Try to get some simple lighting working
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13e6b34243
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b4ad64d5c5
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@ -2,18 +2,27 @@
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in vec3 vs_position;
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in vec3 vs_position;
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in mat4 vs_transform;
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in mat4 vs_transform;
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in vec3 vs_color;
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in vec2 vs_texcoord;
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in vec2 vs_texcoord;
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in vec3 vs_normal;
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in vec3 vs_to_light;
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uniform bool texture_is_set;
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uniform bool texture_is_set;
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uniform sampler2D vs_texture;
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uniform sampler2D vs_texture;
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uniform vec3 light_color;
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out vec4 fs_color;
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out vec4 fs_color;
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void main() {
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void main() {
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vec3 unit_normal = normalize(vs_normal);
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vec3 unit_light_vector = normalize(vs_to_light);
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float dot_prod = dot(unit_normal, unit_light_vector);
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float brightness = max(dot_prod, 0.f);
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vec3 diffuse = brightness * light_color;
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if (texture_is_set) {
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if (texture_is_set) {
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fs_color = texture(vs_texture, vs_texcoord) * vec4(vs_color, 1.0);
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fs_color = vec4(diffuse, 1.f) * texture(vs_texture, vs_texcoord);
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} else {
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} else {
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fs_color = vec4(vs_color, 1.0);
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fs_color = vec4(diffuse, 1.f);
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}
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}
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}
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}
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@ -1,26 +1,32 @@
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#version 440
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#version 440
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layout (location = 0) in vec3 vertex_position;
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layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_color;
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layout (location = 1) in vec2 vertex_texcoord;
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layout (location = 2) in vec2 vertex_texcoord;
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layout (location = 2) in vec3 vertex_normal;
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out vec3 vs_position;
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out vec3 vs_position;
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out vec3 vs_color;
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out vec2 vs_texcoord;
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out vec2 vs_texcoord;
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out mat4 vs_transform;
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out mat4 vs_transform;
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out vec3 vs_normal;
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out vec3 vs_to_light;
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uniform mat4 transform_matrix;
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uniform mat4 transform_matrix;
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uniform mat4 view_matrix;
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uniform mat4 view_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 projection_matrix;
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uniform vec3 light_position;
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void main() {
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void main() {
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vs_position = vertex_position;
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vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
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vs_position = world_pos.xyz;
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vs_transform = transform_matrix;
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vs_transform = transform_matrix;
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vs_color = vertex_color;
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vs_texcoord = vertex_texcoord;
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vs_texcoord = vertex_texcoord;
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gl_Position = projection_matrix * view_matrix * transform_matrix * vec4(vertex_position, 1.0f);
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gl_Position = projection_matrix * view_matrix * world_pos;
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vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;
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vs_to_light = light_position - world_pos.xyz;
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/* vs_position = vec4(transform_matrix * vec4(vertex_position, 1.f)).xyz;
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/* vs_position = vec4(transform_matrix * vec4(vertex_position, 1.f)).xyz;
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vs_transform = transform_matrix;
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vs_transform = transform_matrix;
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vs_color = vertex_color;
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vs_color = vertex_color;
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@ -1,8 +1,10 @@
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#include "simpleengine/camera.h"
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#include "simpleengine/camera.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/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 <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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@ -45,11 +47,19 @@ 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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simpleengine::gfx::Texture stall_texture("resources/stallTexture.png");
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auto light = std::make_shared<simpleengine::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, -20.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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simpleengine::gfx::Texture white_texture("resources/white_texture.jpg");
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auto dragon = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), core_shader, white_texture, "resources/dragon.obj");
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dragon->translate(0.f, -5.f, -25.f);
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game.add_event(dragon);
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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>(game.get_window(), core_shader, stall_texture, "resources/stall.obj");
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auto stall = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), core_shader, stall_texture, "resources/stall.obj");
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stall->translate(0.f, -4.f, -18.f);
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stall->translate(0.f, -4.f, -25.f);
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game.add_event(stall);
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game.add_event(stall); */
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/* std::vector<simpleengine::Vertex> square_vertices = {
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/* std::vector<simpleengine::Vertex> square_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) }, // top right
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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) }, // top right
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@ -129,7 +139,7 @@ int main(int argc, char *argv[]) {
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auto cube = std::make_shared<simpleengine::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
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auto cube = std::make_shared<simpleengine::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
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game.add_event(cube); */
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game.add_event(cube); */
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auto camera = std::make_shared<simpleengine::Camera>(game.get_window(), core_shader);
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auto camera = std::make_shared<simpleengine::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, -10));
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game.add_event(camera);
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game.add_event(camera);
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return game.run();
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return game.run();
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@ -0,0 +1,30 @@
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#pragma once
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#include "shader.h"
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#include "../renderable.h"
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#include <glm/glm.hpp>
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namespace simpleengine::gfx {
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class Light : public simpleengine::Renderable {
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public:
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gfx::Shader shader;
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glm::vec3 position;
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glm::vec3 color;
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Light(gfx::Shader shader, glm::vec3 position, glm::vec3 color) : shader(shader), position(position), color(color) {
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}
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virtual void update(const float& delta_time) override {
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shader.use();
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shader.set_uniform_float_vec3("light_position", position, false);
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shader.set_uniform_float_vec3("light_color", color, false);
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shader.unuse();
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}
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virtual void render(GLFWwindow* target) override {
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}
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};
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}
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@ -22,7 +22,15 @@ namespace simpleengine::objects_3d {
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std::vector<std::string> split_string(std::string str, const char delim);
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std::vector<std::string> split_string(std::string str, const char delim);
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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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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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const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
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private:
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/**
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* @brief This is replaced with `lit_vertices`!!!!
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*
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*/
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using simpleengine::gfx::Model::vertices;
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public:
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public:
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std::vector<LitVertex> lit_vertices;
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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
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@ -93,7 +93,7 @@ namespace simpleengine {
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}
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}
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virtual void scale(float scalar) {
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virtual void scale(float scalar) {
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transform_matrix = scalar * transform_matrix;
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transform_matrix = glm::scale(transform_matrix, glm::vec3(scalar, scalar, scalar));
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}
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}
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};
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};
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}
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}
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private:
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private:
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glm::vec<3, VectorType, glm::defaultp> inner_vec;
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glm::vec<3, VectorType, glm::defaultp> inner_vec;
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public:
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public:
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Vector() = default;
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Vector(VectorType x, VectorType y, VectorType z) : inner_vec(x, y, z) {
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Vector(VectorType x, VectorType y, VectorType z) : inner_vec(x, y, z) {
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}
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}
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#pragma once
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#pragma once
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#include <functional>
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#ifdef __linux__
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#ifdef __linux__
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/gl.h>
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namespace simpleengine {
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namespace simpleengine {
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class Vertex {
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class Vertex {
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public:
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public:
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//glm::vec3 position;
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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() = default;
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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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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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* @brief A `Vertex` that can be lit up.
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*
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*/
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class LitVertex {
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public:
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simpleengine::Vectorf position;
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glm::vec3 color;
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glm::vec2 tex_coord;
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glm::vec3 normal;
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LitVertex() = default;
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LitVertex(simpleengine::Vectorf position, glm::vec3 color, glm::vec2 tex_coord, glm::vec3 normal) :
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position(position), color(color), tex_coord(tex_coord), normal(normal) {
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}
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};
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}
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}
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@ -89,21 +89,17 @@ namespace simpleengine::objects_3d {
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file_stream.close();
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file_stream.close();
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for (int i = 0; i < obj_vertices.size(); i++) {
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for (int i = 0; i < obj_vertices.size(); i++) {
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vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i));
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lit_vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i));
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}
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}
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vao.bind();
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vao.bind();
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vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
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vbo.buffer(lit_vertices.data(), 0, sizeof(LitVertex) * lit_vertices.size());
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ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
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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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vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
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glEnableVertexAttribArray(0);
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//vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
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vao.enable_attrib(vbo, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
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vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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