Obj model loading and rendering
This commit is contained in:
parent
bab9ef3c74
commit
a64a748019
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@ -10,6 +10,7 @@
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#include <simpleengine/game.h>
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#include <simpleengine/game.h>
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#include <simpleengine/objects/2d/shapes/triangle.h>
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#include <simpleengine/objects/2d/shapes/triangle.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 <chrono>
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#include <chrono>
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#include <iostream>
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#include <iostream>
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@ -45,7 +46,13 @@ int main(int argc, char *argv[]) {
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/* simpleengine::gfx::Texture wall_texture("resources/wall.jpg");
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/* simpleengine::gfx::Texture wall_texture("resources/wall.jpg");
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simpleengine::gfx::Texture crate_texture("resources/container.jpg", true, true); */
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simpleengine::gfx::Texture crate_texture("resources/container.jpg", true, true); */
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std::vector<simpleengine::Vertex> vertices = {
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simpleengine::gfx::Texture stall_texture("resources/stallTexture.png");
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auto stall = std::make_shared<simpleengine::objects_3d::ObjModel>(simpleengine::gfx::Shader(base_shader_program), "resources/stall.obj");
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stall->set_texture(stall_texture);
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game.add_event(stall);
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/* std::vector<simpleengine::Vertex> vertices = {
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{ simpleengine::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // bottom left
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{ simpleengine::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // bottom left
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{ simpleengine::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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{ simpleengine::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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{ simpleengine::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // top
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{ simpleengine::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // top
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@ -53,7 +60,7 @@ int main(int argc, char *argv[]) {
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auto tri = std::make_shared<simpleengine::objects_2d::shapes::Triangle>(base_shader_program, vertices);
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auto tri = std::make_shared<simpleengine::objects_2d::shapes::Triangle>(base_shader_program, vertices);
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//tri->set_texture(wall_texture);
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//tri->set_texture(wall_texture);
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game.add_event(tri);
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game.add_event(tri); */
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/* std::vector<simpleengine::Vertex> vertices = {
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/* std::vector<simpleengine::Vertex> vertices = {
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{ simpleengine::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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{ simpleengine::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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@ -27,8 +27,6 @@
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namespace simpleengine::objects_2d::shapes {
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namespace simpleengine::objects_2d::shapes {
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class Square : public simpleengine::Renderable, public simpleengine::Transformable {
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class Square : public simpleengine::Renderable, public simpleengine::Transformable {
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private:
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using super = simpleengine::Renderable;
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private:
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private:
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gfx::Shader shader;
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gfx::Shader shader;
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nonstd::optional<gfx::Texture> texture;
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nonstd::optional<gfx::Texture> texture;
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@ -0,0 +1,168 @@
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include "../../optional.h"
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#include "../../vector.h"
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#include "../../vertex.h"
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#include "../../renderable.h"
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#include "../../transformable.h"
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#include "../../gfx/vao.h"
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#include "../../gfx/vbo.h"
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#include "../../gfx/shader.h"
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#include "../../gfx/texture.h"
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namespace simpleengine::objects_3d {
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class ObjModel : public simpleengine::Renderable, public simpleengine::Transformable {
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private:
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std::vector<std::string> split_string(std::string str, const char delim) {
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std::istringstream ss(str);
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std::vector<std::string> tokens;
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size_t pos = 0;
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std::string token;
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while ((pos = str.find(delim)) != std::string::npos) {
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token = str.substr(0, pos);
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tokens.push_back(token);
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str.erase(0, pos + 1);
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}
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tokens.push_back(str);
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return tokens;
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}
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static void process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures,
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const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
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int currentVertexIndex = stoi(vertex_data[0]) - 1;
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indicies.push_back(currentVertexIndex);
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// Read texture coords
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glm::vec2 current_tex = in_textures.at(stoi(vertex_data[1]) - 1);
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current_tex.y = 1 - current_tex.y;
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out_textures.at(currentVertexIndex) = current_tex;
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// Read normals
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glm::vec3 current_norm = in_normals.at(stoi(vertex_data[2]) - 1);
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out_normals.at(currentVertexIndex) = current_norm;
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}
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nonstd::optional<gfx::Texture> texture;
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public:
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std::vector<simpleengine::Vertex> model_vertices;
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std::vector<GLuint> indicies;
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gfx::VBO ebo;
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gfx::VBO vbo;
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gfx::VAO vao;
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gfx::Shader shader;
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ObjModel(gfx::Shader shader, std::string filename) : ObjModel(shader, std::ifstream(filename, std::ios::in | std::ios::binary)) {
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}
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ObjModel(gfx::Shader shader, std::ifstream file_stream) :
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shader(shader), ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
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texture(nonstd::nullopt) {
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if (!file_stream.is_open()) {
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std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
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throw std::runtime_error("Failed to open ObjModel model file");
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}
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std::vector<glm::vec3> vertices;
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std::vector<glm::vec2> read_textures;
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std::vector<glm::vec3> read_normals;
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std::vector<glm::vec2> textures;
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std::vector<glm::vec3> normals;
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std::string line;
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while (std::getline(file_stream, line)) {
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std::vector<std::string> line_tokens = split_string(line, ' ');
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if (line_tokens.front() == "v") {
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//glm::vec3 vertex(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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vertices.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "vt") {
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read_textures.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]));
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} else if (line_tokens.front() == "vn") {
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read_normals.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "f") {
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auto size = vertices.size();
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textures.resize(size);
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normals.resize(size);
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std::cout << "Textures should be size of " << size << " but is a size of " << textures.size() << std::endl;
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std::cout << "Normals should be size of " << size << " but is a size of " << normals.size() << std::endl;
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break;
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}
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}
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do {
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if (!line.starts_with("f")) {
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continue;
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}
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std::vector<std::string> line_tokens = split_string(line, ' ');
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std::vector<std::string> vertex1 = split_string(line_tokens[1], '/');
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std::vector<std::string> vertex2 = split_string(line_tokens[2], '/');
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std::vector<std::string> vertex3 = split_string(line_tokens[3], '/');
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process_vertex(vertex1, indicies, read_textures, read_normals, textures, normals);
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process_vertex(vertex2, indicies, read_textures, read_normals, textures, normals);
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process_vertex(vertex3, indicies, read_textures, read_normals, textures, normals);
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} while (std::getline(file_stream, line));
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file_stream.close();
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for (int i = 0; i < vertices.size(); i++) {
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model_vertices.emplace_back(simpleengine::Vectorf(vertices.at(i)), glm::vec3(1.f), textures.at(i));
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}
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vao.bind();
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vbo.buffer(model_vertices.data(), 0, sizeof(Vertex) * model_vertices.size());
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ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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this->translate(glm::vec3(0.f, -1.f, -15.f));
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}
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void set_texture(gfx::Texture texture) {
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this->texture = texture;
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}
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virtual void update(const float& delta_time) override {
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this->rotate_y(0.5f);
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}
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virtual void render(GLFWwindow* target) override {
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shader.use();
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shader.set_uniform_matrix_4f("transform_matrix", 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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glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);
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}
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};
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}
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@ -15,9 +15,9 @@ namespace simpleengine {
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}
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}
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Vector(glm::vec<3, VectorType, glm::defaultp> glm_vec) : inner_vec(glm_vec) {
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/* Vector(glm::vec<3, VectorType, glm::defaultp> glm_vec) : inner_vec(glm_vec) {
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}
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} */
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Vector(const glm::vec<3, VectorType, glm::defaultp>& glm_vec) : inner_vec(glm_vec) {
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Vector(const glm::vec<3, VectorType, glm::defaultp>& glm_vec) : inner_vec(glm_vec) {
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@ -19,5 +19,9 @@ namespace simpleengine {
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simpleengine::Vectorf position;
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simpleengine::Vectorf position;
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glm::vec3 color;
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glm::vec3 color;
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glm::vec2 tex_coord;
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glm::vec2 tex_coord;
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Vertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord) : position(position), color(color), tex_coord(tex_coord) {
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}
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};
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};
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}
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}
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@ -20,7 +20,7 @@ namespace simpleengine {
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}
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}
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void Camera::update(const float& delta_time) {
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void Camera::update(const float& delta_time) {
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/* if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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position.z -= 0.02f;
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position.z -= 0.02f;
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}
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}
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@ -34,7 +34,7 @@ namespace simpleengine {
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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position.x -= 0.02f;
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position.x -= 0.02f;
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} */
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}
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view_matrix = glm::lookAt(position, position + cam_front, world_up);
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view_matrix = glm::lookAt(position, position + cam_front, world_up);
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@ -2,7 +2,7 @@
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namespace simpleengine::objects_2d::shapes {
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namespace simpleengine::objects_2d::shapes {
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Square::Square(gfx::Shader shader, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
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Square::Square(gfx::Shader shader, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
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super(nullptr), shader(shader), vertices(vertices), indicies(indicies),
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simpleengine::Renderable(nullptr), shader(shader), vertices(vertices), indicies(indicies),
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ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
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ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),
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texture(nonstd::nullopt) {
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texture(nonstd::nullopt) {
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