mirror of
https://github.com/SeanOMik/SimpleEngine.git
synced 2025-02-18 16:50:05 +00:00
Add engine resources to store core shaders, create core shader class
This commit is contained in:
parent
a507e2f169
commit
db94d85168
6 changed files with 172 additions and 58 deletions
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@ -19,11 +19,22 @@ add_library(simpleengine STATIC ${source_list})
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# Link headers
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target_include_directories(simpleengine PUBLIC include PRIVATE include/simpleengine)
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# Embed shaders
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file(GLOB_RECURSE simpleeng_resources_list resources/**)
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cmrc_add_resource_library(
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simpleengine_resources# ALIAS simpleengine::res::shaders
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#NAMESPACE simpleengine__res
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#WHENCE resources/shaders
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#PREFIX resources/shaders
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${simpleeng_resources_list}
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)
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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 glfw)
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target_link_libraries(simpleengine PUBLIC glm::glm)
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target_link_libraries(simpleengine PUBLIC soil2)
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target_link_libraries(simpleengine PRIVATE simpleengine_resources)
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include_directories(${GLM_INCLUDE_DIRS})
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@ -12,6 +12,7 @@
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#include <simpleengine/game.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/gfx/shaders/core_3d_shader.h>
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#include <chrono>
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#include <iostream>
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@ -23,6 +24,8 @@ CMRC_DECLARE(resource_shaders);
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#include <SOIL2/SOIL2.h>
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namespace se = simpleengine;
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std::string read_resource_shader(const std::string& path) {
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auto fs = cmrc::resource_shaders::get_filesystem();
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cmrc::file vertex_file = fs.open(path);
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@ -31,43 +34,34 @@ std::string read_resource_shader(const std::string& path) {
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}
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int main(int argc, char *argv[]) {
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simpleengine::Game game(640, 480, "SimpleEngine 3D OpenGL - Developer Testing", GLFW_OPENGL_CORE_PROFILE, 4, 4, false);
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se::Game game(640, 480, "SimpleEngine 3D OpenGL - Developer Testing", GLFW_OPENGL_CORE_PROFILE, 4, 4, false);
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// Load shaders
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std::string vertex_core = read_resource_shader("shaders/vertex_core.glsl");
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std::string fragment_core = read_resource_shader("shaders/fragment_core.glsl");
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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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// Compile shader program
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simpleengine::ShaderProgram shader_prog;
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shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Vertex, vertex_core);
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shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Fragment, fragment_core);
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shader_prog.link();
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simpleengine::gfx::Shader core_shader = shader_prog.shaders.front();
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// Load core shaders from simpleengine resources
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se::gfx::shaders::Core3dShader core_shader;
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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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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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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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game.add_event(light);
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simpleengine::gfx::Texture white_texture("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.reflectivity = 1; */
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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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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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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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/* se::gfx::Texture stall_texture("resources/stallTexture.png");
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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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stall->translate(0.f, -4.f, -25.f);
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game.add_event(stall); */
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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(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, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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{ simpleengine::Vectorf(-0.5f, 0.5f, -1.f), glm::vec3(.5f, 0.5f, 0.f), glm::vec2(0.5f, 1.0f) }, // top left
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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(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, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left
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{ se::Vectorf(-0.5f, 0.5f, -1.f), glm::vec3(.5f, 0.5f, 0.f), glm::vec2(0.5f, 1.0f) }, // top left
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};
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std::vector<GLuint> indicies = {
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@ -75,52 +69,52 @@ int main(int argc, char *argv[]) {
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1, 2, 3
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};
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auto square = std::make_shared<simpleengine::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->scale(.75f);
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game.add_event(square);
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std::vector<simpleengine::Vertex> tri_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(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) }, // bottom left
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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(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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};
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auto tri = std::make_shared<simpleengine::gfx::Model>(game.get_window(), core_shader, tri_vertices);
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auto tri = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, tri_vertices);
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tri->translate(-1.25f, 0.f, -1.f);
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tri->scale(.75f);
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game.add_event(tri); */
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/* std::vector<simpleengine::Vertex> cube_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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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/* 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(-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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{ 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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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{ 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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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{ 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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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{ 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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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{ 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(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
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{ simpleengine::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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{ simpleengine::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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std::vector<GLuint> cube_indicies = {
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23,21,22
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};
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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<se::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
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game.add_event(cube); */
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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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auto camera = std::make_shared<se::Camera>(game.get_window(), core_shader, 70, glm::vec3(0, 0, -10));
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game.add_event(camera);
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return game.run();
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32
include/simpleengine/gfx/shaders/core_3d_shader.h
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32
include/simpleengine/gfx/shaders/core_3d_shader.h
Normal file
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#pragma once
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#include "../shader.h"
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#include <cmrc/cmrc.hpp>
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CMRC_DECLARE(simpleengine_resources);
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namespace simpleengine::gfx::shaders {
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class Core3dShader : public simpleengine::gfx::Shader {
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private:
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gfx::Shader fragment_shader;
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public:
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Core3dShader() {
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this->program = glCreateProgram();
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auto vertex_fs = cmrc::simpleengine_resources::get_filesystem();
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cmrc::file vertex_file = vertex_fs.open("resources/shaders/vertex_core.glsl");
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std::string vertex_source(vertex_file.begin());
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Shader vertex = gfx::Shader::from_source(program, ShaderType::ST_Vertex, vertex_source);
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this->shader = vertex.shader;
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auto fragment_fs = cmrc::simpleengine_resources::get_filesystem();
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cmrc::file fragment_file = fragment_fs.open("resources/shaders/fragment_core.glsl");
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std::string fragment_source(fragment_file.begin());
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fragment_shader = gfx::Shader::from_source(program, ShaderType::ST_Fragment, fragment_source);
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link();
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delete_shader();
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fragment_shader.delete_shader();
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}
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};
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}
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resources/shaders/fragment_core.glsl
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46
resources/shaders/fragment_core.glsl
Normal file
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#version 440
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in vec3 vs_position;
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in mat4 vs_transform;
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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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in vec3 vs_to_camera;
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uniform bool texture_is_set;
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uniform sampler2D vs_texture;
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uniform vec3 light_color;
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uniform float shine_damper;
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uniform float reflectivity;
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out vec4 fs_color;
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void main() {
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// Lighting
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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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// Specular lighting
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// only do all this math is reflectivity is > 0
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vec3 final_specular = vec3(0.f);
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if (reflectivity > 0) {
|
||||
vec3 unit_vector_to_camera = normalize(vs_to_camera);
|
||||
vec3 light_direction = -unit_vector_to_camera;
|
||||
vec3 reflected_light_dir = reflect(light_direction, unit_normal);
|
||||
float specular_factor = dot(reflected_light_dir, unit_vector_to_camera);
|
||||
specular_factor = max(specular_factor, 0.f);
|
||||
float damped_specular = pow(specular_factor, shine_damper);
|
||||
final_specular = damped_specular * reflectivity * light_color;
|
||||
}
|
||||
|
||||
if (texture_is_set) {
|
||||
//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);
|
||||
}
|
||||
}
|
31
resources/shaders/vertex_core.glsl
Normal file
31
resources/shaders/vertex_core.glsl
Normal file
|
@ -0,0 +1,31 @@
|
|||
#version 440
|
||||
|
||||
layout (location = 0) in vec3 vertex_position;
|
||||
layout (location = 1) in vec2 vertex_texcoord;
|
||||
layout (location = 2) in vec3 vertex_normal;
|
||||
|
||||
out vec3 vs_position;
|
||||
out vec2 vs_texcoord;
|
||||
out mat4 vs_transform;
|
||||
out vec3 vs_normal;
|
||||
out vec3 vs_to_light;
|
||||
out vec3 vs_to_camera;
|
||||
|
||||
uniform mat4 transform_matrix;
|
||||
uniform mat4 view_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform vec3 light_position;
|
||||
|
||||
void main() {
|
||||
vec4 world_pos = (transform_matrix * vec4(vertex_position, 1.f));
|
||||
|
||||
vs_position = world_pos.xyz;
|
||||
vs_transform = transform_matrix;
|
||||
vs_texcoord = vertex_texcoord;
|
||||
|
||||
gl_Position = projection_matrix * view_matrix * world_pos;
|
||||
|
||||
vs_normal = (transform_matrix * vec4(vertex_normal, 0.f)).xyz;
|
||||
vs_to_light = light_position - world_pos.xyz;
|
||||
vs_to_camera = (inverse(view_matrix) * vec4(0.f, 0.f, 0.f, 1.f)).xyz - world_pos.xyz;
|
||||
}
|
|
@ -115,6 +115,6 @@ namespace simpleengine::objects_3d {
|
|||
}
|
||||
|
||||
void ObjModel::update(const float& delta_time) {
|
||||
this->rotate_y(0.5f); // Slowly rotate (for debugging)
|
||||
this->rotate_y(0.05f); // Slowly rotate (for debugging)
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue