
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vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
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@ -11,17 +11,11 @@ namespace simpleengine::shapes_2d {
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vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, color));
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vao.enable_attrib(vbo, 2, 2, GL_FLOAT, sizeof(Vertex), offsetof(Vertex, tex_coord));
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// Tell the shader that there is no texture.
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shader.use();
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shader.set_uniform_int("texture_is_set", false, false);
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/* translation = glm::rotate(translation, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
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translation = glm::scale(translation, glm::vec3(0.5, 0.5, 0.5)); */
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shader.set_uniform_matrix_4f("translation", translation, false);
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shader.unuse();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// rotate_z(90.f);
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// scale(.5f);
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}
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Triangle::Triangle(std::shared_ptr<GLuint> shader_program, std::vector<Vertex> vertices) :
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void Triangle::render(GLFWwindow* target) {
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shader.use();
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shader.set_uniform_matrix_4f("transform", transform_matrix, false);
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// When binding to the texture, also tell the shader if the texture is set or not.
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if (texture.has_value()) {
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shader.set_uniform_int("texture_is_set", true, false);
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texture.value().bind();
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} else {
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shader.set_uniform_int("texture_is_set", false, false);
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}
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vao.bind();
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