Move 2d square and triangle files

This commit is contained in:
SeanOMik 2021-12-06 22:54:22 -05:00
parent 340b21f099
commit bab9ef3c74
5 changed files with 25 additions and 56 deletions

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@ -1,6 +1,6 @@
#include "simpleengine/camera.h" #include "simpleengine/camera.h"
#include "simpleengine/gfx/texture.h" #include "simpleengine/gfx/texture.h"
#include "simpleengine/shapes/2d/square.h" #include "simpleengine/objects/2d/shapes/square.h"
#include "simpleengine/vector.h" #include "simpleengine/vector.h"
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#include <simpleengine/gfx/shader.h> #include <simpleengine/gfx/shader.h>
@ -8,7 +8,7 @@
#include <simpleengine/event/event.h> #include <simpleengine/event/event.h>
#include <simpleengine/shader_program.h> #include <simpleengine/shader_program.h>
#include <simpleengine/game.h> #include <simpleengine/game.h>
#include <simpleengine/shapes/2d/triangle.h> #include <simpleengine/objects/2d/shapes/triangle.h>
#include <simpleengine/vertex.h> #include <simpleengine/vertex.h>
#include <chrono> #include <chrono>
@ -21,37 +21,6 @@ CMRC_DECLARE(resource_shaders);
#include <SOIL2/SOIL2.h> #include <SOIL2/SOIL2.h>
/* class Triangle3D : public simpleengine::shapes_2d::Triangle {
public:
glm::mat4 projection_matrix;
//glm::mat4 view_matrix;
const float fov = 70;
const float near_plane = 0.1f;
const float far_plane = 1000.f;
Triangle3D(simpleengine::gfx::Shader shader, std::vector<simpleengine::Vertex> vertices) :
simpleengine::shapes_2d::Triangle(shader, vertices) {
projection_matrix = glm::perspective(glm::radians(fov), 640.f / 480.f, near_plane, far_plane);
shader.use();
shader.set_uniform_matrix_4f("projection_matrix", projection_matrix, false);
//shader.set_uniform_matrix_4f("view_matrix", view_matrix, false);
shader.unuse();
}
Triangle3D(std::shared_ptr<GLuint> shader_program, std::vector<simpleengine::Vertex> vertices) :
simpleengine::shapes_2d::Triangle(shader_program, vertices) {
}
virtual void render(GLFWwindow* target) override {
}
}; */
std::string read_resource_shader(const std::string& path) { std::string read_resource_shader(const std::string& path) {
auto fs = cmrc::resource_shaders::get_filesystem(); auto fs = cmrc::resource_shaders::get_filesystem();
cmrc::file vertex_file = fs.open(path); cmrc::file vertex_file = fs.open(path);
@ -82,7 +51,7 @@ int main(int argc, char *argv[]) {
{ simpleengine::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // top { simpleengine::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // top
}; };
auto tri = std::make_shared<simpleengine::shapes_2d::Triangle>(base_shader_program, vertices); auto tri = std::make_shared<simpleengine::objects_2d::shapes::Triangle>(base_shader_program, vertices);
//tri->set_texture(wall_texture); //tri->set_texture(wall_texture);
game.add_event(tri); game.add_event(tri);

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@ -12,20 +12,20 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "../../renderable.h" #include "../../../renderable.h"
#include "../../vertex.h" #include "../../../vertex.h"
#include "../../transformable.h" #include "../../../transformable.h"
#include "../../optional.h" #include "../../../optional.h"
#include "../../gfx/vbo.h" #include "../../../gfx/vbo.h"
#include "../../gfx/vao.h" #include "../../../gfx/vao.h"
#include "../../gfx/texture.h" #include "../../../gfx/texture.h"
#include "../../gfx/shader.h" #include "../../../gfx/shader.h"
#include <stdint.h> #include <stdint.h>
#include <vector> #include <vector>
namespace simpleengine::shapes_2d { namespace simpleengine::objects_2d::shapes {
class Square : public simpleengine::Renderable, public simpleengine::Transformable { class Square : public simpleengine::Renderable, public simpleengine::Transformable {
private: private:
using super = simpleengine::Renderable; using super = simpleengine::Renderable;

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@ -12,18 +12,18 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "../../renderable.h" #include "../../../renderable.h"
#include "../../vertex.h" #include "../../../vertex.h"
#include "../../gfx/vbo.h" #include "../../../gfx/vbo.h"
#include "../../gfx/vao.h" #include "../../../gfx/vao.h"
#include "../../gfx/shader.h" #include "../../../gfx/shader.h"
#include "../../gfx/texture.h" #include "../../../gfx/texture.h"
#include "../../optional.h" #include "../../../optional.h"
#include "../../transformable.h" #include "../../../transformable.h"
#include <vector> #include <vector>
namespace simpleengine::shapes_2d { namespace simpleengine::objects_2d::shapes {
class Triangle : public simpleengine::Renderable, public simpleengine::Transformable { class Triangle : public simpleengine::Renderable, public simpleengine::Transformable {
private: private:
gfx::Shader shader; // This only stores the shader program gfx::Shader shader; // This only stores the shader program

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@ -1,6 +1,6 @@
#include "shapes/2d/square.h" #include "objects/2d/shapes/square.h"
namespace simpleengine::shapes_2d { namespace simpleengine::objects_2d::shapes {
Square::Square(gfx::Shader shader, std::vector<Vertex> vertices, std::vector<GLuint> indicies) : Square::Square(gfx::Shader shader, std::vector<Vertex> vertices, std::vector<GLuint> indicies) :
super(nullptr), shader(shader), vertices(vertices), indicies(indicies), super(nullptr), shader(shader), vertices(vertices), indicies(indicies),
ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO(GL_ELEMENT_ARRAY_BUFFER, false)), vbo(gfx::VBO(GL_ARRAY_BUFFER, false)),

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@ -1,6 +1,6 @@
#include "shapes/2d/triangle.h" #include "objects/2d/shapes/triangle.h"
namespace simpleengine::shapes_2d { namespace simpleengine::objects_2d::shapes {
Triangle::Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : simpleengine::Renderable(nullptr), Triangle::Triangle(gfx::Shader shader, std::vector<Vertex> vertices) : simpleengine::Renderable(nullptr),
simpleengine::Transformable(glm::mat4(1.f)), shader(shader), vertices(vertices), simpleengine::Transformable(glm::mat4(1.f)), shader(shader), vertices(vertices),
vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), texture(nonstd::nullopt) { vbo(gfx::VBO(GL_ARRAY_BUFFER, false)), texture(nonstd::nullopt) {