ITS REWRITE TIME
This commit is contained in:
282
legacy/include/KHR/khrplatform.h
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282
legacy/include/KHR/khrplatform.h
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@@ -0,0 +1,282 @@
|
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#ifndef __khrplatform_h_
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||||
#define __khrplatform_h_
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||||
/*
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||||
** Copyright (c) 2008-2018 The Khronos Group Inc.
|
||||
**
|
||||
** Permission is hereby granted, free of charge, to any person obtaining a
|
||||
** copy of this software and/or associated documentation files (the
|
||||
** "Materials"), to deal in the Materials without restriction, including
|
||||
** without limitation the rights to use, copy, modify, merge, publish,
|
||||
** distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
** permit persons to whom the Materials are furnished to do so, subject to
|
||||
** the following conditions:
|
||||
**
|
||||
** The above copyright notice and this permission notice shall be included
|
||||
** in all copies or substantial portions of the Materials.
|
||||
**
|
||||
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
||||
*/
|
||||
|
||||
/* Khronos platform-specific types and definitions.
|
||||
*
|
||||
* The master copy of khrplatform.h is maintained in the Khronos EGL
|
||||
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
|
||||
* The last semantic modification to khrplatform.h was at commit ID:
|
||||
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
|
||||
*
|
||||
* Adopters may modify this file to suit their platform. Adopters are
|
||||
* encouraged to submit platform specific modifications to the Khronos
|
||||
* group so that they can be included in future versions of this file.
|
||||
* Please submit changes by filing pull requests or issues on
|
||||
* the EGL Registry repository linked above.
|
||||
*
|
||||
*
|
||||
* See the Implementer's Guidelines for information about where this file
|
||||
* should be located on your system and for more details of its use:
|
||||
* http://www.khronos.org/registry/implementers_guide.pdf
|
||||
*
|
||||
* This file should be included as
|
||||
* #include <KHR/khrplatform.h>
|
||||
* by Khronos client API header files that use its types and defines.
|
||||
*
|
||||
* The types in khrplatform.h should only be used to define API-specific types.
|
||||
*
|
||||
* Types defined in khrplatform.h:
|
||||
* khronos_int8_t signed 8 bit
|
||||
* khronos_uint8_t unsigned 8 bit
|
||||
* khronos_int16_t signed 16 bit
|
||||
* khronos_uint16_t unsigned 16 bit
|
||||
* khronos_int32_t signed 32 bit
|
||||
* khronos_uint32_t unsigned 32 bit
|
||||
* khronos_int64_t signed 64 bit
|
||||
* khronos_uint64_t unsigned 64 bit
|
||||
* khronos_intptr_t signed same number of bits as a pointer
|
||||
* khronos_uintptr_t unsigned same number of bits as a pointer
|
||||
* khronos_ssize_t signed size
|
||||
* khronos_usize_t unsigned size
|
||||
* khronos_float_t signed 32 bit floating point
|
||||
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
|
||||
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
|
||||
* nanoseconds
|
||||
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
|
||||
* khronos_boolean_enum_t enumerated boolean type. This should
|
||||
* only be used as a base type when a client API's boolean type is
|
||||
* an enum. Client APIs which use an integer or other type for
|
||||
* booleans cannot use this as the base type for their boolean.
|
||||
*
|
||||
* Tokens defined in khrplatform.h:
|
||||
*
|
||||
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
|
||||
*
|
||||
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
|
||||
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
|
||||
*
|
||||
* Calling convention macros defined in this file:
|
||||
* KHRONOS_APICALL
|
||||
* KHRONOS_APIENTRY
|
||||
* KHRONOS_APIATTRIBUTES
|
||||
*
|
||||
* These may be used in function prototypes as:
|
||||
*
|
||||
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
|
||||
* int arg1,
|
||||
* int arg2) KHRONOS_APIATTRIBUTES;
|
||||
*/
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APICALL
|
||||
*-------------------------------------------------------------------------
|
||||
* This precedes the return type of the function in the function prototype.
|
||||
*/
|
||||
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
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||||
# define KHRONOS_APICALL __declspec(dllimport)
|
||||
#elif defined (__SYMBIAN32__)
|
||||
# define KHRONOS_APICALL IMPORT_C
|
||||
#elif defined(__ANDROID__)
|
||||
# define KHRONOS_APICALL __attribute__((visibility("default")))
|
||||
#else
|
||||
# define KHRONOS_APICALL
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APIENTRY
|
||||
*-------------------------------------------------------------------------
|
||||
* This follows the return type of the function and precedes the function
|
||||
* name in the function prototype.
|
||||
*/
|
||||
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
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||||
/* Win32 but not WinCE */
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||||
# define KHRONOS_APIENTRY __stdcall
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||||
#else
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||||
# define KHRONOS_APIENTRY
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* Definition of KHRONOS_APIATTRIBUTES
|
||||
*-------------------------------------------------------------------------
|
||||
* This follows the closing parenthesis of the function prototype arguments.
|
||||
*/
|
||||
#if defined (__ARMCC_2__)
|
||||
#define KHRONOS_APIATTRIBUTES __softfp
|
||||
#else
|
||||
#define KHRONOS_APIATTRIBUTES
|
||||
#endif
|
||||
|
||||
/*-------------------------------------------------------------------------
|
||||
* basic type definitions
|
||||
*-----------------------------------------------------------------------*/
|
||||
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
|
||||
|
||||
|
||||
/*
|
||||
* Using <stdint.h>
|
||||
*/
|
||||
#include <stdint.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif defined(__VMS ) || defined(__sgi)
|
||||
|
||||
/*
|
||||
* Using <inttypes.h>
|
||||
*/
|
||||
#include <inttypes.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
|
||||
|
||||
/*
|
||||
* Win32
|
||||
*/
|
||||
typedef __int32 khronos_int32_t;
|
||||
typedef unsigned __int32 khronos_uint32_t;
|
||||
typedef __int64 khronos_int64_t;
|
||||
typedef unsigned __int64 khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif defined(__sun__) || defined(__digital__)
|
||||
|
||||
/*
|
||||
* Sun or Digital
|
||||
*/
|
||||
typedef int khronos_int32_t;
|
||||
typedef unsigned int khronos_uint32_t;
|
||||
#if defined(__arch64__) || defined(_LP64)
|
||||
typedef long int khronos_int64_t;
|
||||
typedef unsigned long int khronos_uint64_t;
|
||||
#else
|
||||
typedef long long int khronos_int64_t;
|
||||
typedef unsigned long long int khronos_uint64_t;
|
||||
#endif /* __arch64__ */
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#elif 0
|
||||
|
||||
/*
|
||||
* Hypothetical platform with no float or int64 support
|
||||
*/
|
||||
typedef int khronos_int32_t;
|
||||
typedef unsigned int khronos_uint32_t;
|
||||
#define KHRONOS_SUPPORT_INT64 0
|
||||
#define KHRONOS_SUPPORT_FLOAT 0
|
||||
|
||||
#else
|
||||
|
||||
/*
|
||||
* Generic fallback
|
||||
*/
|
||||
#include <stdint.h>
|
||||
typedef int32_t khronos_int32_t;
|
||||
typedef uint32_t khronos_uint32_t;
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#define KHRONOS_SUPPORT_INT64 1
|
||||
#define KHRONOS_SUPPORT_FLOAT 1
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Types that are (so far) the same on all platforms
|
||||
*/
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
typedef signed short int khronos_int16_t;
|
||||
typedef unsigned short int khronos_uint16_t;
|
||||
|
||||
/*
|
||||
* Types that differ between LLP64 and LP64 architectures - in LLP64,
|
||||
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
|
||||
* to be the only LLP64 architecture in current use.
|
||||
*/
|
||||
#ifdef _WIN64
|
||||
typedef signed long long int khronos_intptr_t;
|
||||
typedef unsigned long long int khronos_uintptr_t;
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
typedef unsigned long long int khronos_usize_t;
|
||||
#else
|
||||
typedef signed long int khronos_intptr_t;
|
||||
typedef unsigned long int khronos_uintptr_t;
|
||||
typedef signed long int khronos_ssize_t;
|
||||
typedef unsigned long int khronos_usize_t;
|
||||
#endif
|
||||
|
||||
#if KHRONOS_SUPPORT_FLOAT
|
||||
/*
|
||||
* Float type
|
||||
*/
|
||||
typedef float khronos_float_t;
|
||||
#endif
|
||||
|
||||
#if KHRONOS_SUPPORT_INT64
|
||||
/* Time types
|
||||
*
|
||||
* These types can be used to represent a time interval in nanoseconds or
|
||||
* an absolute Unadjusted System Time. Unadjusted System Time is the number
|
||||
* of nanoseconds since some arbitrary system event (e.g. since the last
|
||||
* time the system booted). The Unadjusted System Time is an unsigned
|
||||
* 64 bit value that wraps back to 0 every 584 years. Time intervals
|
||||
* may be either signed or unsigned.
|
||||
*/
|
||||
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
|
||||
typedef khronos_int64_t khronos_stime_nanoseconds_t;
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Dummy value used to pad enum types to 32 bits.
|
||||
*/
|
||||
#ifndef KHRONOS_MAX_ENUM
|
||||
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Enumerated boolean type
|
||||
*
|
||||
* Values other than zero should be considered to be true. Therefore
|
||||
* comparisons should not be made against KHRONOS_TRUE.
|
||||
*/
|
||||
typedef enum {
|
||||
KHRONOS_FALSE = 0,
|
||||
KHRONOS_TRUE = 1,
|
||||
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
|
||||
} khronos_boolean_enum_t;
|
||||
|
||||
#endif /* __khrplatform_h_ */
|
||||
3617
legacy/include/glad/glad.hpp
Normal file
3617
legacy/include/glad/glad.hpp
Normal file
File diff suppressed because it is too large
Load Diff
154
legacy/include/logger.h
Normal file
154
legacy/include/logger.h
Normal file
@@ -0,0 +1,154 @@
|
||||
#ifndef INCLUDE_LOGGER_H_
|
||||
#define INCLUDE_LOGGER_H_
|
||||
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <map>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <Windows.h>
|
||||
typedef enum {
|
||||
CONSOLE_COLOUR_FG_BLACK = 0,
|
||||
CONSOLE_COLOUR_FG_BLUE = FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_GREEN = FOREGROUND_GREEN,
|
||||
CONSOLE_COLOUR_FG_CYAN = FOREGROUND_GREEN | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_RED = FOREGROUND_RED,
|
||||
CONSOLE_COLOUR_FG_MAGENTA = FOREGROUND_RED | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_YELLOW = FOREGROUND_RED | FOREGROUND_GREEN,
|
||||
CONSOLE_COLOUR_FG_GRAY = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_LIGHT_GRAY = FOREGROUND_INTENSITY,
|
||||
CONSOLE_COLOUR_FG_LIGHT_BLUE = FOREGROUND_INTENSITY | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_LIGHT_GREEN = FOREGROUND_INTENSITY | FOREGROUND_GREEN,
|
||||
CONSOLE_COLOUR_FG_LIGHT_CYAN = FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_LIGHT_RED = FOREGROUND_INTENSITY | FOREGROUND_RED,
|
||||
CONSOLE_COLOUR_FG_LIGHT_MAGENTA = FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_LIGHT_YELLOW = FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN,
|
||||
CONSOLE_COLOUR_FG_WHITE = FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_FG_DEFAULT = FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE,
|
||||
CONSOLE_COLOUR_BG_DEFAULT = 0
|
||||
} ConsoleColour;
|
||||
|
||||
#ifdef _WIN32
|
||||
static HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
static WORD wOldColorAttrs;
|
||||
static CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
|
||||
#endif
|
||||
|
||||
#else
|
||||
typedef enum {
|
||||
CONSOLE_COLOUR_FG_DEFAULT = 39,
|
||||
CONSOLE_COLOUR_FG_BLACK = 30,
|
||||
CONSOLE_COLOUR_FG_RED = 31,
|
||||
CONSOLE_COLOUR_FG_GREEN = 32,
|
||||
CONSOLE_COLOUR_FG_YELLOW = 33,
|
||||
CONSOLE_COLOUR_FG_BLUE = 34,
|
||||
CONSOLE_COLOUR_FG_MAGENTA = 35,
|
||||
CONSOLE_COLOUR_FG_CYAN = 36,
|
||||
CONSOLE_COLOUR_FG_LIGHT_GRAY = 37,
|
||||
CONSOLE_COLOUR_FG_DARK_GRAY = 90,
|
||||
CONSOLE_COLOUR_FG_LIGHT_RED = 91,
|
||||
CONSOLE_COLOUR_FG_LIGHT_GREEN = 92,
|
||||
CONSOLE_COLOUR_FG_LIGHT_YELLOW = 93,
|
||||
CONSOLE_COLOUR_FG_LIGHT_BLUE = 94,
|
||||
CONSOLE_COLOUR_FG_LIGHT_MAGENTA = 95,
|
||||
CONSOLE_COLOUR_FG_LIGHT_CYAN = 96,
|
||||
CONSOLE_COLOUR_FG_WHITE = 97,
|
||||
CONSOLE_COLOUR_BG_RED = 41,
|
||||
CONSOLE_COLOUR_BG_GREEN = 42,
|
||||
CONSOLE_COLOUR_BG_BLUE = 44,
|
||||
CONSOLE_COLOUR_BG_DEFAULT = 49
|
||||
} ConsoleColour;
|
||||
#endif
|
||||
|
||||
class Colour {
|
||||
public:
|
||||
static void resetColour();
|
||||
|
||||
template<typename T>
|
||||
static void consoleColour(T colour) {
|
||||
#ifdef _WIN32
|
||||
SetConsoleTextAttribute(h, colour);
|
||||
#else
|
||||
std::cout << "\033[" << colour << "m";
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
typedef enum {
|
||||
LOGGER_INFO = CONSOLE_COLOUR_FG_GREEN,
|
||||
LOGGER_WARN = CONSOLE_COLOUR_FG_YELLOW,
|
||||
LOGGER_ERROR = CONSOLE_COLOUR_FG_LIGHT_RED,
|
||||
LOGGER_PANIC = CONSOLE_COLOUR_FG_RED,
|
||||
LOGGER_DEBUG = CONSOLE_COLOUR_FG_BLUE
|
||||
} LogType;
|
||||
|
||||
typedef enum {
|
||||
LOGGER_EXIT,
|
||||
LOGGER_ENDL
|
||||
} LogAction;
|
||||
|
||||
class Logger {
|
||||
public:
|
||||
std::stringstream outStream;
|
||||
std::map<LogType, std::string> lookupTable;
|
||||
Logger();
|
||||
|
||||
Logger& operator<< (const LogType type) {
|
||||
std::cout << "[";
|
||||
Colour::consoleColour(type);
|
||||
std::cout << lookupTable[type];
|
||||
Colour::consoleColour(CONSOLE_COLOUR_FG_DEFAULT);
|
||||
std::cout << "] ";
|
||||
return *this;
|
||||
}
|
||||
|
||||
Logger& operator<< (const LogAction action) {
|
||||
if (action == LOGGER_ENDL) {
|
||||
std::cout << outStream.str() << std::endl;
|
||||
outStream.str(std::string());;
|
||||
outStream.flush();
|
||||
}
|
||||
if (action == LOGGER_EXIT)
|
||||
exit(0);
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Logger& operator<< (const T& data) {
|
||||
outStream << data;
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef LOGGER_DEFINITION
|
||||
#undef LOGGER_DEFINITION
|
||||
|
||||
void Colour::resetColour() {
|
||||
#ifdef _WIN32
|
||||
SetConsoleTextAttribute(h, CONSOLE_COLOUR_BG_DEFAULT);
|
||||
SetConsoleTextAttribute(h, CONSOLE_COLOUR_FG_DEFAULT);
|
||||
#else
|
||||
std::cout
|
||||
<< "\033[" << CONSOLE_COLOUR_BG_DEFAULT << "m"
|
||||
<< "\033[" << CONSOLE_COLOUR_FG_DEFAULT << "m";
|
||||
#endif
|
||||
}
|
||||
|
||||
Logger::Logger() {
|
||||
|
||||
#ifdef _WIN32
|
||||
GetConsoleScreenBufferInfo(h, &csbiInfo);
|
||||
wOldColorAttrs = csbiInfo.wAttributes;
|
||||
#endif
|
||||
|
||||
lookupTable[LOGGER_INFO] = "INFO";
|
||||
lookupTable[LOGGER_WARN] = "WARN";
|
||||
lookupTable[LOGGER_ERROR] = "ERROR";
|
||||
lookupTable[LOGGER_PANIC] = "PANIC";
|
||||
lookupTable[LOGGER_DEBUG] = "DEBUG";
|
||||
}
|
||||
|
||||
#endif
|
||||
2607
legacy/include/tiny_obj_loader.h
Normal file
2607
legacy/include/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,237 +1,237 @@
|
||||
// General includes
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
// GL includes
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
// SDL includes different on windows
|
||||
// the way i have it set up so i gotta
|
||||
// do it like this unfortunately
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
// #define LOGGER_DEFINITION
|
||||
#include <logger.h>
|
||||
#include "timers.h"
|
||||
#include "object.h"
|
||||
#include "shader.h"
|
||||
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
std::cout << "-----------------------------" << std::endl;
|
||||
std::cout << "----- OpenGL Playground -----" << std::endl;
|
||||
std::cout << "-------- Version 1.0 --------" << std::endl;
|
||||
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
|
||||
std::cout << "-----------------------------" << std::endl;
|
||||
std::cout << std::endl;
|
||||
|
||||
// Get global variables ready
|
||||
Logger logger;
|
||||
SDL_Window* window = nullptr;
|
||||
SDL_GLContext glContext;
|
||||
bool isWindowOpen = false;
|
||||
|
||||
// Initialize SDL and OpenGL
|
||||
// isWindowOpen = init(logger, window, glContext);
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4");
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
window = SDL_CreateWindow("OpenGL Playground V1.0",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
// 640, 480,
|
||||
1280, 720,
|
||||
SDL_WINDOW_OPENGL);
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
// SDL_WarpMouseInWindow(window, 0, 0);
|
||||
|
||||
isWindowOpen = true;
|
||||
|
||||
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
|
||||
|
||||
// Load an object into system memory
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
std::vector<GLushort> elements;
|
||||
|
||||
// LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
|
||||
LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements);
|
||||
// LoadOBJ(logger, "./resources/donut.obj", vertices, normals, elements);
|
||||
|
||||
std::vector<glm::vec3> toGPU;
|
||||
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
|
||||
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
|
||||
|
||||
// Generate a vertex array object
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
// Bind array to GPU
|
||||
glBindVertexArray(vao);
|
||||
|
||||
// Generate a vertex buffer object
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
// Bind buffer to the GPU
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
// Copy vertex data to the vertex buffer already on the GPU
|
||||
glBufferData(GL_ARRAY_BUFFER, toGPU.size() * sizeof(glm::vec3), &toGPU[0], GL_STATIC_DRAW);
|
||||
|
||||
// Generate another vertex buffer for the element array buffer
|
||||
GLuint ebo;
|
||||
glGenBuffers(1, &ebo);
|
||||
// Bind buffer to the GPU
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
// Copy buffer data to the buffer already on the GPU
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), &elements[0], GL_STATIC_DRAW);
|
||||
|
||||
// Load, compile, apply and link shader programs
|
||||
Shader simpleShader{ logger };
|
||||
simpleShader.load("./resources/shaders/phong").attatch().link().use();
|
||||
|
||||
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
||||
glEnableVertexAttribArray(posAttrib);
|
||||
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
GLint normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
|
||||
glEnableVertexAttribArray(normalAttrib);
|
||||
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
// Set up camera
|
||||
// Camera camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -90.0f, 0.0f), 45.0f, 640.0f / 480.0f, 0.1f, 1000.0f);
|
||||
|
||||
|
||||
// Model matrice
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
|
||||
model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
// Gets uniform for model matrice, to be used later
|
||||
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
|
||||
// View matrice
|
||||
glm::mat4 view = glm::lookAt(
|
||||
glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
glm::vec3(0.0f, 0.4f, 0.0f),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f)
|
||||
);
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
|
||||
|
||||
// Projection matrice
|
||||
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective;
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
|
||||
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
|
||||
|
||||
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
|
||||
simpleShader.use();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
SDL_Event event;
|
||||
logger << LOGGER_ENDL;
|
||||
while (isWindowOpen) {
|
||||
FPSCount(logger);
|
||||
|
||||
// Update tick (60ups)
|
||||
if (UPSTimer()) {
|
||||
const Uint8 *state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_Q]) {
|
||||
model = glm::rotate(model, glm::radians(-1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
}
|
||||
|
||||
if (state[SDL_SCANCODE_E]) {
|
||||
model = glm::rotate(model, glm::radians(1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
}
|
||||
|
||||
UpdateClock = SDL_GetTicks();
|
||||
}
|
||||
|
||||
// Handle events
|
||||
while (SDL_PollEvent(&event) != 0) {
|
||||
if (event.type == SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE)
|
||||
isWindowOpen = false;
|
||||
if (event.key.keysym.sym == SDLK_r) {
|
||||
simpleShader.reload();
|
||||
|
||||
posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
||||
glEnableVertexAttribArray(posAttrib);
|
||||
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
|
||||
glEnableVertexAttribArray(normalAttrib);
|
||||
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
|
||||
|
||||
uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
}
|
||||
if (event.type == SDL_MOUSEMOTION) {
|
||||
int mouseX = event.motion.xrel;
|
||||
int mouseY = event.motion.yrel;
|
||||
// camera.rot.y += mouseX * 0.5f;
|
||||
// camera.rot.x += mouseY * -0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glViewport(0, 0, 1280, 720);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};
|
||||
glClearBufferfv(GL_COLOR, 0, clear);
|
||||
simpleShader.use();
|
||||
|
||||
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
|
||||
|
||||
// Swap
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
// General includes
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
// GL includes
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
// SDL includes different on windows
|
||||
// the way i have it set up so i gotta
|
||||
// do it like this unfortunately
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
// #define LOGGER_DEFINITION
|
||||
#include <logger.h>
|
||||
#include "timers.h"
|
||||
#include "object.h"
|
||||
#include "shader.h"
|
||||
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
std::cout << "-----------------------------" << std::endl;
|
||||
std::cout << "----- OpenGL Playground -----" << std::endl;
|
||||
std::cout << "-------- Version 1.0 --------" << std::endl;
|
||||
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
|
||||
std::cout << "-----------------------------" << std::endl;
|
||||
std::cout << std::endl;
|
||||
|
||||
// Get global variables ready
|
||||
Logger logger;
|
||||
SDL_Window* window = nullptr;
|
||||
SDL_GLContext glContext;
|
||||
bool isWindowOpen = false;
|
||||
|
||||
// Initialize SDL and OpenGL
|
||||
// isWindowOpen = init(logger, window, glContext);
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4");
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
window = SDL_CreateWindow("OpenGL Playground V1.0",
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
// 640, 480,
|
||||
1280, 720,
|
||||
SDL_WINDOW_OPENGL);
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
// SDL_WarpMouseInWindow(window, 0, 0);
|
||||
|
||||
isWindowOpen = true;
|
||||
|
||||
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
|
||||
|
||||
// Load an object into system memory
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
std::vector<GLushort> elements;
|
||||
|
||||
// LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
|
||||
LoadOBJ(logger, "./resources/lucy.obj", vertices, normals, elements);
|
||||
// LoadOBJ(logger, "./resources/donut.obj", vertices, normals, elements);
|
||||
|
||||
std::vector<glm::vec3> toGPU;
|
||||
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
|
||||
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
|
||||
|
||||
// Generate a vertex array object
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
// Bind array to GPU
|
||||
glBindVertexArray(vao);
|
||||
|
||||
// Generate a vertex buffer object
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
// Bind buffer to the GPU
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
// Copy vertex data to the vertex buffer already on the GPU
|
||||
glBufferData(GL_ARRAY_BUFFER, toGPU.size() * sizeof(glm::vec3), &toGPU[0], GL_STATIC_DRAW);
|
||||
|
||||
// Generate another vertex buffer for the element array buffer
|
||||
GLuint ebo;
|
||||
glGenBuffers(1, &ebo);
|
||||
// Bind buffer to the GPU
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
// Copy buffer data to the buffer already on the GPU
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), &elements[0], GL_STATIC_DRAW);
|
||||
|
||||
// Load, compile, apply and link shader programs
|
||||
Shader simpleShader{ logger };
|
||||
simpleShader.load("./resources/shaders/phong").attatch().link().use();
|
||||
|
||||
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
||||
glEnableVertexAttribArray(posAttrib);
|
||||
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
GLint normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
|
||||
glEnableVertexAttribArray(normalAttrib);
|
||||
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
// Set up camera
|
||||
// Camera camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -90.0f, 0.0f), 45.0f, 640.0f / 480.0f, 0.1f, 1000.0f);
|
||||
|
||||
|
||||
// Model matrice
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
|
||||
model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
// Gets uniform for model matrice, to be used later
|
||||
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
|
||||
// View matrice
|
||||
glm::mat4 view = glm::lookAt(
|
||||
glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
glm::vec3(0.0f, 0.4f, 0.0f),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f)
|
||||
);
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
|
||||
|
||||
// Projection matrice
|
||||
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective;
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
|
||||
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
|
||||
|
||||
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
|
||||
simpleShader.use();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
SDL_Event event;
|
||||
logger << LOGGER_ENDL;
|
||||
while (isWindowOpen) {
|
||||
FPSCount(logger);
|
||||
|
||||
// Update tick (60ups)
|
||||
if (UPSTimer()) {
|
||||
const Uint8 *state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_Q]) {
|
||||
model = glm::rotate(model, glm::radians(-1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
}
|
||||
|
||||
if (state[SDL_SCANCODE_E]) {
|
||||
model = glm::rotate(model, glm::radians(1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
}
|
||||
|
||||
UpdateClock = SDL_GetTicks();
|
||||
}
|
||||
|
||||
// Handle events
|
||||
while (SDL_PollEvent(&event) != 0) {
|
||||
if (event.type == SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE)
|
||||
isWindowOpen = false;
|
||||
if (event.key.keysym.sym == SDLK_r) {
|
||||
simpleShader.reload();
|
||||
|
||||
posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
|
||||
glEnableVertexAttribArray(posAttrib);
|
||||
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
|
||||
glEnableVertexAttribArray(normalAttrib);
|
||||
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
|
||||
|
||||
uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
}
|
||||
if (event.type == SDL_MOUSEMOTION) {
|
||||
int mouseX = event.motion.xrel;
|
||||
int mouseY = event.motion.yrel;
|
||||
// camera.rot.y += mouseX * 0.5f;
|
||||
// camera.rot.x += mouseY * -0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glViewport(0, 0, 1280, 720);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};
|
||||
glClearBufferfv(GL_COLOR, 0, clear);
|
||||
simpleShader.use();
|
||||
|
||||
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
|
||||
|
||||
// Swap
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,58 +1,58 @@
|
||||
#include "object.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Load_OBJ
|
||||
void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
|
||||
std::ifstream in(file, std::ios::in);
|
||||
if (!in) {
|
||||
logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string line;
|
||||
while (getline(in, line)) {
|
||||
if (line.substr(0,2) == "v ") {
|
||||
std::istringstream s(line.substr(2));
|
||||
glm::vec3 v; s >> v.x; s >> v.y; s >> v.z;
|
||||
vertices.push_back(v);
|
||||
} else if (line.substr(0,2) == "f ") {
|
||||
std::istringstream s(line.substr(2));
|
||||
GLushort a,b,c;
|
||||
s >> a; s >> b; s >> c;
|
||||
a--; b--; c--;
|
||||
elements.push_back(a); elements.push_back(b); elements.push_back(c);
|
||||
} else if (line[0] == '#') { }
|
||||
else {}
|
||||
}
|
||||
|
||||
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
|
||||
for (int i = 0; i < elements.size(); i += 3) {
|
||||
GLushort ia = elements[i];
|
||||
GLushort ib = elements[i+1];
|
||||
GLushort ic = elements[i+2];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
|
||||
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
|
||||
normals[ia] = normals[ib] = normals[ic] = normal;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
void FlatShade(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
|
||||
std::vector<glm::vec3> shared_vertices;
|
||||
for (int i = 0; i < elements.size(); i++) {
|
||||
vertices.push_back(shared_vertices[elements[i]]);
|
||||
if ((i % 3) == 2) {
|
||||
GLushort ia = elements[i-2];
|
||||
GLushort ib = elements[i-1];
|
||||
GLushort ic = elements[i];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
shared_vertices[ic] - shared_vertices[ia],
|
||||
shared_vertices[ib] - shared_vertices[ia]));
|
||||
for (int n = 0; n < 3; n++)
|
||||
normals.push_back(normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
#include "object.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Load_OBJ
|
||||
void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
|
||||
std::ifstream in(file, std::ios::in);
|
||||
if (!in) {
|
||||
logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string line;
|
||||
while (getline(in, line)) {
|
||||
if (line.substr(0,2) == "v ") {
|
||||
std::istringstream s(line.substr(2));
|
||||
glm::vec3 v; s >> v.x; s >> v.y; s >> v.z;
|
||||
vertices.push_back(v);
|
||||
} else if (line.substr(0,2) == "f ") {
|
||||
std::istringstream s(line.substr(2));
|
||||
GLushort a,b,c;
|
||||
s >> a; s >> b; s >> c;
|
||||
a--; b--; c--;
|
||||
elements.push_back(a); elements.push_back(b); elements.push_back(c);
|
||||
} else if (line[0] == '#') { }
|
||||
else {}
|
||||
}
|
||||
|
||||
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
|
||||
for (int i = 0; i < elements.size(); i += 3) {
|
||||
GLushort ia = elements[i];
|
||||
GLushort ib = elements[i+1];
|
||||
GLushort ic = elements[i+2];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
|
||||
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
|
||||
normals[ia] = normals[ib] = normals[ic] = normal;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
void FlatShade(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
|
||||
std::vector<glm::vec3> shared_vertices;
|
||||
for (int i = 0; i < elements.size(); i++) {
|
||||
vertices.push_back(shared_vertices[elements[i]]);
|
||||
if ((i % 3) == 2) {
|
||||
GLushort ia = elements[i-2];
|
||||
GLushort ib = elements[i-1];
|
||||
GLushort ic = elements[i];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
shared_vertices[ic] - shared_vertices[ia],
|
||||
shared_vertices[ib] - shared_vertices[ia]));
|
||||
for (int n = 0; n < 3; n++)
|
||||
normals.push_back(normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,33 +1,33 @@
|
||||
#ifndef SRC_OBJECT_H_
|
||||
#define SRC_OBJECT_H_
|
||||
|
||||
// General includes
|
||||
#include <vector>
|
||||
|
||||
// GL includes
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
#include <logger.h>
|
||||
|
||||
void LoadOBJ(Logger& logger,
|
||||
std::string file,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<glm::vec3>& normals,
|
||||
std::vector<GLushort>& elements);
|
||||
|
||||
void FlatShade(std::vector<glm::vec3>& vertices,
|
||||
std::vector<glm::vec3>& normals,
|
||||
std::vector<GLushort>& elements);
|
||||
|
||||
#endif
|
||||
#ifndef SRC_OBJECT_H_
|
||||
#define SRC_OBJECT_H_
|
||||
|
||||
// General includes
|
||||
#include <vector>
|
||||
|
||||
// GL includes
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
#include <logger.h>
|
||||
|
||||
void LoadOBJ(Logger& logger,
|
||||
std::string file,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<glm::vec3>& normals,
|
||||
std::vector<GLushort>& elements);
|
||||
|
||||
void FlatShade(std::vector<glm::vec3>& vertices,
|
||||
std::vector<glm::vec3>& normals,
|
||||
std::vector<GLushort>& elements);
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,39 +1,39 @@
|
||||
#version 330
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
// in vec4 FragPosLightSpace;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
|
||||
out vec4 outColour;
|
||||
|
||||
vec3 viewPos = vec3(0.0, 0.0, 0.0);
|
||||
vec3 objectColour = vec3(1.0, 1.0, 1.0);
|
||||
vec3 lightColour = vec3(0.7, 0.0, 0.65);
|
||||
// vec3 lightColour = vec3(0.3, 0.85, 1.0);
|
||||
|
||||
void main() {
|
||||
vec3 normal = normalize(Normal);
|
||||
vec3 lightDir = normalize(lightPos - FragPos);
|
||||
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 diffuse = diff * lightColour;
|
||||
|
||||
|
||||
float specularStrength = 0;
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * lightColour;
|
||||
|
||||
|
||||
float ambientStrength = 0.4;
|
||||
vec3 ambient = ambientStrength * lightColour;
|
||||
|
||||
vec3 result = (ambient + diffuse + specular) * objectColour;
|
||||
|
||||
outColour = vec4(result, 1.0);
|
||||
}
|
||||
#version 330
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
// in vec4 FragPosLightSpace;
|
||||
|
||||
uniform vec3 lightPos;
|
||||
|
||||
out vec4 outColour;
|
||||
|
||||
vec3 viewPos = vec3(0.0, 0.0, 0.0);
|
||||
vec3 objectColour = vec3(1.0, 1.0, 1.0);
|
||||
vec3 lightColour = vec3(0.7, 0.0, 0.65);
|
||||
// vec3 lightColour = vec3(0.3, 0.85, 1.0);
|
||||
|
||||
void main() {
|
||||
vec3 normal = normalize(Normal);
|
||||
vec3 lightDir = normalize(lightPos - FragPos);
|
||||
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 diffuse = diff * lightColour;
|
||||
|
||||
|
||||
float specularStrength = 0;
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, normal);
|
||||
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * lightColour;
|
||||
|
||||
|
||||
float ambientStrength = 0.4;
|
||||
vec3 ambient = ambientStrength * lightColour;
|
||||
|
||||
vec3 result = (ambient + diffuse + specular) * objectColour;
|
||||
|
||||
outColour = vec4(result, 1.0);
|
||||
}
|
||||
@@ -1,18 +1,18 @@
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
layout(location = 2) in vec3 texCoord;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
|
||||
void main() {
|
||||
gl_Position = proj * view * model * vec4(position, 1.0);
|
||||
FragPos = vec3(model * vec4(position, 1.0));
|
||||
Normal = mat3(model) * normal;
|
||||
}
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
layout(location = 2) in vec3 texCoord;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 FragPos;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
|
||||
void main() {
|
||||
gl_Position = proj * view * model * vec4(position, 1.0);
|
||||
FragPos = vec3(model * vec4(position, 1.0));
|
||||
Normal = mat3(model) * normal;
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
#version 330
|
||||
|
||||
out float fragdepth;
|
||||
|
||||
void main(){
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
#version 330
|
||||
|
||||
out float fragdepth;
|
||||
|
||||
void main(){
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@@ -1,10 +1,10 @@
|
||||
#version 330
|
||||
|
||||
in vec3 vertPos;
|
||||
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
gl_Position = lightSpaceMatrix * model * vec4(vertPos, 1.0);
|
||||
}
|
||||
#version 330
|
||||
|
||||
in vec3 vertPos;
|
||||
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform mat4 model;
|
||||
|
||||
void main() {
|
||||
gl_Position = lightSpaceMatrix * model * vec4(vertPos, 1.0);
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
#version 330
|
||||
|
||||
out vec4 outColour;
|
||||
|
||||
void main() {
|
||||
outColour = vec4(0.58, 0.61, 0.627, 1.0);
|
||||
}
|
||||
#version 330
|
||||
|
||||
out vec4 outColour;
|
||||
|
||||
void main() {
|
||||
outColour = vec4(0.58, 0.61, 0.627, 1.0);
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
#version 330
|
||||
|
||||
in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
|
||||
void main() {
|
||||
gl_Position = proj * view * model * vec4(position, 1.0);
|
||||
}
|
||||
#version 330
|
||||
|
||||
in vec3 position;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 proj;
|
||||
|
||||
void main() {
|
||||
gl_Position = proj * view * model * vec4(position, 1.0);
|
||||
}
|
||||
@@ -1,167 +1,167 @@
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
Shader::Shader(Logger& logger)
|
||||
: logger(logger) {
|
||||
m_program = glCreateProgram();
|
||||
}
|
||||
|
||||
Shader& Shader::use() {
|
||||
glUseProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::link() {
|
||||
glLinkProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::attatch() {
|
||||
glAttachShader(m_program, m_vert);
|
||||
glAttachShader(m_program, m_frag);
|
||||
return *this;
|
||||
}
|
||||
|
||||
std::string readShader(std::string source) {
|
||||
std::ifstream t(source);
|
||||
std::string shaderCode((std::istreambuf_iterator<char>(t)),
|
||||
std::istreambuf_iterator<char>());
|
||||
return shaderCode;
|
||||
}
|
||||
|
||||
Shader& Shader::load(GLenum type, std::string sourceLoc) {
|
||||
const char* source = readShader(sourceLoc).c_str();
|
||||
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
m_vertLoc = sourceLoc;
|
||||
m_vertSource = (std::string)source;
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(m_vert, 1, &source, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
} else if (type == GL_FRAGMENT_SHADER) {
|
||||
m_fragLoc = sourceLoc;
|
||||
m_fragSource = (std::string)source;
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(m_frag, 1, &source, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::load(std::string sourceLoc) {
|
||||
m_vertLoc = sourceLoc + ".vert";
|
||||
m_fragLoc = sourceLoc + ".frag";
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::reload() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
|
||||
link();
|
||||
attatch();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
GLuint Shader::getProgram() {
|
||||
return m_program;
|
||||
}
|
||||
|
||||
GLuint Shader::getVertex() {
|
||||
return m_vert;
|
||||
}
|
||||
|
||||
GLuint Shader::getFragment() {
|
||||
return m_frag;
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
}
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
Shader::Shader(Logger& logger)
|
||||
: logger(logger) {
|
||||
m_program = glCreateProgram();
|
||||
}
|
||||
|
||||
Shader& Shader::use() {
|
||||
glUseProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::link() {
|
||||
glLinkProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::attatch() {
|
||||
glAttachShader(m_program, m_vert);
|
||||
glAttachShader(m_program, m_frag);
|
||||
return *this;
|
||||
}
|
||||
|
||||
std::string readShader(std::string source) {
|
||||
std::ifstream t(source);
|
||||
std::string shaderCode((std::istreambuf_iterator<char>(t)),
|
||||
std::istreambuf_iterator<char>());
|
||||
return shaderCode;
|
||||
}
|
||||
|
||||
Shader& Shader::load(GLenum type, std::string sourceLoc) {
|
||||
const char* source = readShader(sourceLoc).c_str();
|
||||
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
m_vertLoc = sourceLoc;
|
||||
m_vertSource = (std::string)source;
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(m_vert, 1, &source, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
} else if (type == GL_FRAGMENT_SHADER) {
|
||||
m_fragLoc = sourceLoc;
|
||||
m_fragSource = (std::string)source;
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(m_frag, 1, &source, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::load(std::string sourceLoc) {
|
||||
m_vertLoc = sourceLoc + ".vert";
|
||||
m_fragLoc = sourceLoc + ".frag";
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::reload() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
|
||||
link();
|
||||
attatch();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
GLuint Shader::getProgram() {
|
||||
return m_program;
|
||||
}
|
||||
|
||||
GLuint Shader::getVertex() {
|
||||
return m_vert;
|
||||
}
|
||||
|
||||
GLuint Shader::getFragment() {
|
||||
return m_frag;
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
}
|
||||
@@ -1,42 +1,42 @@
|
||||
#ifndef SRC_SHADER_H_
|
||||
#define SRC_SHADER_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
#include <string>
|
||||
#include <logger.h>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader(Logger& logger);
|
||||
|
||||
Shader& use();
|
||||
Shader& link();
|
||||
Shader& attatch();
|
||||
Shader& load(GLenum type, std::string sourceLoc);
|
||||
Shader& load(std::string sourceLoc);
|
||||
Shader& reload();
|
||||
|
||||
GLuint getProgram();
|
||||
GLuint getVertex();
|
||||
GLuint getFragment();
|
||||
|
||||
virtual ~Shader();
|
||||
private:
|
||||
Shader(Shader const &) = delete;
|
||||
Shader & operator=(Shader const &) = delete;
|
||||
|
||||
GLuint m_program;
|
||||
GLuint m_vert;
|
||||
GLuint m_frag;
|
||||
|
||||
std::string m_vertSource;
|
||||
std::string m_fragSource;
|
||||
std::string m_vertLoc;
|
||||
std::string m_fragLoc;
|
||||
|
||||
Logger& logger;
|
||||
|
||||
GLint m_status;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SRC_SHADER_H_
|
||||
#define SRC_SHADER_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
#include <string>
|
||||
#include <logger.h>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader(Logger& logger);
|
||||
|
||||
Shader& use();
|
||||
Shader& link();
|
||||
Shader& attatch();
|
||||
Shader& load(GLenum type, std::string sourceLoc);
|
||||
Shader& load(std::string sourceLoc);
|
||||
Shader& reload();
|
||||
|
||||
GLuint getProgram();
|
||||
GLuint getVertex();
|
||||
GLuint getFragment();
|
||||
|
||||
virtual ~Shader();
|
||||
private:
|
||||
Shader(Shader const &) = delete;
|
||||
Shader & operator=(Shader const &) = delete;
|
||||
|
||||
GLuint m_program;
|
||||
GLuint m_vert;
|
||||
GLuint m_frag;
|
||||
|
||||
std::string m_vertSource;
|
||||
std::string m_fragSource;
|
||||
std::string m_vertLoc;
|
||||
std::string m_fragLoc;
|
||||
|
||||
Logger& logger;
|
||||
|
||||
GLint m_status;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,36 +1,36 @@
|
||||
#ifndef SRC_TIMERS_H_
|
||||
#define SRC_TIMERS_H_
|
||||
|
||||
// General includes
|
||||
#include <chrono>
|
||||
|
||||
// GL includes
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
// Custom includes
|
||||
#include <logger.h>
|
||||
|
||||
std::chrono::high_resolution_clock timer;
|
||||
auto FPSCalculateLast = timer.now();
|
||||
auto FPSClock = SDL_GetTicks();
|
||||
|
||||
auto UpdateClock = SDL_GetTicks();
|
||||
|
||||
void FPSCount(Logger& logger) {
|
||||
if (SDL_GetTicks() - FPSClock >= 1000) {
|
||||
auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
|
||||
logger << LOGGER_INFO << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << LOGGER_ENDL;
|
||||
FPSClock = SDL_GetTicks();
|
||||
}
|
||||
FPSCalculateLast = timer.now();
|
||||
}
|
||||
|
||||
bool UPSTimer() {
|
||||
return (SDL_GetTicks() - UpdateClock >= 10);
|
||||
}
|
||||
|
||||
#endif
|
||||
#ifndef SRC_TIMERS_H_
|
||||
#define SRC_TIMERS_H_
|
||||
|
||||
// General includes
|
||||
#include <chrono>
|
||||
|
||||
// GL includes
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
// Custom includes
|
||||
#include <logger.h>
|
||||
|
||||
std::chrono::high_resolution_clock timer;
|
||||
auto FPSCalculateLast = timer.now();
|
||||
auto FPSClock = SDL_GetTicks();
|
||||
|
||||
auto UpdateClock = SDL_GetTicks();
|
||||
|
||||
void FPSCount(Logger& logger) {
|
||||
if (SDL_GetTicks() - FPSClock >= 1000) {
|
||||
auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
|
||||
logger << LOGGER_INFO << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << LOGGER_ENDL;
|
||||
FPSClock = SDL_GetTicks();
|
||||
}
|
||||
FPSCalculateLast = timer.now();
|
||||
}
|
||||
|
||||
bool UPSTimer() {
|
||||
return (SDL_GetTicks() - UpdateClock >= 10);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,88 +1,88 @@
|
||||
#include "camera.h"
|
||||
|
||||
Camera::Camera() {
|
||||
|
||||
}
|
||||
|
||||
void Camera::updateView() {
|
||||
//roll can be removed from here. because is not actually used in FPS camera
|
||||
glm::mat4 matRoll = glm::mat4(1.0f);//identity matrix;
|
||||
glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
|
||||
glm::mat4 matYaw = glm::mat4(1.0f);//identity matrix
|
||||
|
||||
//roll, pitch and yaw are used to store our angles in our class
|
||||
matRoll = glm::rotate(matRoll, roll, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
matPitch = glm::rotate(matPitch, pitch, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
matYaw = glm::rotate(matYaw, yaw, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
//order matters
|
||||
glm::mat4 rotate = matRoll * matPitch * matYaw;
|
||||
|
||||
glm::mat4 translate = glm::mat4(1.0f);
|
||||
translate = glm::translate(translate, -eyeVector);
|
||||
|
||||
viewMatrix = rotate * translate;
|
||||
}
|
||||
|
||||
glm::mat4 Camera::getViewMatrix() {
|
||||
return viewMatrix;
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getPos() {
|
||||
return eyeVector;
|
||||
}
|
||||
|
||||
void Camera::handleMouse(SDL_Event e) {
|
||||
if (e.type != SDL_MOUSEMOTION)
|
||||
return;
|
||||
|
||||
|
||||
float mouseDX = e.motion.xrel;
|
||||
float mouseDY = e.motion.yrel;
|
||||
|
||||
glm::vec2 mouseDelta {mouseDX, mouseDY};
|
||||
|
||||
mouseMoved(mouseDelta);
|
||||
}
|
||||
|
||||
void Camera::moveCamera() {
|
||||
float dx = 0; //how much we strafe on x
|
||||
float dz = 0; //how much we walk on z
|
||||
|
||||
const Uint8* state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_W])
|
||||
dz += 2;
|
||||
if (state[SDL_SCANCODE_S])
|
||||
dz += -2;
|
||||
if (state[SDL_SCANCODE_A])
|
||||
dx += -2;
|
||||
if (state[SDL_SCANCODE_D])
|
||||
dx += 2;
|
||||
// if (state[SDL_SCANCODE_Z])
|
||||
|
||||
// if (state[SDL_SCANCODE_LSHIFT])
|
||||
|
||||
|
||||
//get current view matrix
|
||||
glm::mat4 mat = getViewMatrix();
|
||||
//row major
|
||||
glm::vec3 forward(mat[0][2], mat[1][2], mat[2][2]);
|
||||
glm::vec3 strafe (mat[0][0], mat[1][0], mat[2][0]);
|
||||
|
||||
//forward vector must be negative to look forward.
|
||||
//read :http://in2gpu.com/2015/05/17/view-matrix/
|
||||
eyeVector += (-dz * forward + dx * strafe) * cameraSpeed;
|
||||
|
||||
//update the view matrix
|
||||
updateView();
|
||||
}
|
||||
|
||||
void Camera::mouseMoved(glm::vec2 mouseDelta) {
|
||||
//note that yaw and pitch must be converted to radians.
|
||||
//this is done in UpdateView() by glm::rotate
|
||||
yaw += mouseSensitivity * mouseDelta.x;
|
||||
pitch += mouseSensitivity * mouseDelta.y;
|
||||
|
||||
updateView();
|
||||
}
|
||||
#include "camera.h"
|
||||
|
||||
Camera::Camera() {
|
||||
|
||||
}
|
||||
|
||||
void Camera::updateView() {
|
||||
//roll can be removed from here. because is not actually used in FPS camera
|
||||
glm::mat4 matRoll = glm::mat4(1.0f);//identity matrix;
|
||||
glm::mat4 matPitch = glm::mat4(1.0f);//identity matrix
|
||||
glm::mat4 matYaw = glm::mat4(1.0f);//identity matrix
|
||||
|
||||
//roll, pitch and yaw are used to store our angles in our class
|
||||
matRoll = glm::rotate(matRoll, roll, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
matPitch = glm::rotate(matPitch, pitch, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
matYaw = glm::rotate(matYaw, yaw, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
//order matters
|
||||
glm::mat4 rotate = matRoll * matPitch * matYaw;
|
||||
|
||||
glm::mat4 translate = glm::mat4(1.0f);
|
||||
translate = glm::translate(translate, -eyeVector);
|
||||
|
||||
viewMatrix = rotate * translate;
|
||||
}
|
||||
|
||||
glm::mat4 Camera::getViewMatrix() {
|
||||
return viewMatrix;
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getPos() {
|
||||
return eyeVector;
|
||||
}
|
||||
|
||||
void Camera::handleMouse(SDL_Event e) {
|
||||
if (e.type != SDL_MOUSEMOTION)
|
||||
return;
|
||||
|
||||
|
||||
float mouseDX = e.motion.xrel;
|
||||
float mouseDY = e.motion.yrel;
|
||||
|
||||
glm::vec2 mouseDelta {mouseDX, mouseDY};
|
||||
|
||||
mouseMoved(mouseDelta);
|
||||
}
|
||||
|
||||
void Camera::moveCamera() {
|
||||
float dx = 0; //how much we strafe on x
|
||||
float dz = 0; //how much we walk on z
|
||||
|
||||
const Uint8* state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_W])
|
||||
dz += 2;
|
||||
if (state[SDL_SCANCODE_S])
|
||||
dz += -2;
|
||||
if (state[SDL_SCANCODE_A])
|
||||
dx += -2;
|
||||
if (state[SDL_SCANCODE_D])
|
||||
dx += 2;
|
||||
// if (state[SDL_SCANCODE_Z])
|
||||
|
||||
// if (state[SDL_SCANCODE_LSHIFT])
|
||||
|
||||
|
||||
//get current view matrix
|
||||
glm::mat4 mat = getViewMatrix();
|
||||
//row major
|
||||
glm::vec3 forward(mat[0][2], mat[1][2], mat[2][2]);
|
||||
glm::vec3 strafe (mat[0][0], mat[1][0], mat[2][0]);
|
||||
|
||||
//forward vector must be negative to look forward.
|
||||
//read :http://in2gpu.com/2015/05/17/view-matrix/
|
||||
eyeVector += (-dz * forward + dx * strafe) * cameraSpeed;
|
||||
|
||||
//update the view matrix
|
||||
updateView();
|
||||
}
|
||||
|
||||
void Camera::mouseMoved(glm::vec2 mouseDelta) {
|
||||
//note that yaw and pitch must be converted to radians.
|
||||
//this is done in UpdateView() by glm::rotate
|
||||
yaw += mouseSensitivity * mouseDelta.x;
|
||||
pitch += mouseSensitivity * mouseDelta.y;
|
||||
|
||||
updateView();
|
||||
}
|
||||
@@ -1,35 +1,35 @@
|
||||
#ifndef SMHENGINE_SRC_CAMERA_H_
|
||||
#define SMHENGINE_SRC_CAMERA_H_
|
||||
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
class Camera {
|
||||
public:
|
||||
Camera();
|
||||
|
||||
void updateView();
|
||||
glm::mat4 getViewMatrix();
|
||||
glm::vec3 getPos();
|
||||
|
||||
void handleMouse(SDL_Event e);
|
||||
void moveCamera();
|
||||
void mouseMoved(glm::vec2 mouseDelta);
|
||||
|
||||
float mouseSensitivity = 0.0025f;
|
||||
float cameraSpeed = 1.12f;
|
||||
|
||||
private:
|
||||
float roll, pitch, yaw;
|
||||
glm::vec3 eyeVector;
|
||||
glm::mat4 viewMatrix;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_CAMERA_H_
|
||||
#define SMHENGINE_SRC_CAMERA_H_
|
||||
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
class Camera {
|
||||
public:
|
||||
Camera();
|
||||
|
||||
void updateView();
|
||||
glm::mat4 getViewMatrix();
|
||||
glm::vec3 getPos();
|
||||
|
||||
void handleMouse(SDL_Event e);
|
||||
void moveCamera();
|
||||
void mouseMoved(glm::vec2 mouseDelta);
|
||||
|
||||
float mouseSensitivity = 0.0025f;
|
||||
float cameraSpeed = 1.12f;
|
||||
|
||||
private:
|
||||
float roll, pitch, yaw;
|
||||
glm::vec3 eyeVector;
|
||||
glm::mat4 viewMatrix;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,209 +1,209 @@
|
||||
#include "display.h"
|
||||
|
||||
Display::Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode,
|
||||
SMH_MXAA_MODE mxaaMode)
|
||||
: logger(logger) {
|
||||
|
||||
MXAAMode = mxaaMode;
|
||||
VSyncMode = vsyncMode;
|
||||
|
||||
logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
if (mxaaMode != MXAA_DEFAULT || mxaaMode != MXAA_DISABLED) {
|
||||
int mxaaLevel = 1;
|
||||
std::string smxaaLevel = "1";
|
||||
|
||||
switch (mxaaMode) {
|
||||
case MXAA_ENABLED:
|
||||
case MXAA_2X:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
case MXAA_4X:
|
||||
mxaaLevel = 4;
|
||||
smxaaLevel = "4";
|
||||
break;
|
||||
case MXAA_8X:
|
||||
mxaaLevel = 8;
|
||||
smxaaLevel = "8";
|
||||
break;
|
||||
case MXAA_16X:
|
||||
mxaaLevel = 16;
|
||||
smxaaLevel = "16";
|
||||
break;
|
||||
default:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, mxaaLevel);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, smxaaLevel.c_str());
|
||||
logger << LOGGER_INFO << "MXAA set to " << mxaaLevel << "xMSAA" << LOGGER_ENDL;
|
||||
} else {
|
||||
logger << LOGGER_INFO << "MXAA disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
// Create GL window
|
||||
logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
|
||||
window = SDL_CreateWindow(name.c_str(),
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, w, h,
|
||||
SDL_WINDOW_OPENGL);
|
||||
// Create GL context
|
||||
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
|
||||
// SDL_WarpMouseInWindow(window, w / 2, h / 2);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
// Set VSYNC swap interval
|
||||
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
logger << LOGGER_INFO << "VSync enabled" << LOGGER_ENDL;
|
||||
}
|
||||
if (vsyncMode == VSYNC_DISABLED) {
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
logger << LOGGER_INFO << "VSync disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
|
||||
|
||||
// Load OpenGL
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
|
||||
logger << LOGGER_ENDL;
|
||||
isClosed = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Display::Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_MXAA_MODE mxaaMode,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode)
|
||||
: logger(logger) {
|
||||
|
||||
MXAAMode = mxaaMode;
|
||||
VSyncMode = vsyncMode;
|
||||
|
||||
logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
if (mxaaMode != MXAA_DEFAULT || mxaaMode != MXAA_DISABLED) {
|
||||
int mxaaLevel = 1;
|
||||
std::string smxaaLevel = "1";
|
||||
|
||||
switch (mxaaMode) {
|
||||
case MXAA_ENABLED:
|
||||
case MXAA_2X:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
case MXAA_4X:
|
||||
mxaaLevel = 4;
|
||||
smxaaLevel = "4";
|
||||
break;
|
||||
case MXAA_8X:
|
||||
mxaaLevel = 8;
|
||||
smxaaLevel = "8";
|
||||
break;
|
||||
case MXAA_16X:
|
||||
mxaaLevel = 16;
|
||||
smxaaLevel = "16";
|
||||
break;
|
||||
default:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, mxaaLevel);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, smxaaLevel.c_str());
|
||||
logger << LOGGER_INFO << "MXAA set to " << mxaaLevel << "xMSAA" << LOGGER_ENDL;
|
||||
} else {
|
||||
logger << LOGGER_INFO << "MXAA disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
// Create GL window
|
||||
logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
|
||||
window = SDL_CreateWindow(name.c_str(),
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, w, h,
|
||||
SDL_WINDOW_OPENGL);
|
||||
// Create GL context
|
||||
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
|
||||
// SDL_WarpMouseInWindow(window, w / 2, h / 2);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
// Set VSYNC swap interval
|
||||
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
logger << LOGGER_INFO << "VSync enabled" << LOGGER_ENDL;
|
||||
}
|
||||
if (vsyncMode == VSYNC_DISABLED) {
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
logger << LOGGER_INFO << "VSync disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
|
||||
|
||||
// Load OpenGL
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
|
||||
logger << LOGGER_ENDL;
|
||||
isClosed = false;
|
||||
}
|
||||
|
||||
void Display::setName(std::string name) {
|
||||
SDL_SetWindowTitle(window, name.c_str());
|
||||
}
|
||||
|
||||
void Display::update() {
|
||||
SDL_GL_SwapWindow(window);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
|
||||
glClearBufferfv(GL_COLOR, 0, clear);
|
||||
}
|
||||
|
||||
Display::~Display() {
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
#include "display.h"
|
||||
|
||||
Display::Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode,
|
||||
SMH_MXAA_MODE mxaaMode)
|
||||
: logger(logger) {
|
||||
|
||||
MXAAMode = mxaaMode;
|
||||
VSyncMode = vsyncMode;
|
||||
|
||||
logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
if (mxaaMode != MXAA_DEFAULT || mxaaMode != MXAA_DISABLED) {
|
||||
int mxaaLevel = 1;
|
||||
std::string smxaaLevel = "1";
|
||||
|
||||
switch (mxaaMode) {
|
||||
case MXAA_ENABLED:
|
||||
case MXAA_2X:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
case MXAA_4X:
|
||||
mxaaLevel = 4;
|
||||
smxaaLevel = "4";
|
||||
break;
|
||||
case MXAA_8X:
|
||||
mxaaLevel = 8;
|
||||
smxaaLevel = "8";
|
||||
break;
|
||||
case MXAA_16X:
|
||||
mxaaLevel = 16;
|
||||
smxaaLevel = "16";
|
||||
break;
|
||||
default:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, mxaaLevel);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, smxaaLevel.c_str());
|
||||
logger << LOGGER_INFO << "MXAA set to " << mxaaLevel << "xMSAA" << LOGGER_ENDL;
|
||||
} else {
|
||||
logger << LOGGER_INFO << "MXAA disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
// Create GL window
|
||||
logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
|
||||
window = SDL_CreateWindow(name.c_str(),
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, w, h,
|
||||
SDL_WINDOW_OPENGL);
|
||||
// Create GL context
|
||||
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
|
||||
// SDL_WarpMouseInWindow(window, w / 2, h / 2);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
// Set VSYNC swap interval
|
||||
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
logger << LOGGER_INFO << "VSync enabled" << LOGGER_ENDL;
|
||||
}
|
||||
if (vsyncMode == VSYNC_DISABLED) {
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
logger << LOGGER_INFO << "VSync disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
|
||||
|
||||
// Load OpenGL
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
|
||||
logger << LOGGER_ENDL;
|
||||
isClosed = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Display::Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_MXAA_MODE mxaaMode,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode)
|
||||
: logger(logger) {
|
||||
|
||||
MXAAMode = mxaaMode;
|
||||
VSyncMode = vsyncMode;
|
||||
|
||||
logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// MXAA
|
||||
if (mxaaMode != MXAA_DEFAULT || mxaaMode != MXAA_DISABLED) {
|
||||
int mxaaLevel = 1;
|
||||
std::string smxaaLevel = "1";
|
||||
|
||||
switch (mxaaMode) {
|
||||
case MXAA_ENABLED:
|
||||
case MXAA_2X:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
case MXAA_4X:
|
||||
mxaaLevel = 4;
|
||||
smxaaLevel = "4";
|
||||
break;
|
||||
case MXAA_8X:
|
||||
mxaaLevel = 8;
|
||||
smxaaLevel = "8";
|
||||
break;
|
||||
case MXAA_16X:
|
||||
mxaaLevel = 16;
|
||||
smxaaLevel = "16";
|
||||
break;
|
||||
default:
|
||||
mxaaLevel = 2;
|
||||
smxaaLevel = "2";
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, mxaaLevel);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, smxaaLevel.c_str());
|
||||
logger << LOGGER_INFO << "MXAA set to " << mxaaLevel << "xMSAA" << LOGGER_ENDL;
|
||||
} else {
|
||||
logger << LOGGER_INFO << "MXAA disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
// Create GL window
|
||||
logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
|
||||
window = SDL_CreateWindow(name.c_str(),
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, w, h,
|
||||
SDL_WINDOW_OPENGL);
|
||||
// Create GL context
|
||||
logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
|
||||
glContext = SDL_GL_CreateContext(window);
|
||||
|
||||
// SDL_WarpMouseInWindow(window, w / 2, h / 2);
|
||||
// SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
// Set VSYNC swap interval
|
||||
if (vsyncMode == VSYNC_DEFAULT || vsyncMode == VSYNC_ENABLED) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
logger << LOGGER_INFO << "VSync enabled" << LOGGER_ENDL;
|
||||
}
|
||||
if (vsyncMode == VSYNC_DISABLED) {
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
logger << LOGGER_INFO << "VSync disabled" << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
|
||||
|
||||
// Load OpenGL
|
||||
gladLoadGLLoader(SDL_GL_GetProcAddress);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
|
||||
logger << LOGGER_ENDL;
|
||||
isClosed = false;
|
||||
}
|
||||
|
||||
void Display::setName(std::string name) {
|
||||
SDL_SetWindowTitle(window, name.c_str());
|
||||
}
|
||||
|
||||
void Display::update() {
|
||||
SDL_GL_SwapWindow(window);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
|
||||
glClearBufferfv(GL_COLOR, 0, clear);
|
||||
}
|
||||
|
||||
Display::~Display() {
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
@@ -1,61 +1,61 @@
|
||||
#ifndef SMHENGINE_SRC_DISPLAY_H_
|
||||
#define SMHENGINE_SRC_DISPLAY_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
// SDL includes different on windows
|
||||
// the way i have it set up so i gotta
|
||||
// do it like this unfortunately
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
typedef enum {
|
||||
VSYNC_DEFAULT,
|
||||
VSYNC_DISABLED,
|
||||
VSYNC_ENABLED,
|
||||
} SMH_VSYNC_DISPLAY_MODE;
|
||||
|
||||
typedef enum {
|
||||
MXAA_DEFAULT,
|
||||
MXAA_DISABLED,
|
||||
MXAA_ENABLED,
|
||||
MXAA_2X,
|
||||
MXAA_4X,
|
||||
MXAA_8X,
|
||||
MXAA_16X
|
||||
} SMH_MXAA_MODE;
|
||||
|
||||
class Display {
|
||||
public:
|
||||
Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode = VSYNC_DEFAULT,
|
||||
SMH_MXAA_MODE mxaaMode = MXAA_DEFAULT);
|
||||
|
||||
Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_MXAA_MODE mxaaMode = MXAA_DEFAULT,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode = VSYNC_DEFAULT);
|
||||
|
||||
void setName(std::string name);
|
||||
void update();
|
||||
|
||||
bool isClosed = true;
|
||||
|
||||
SDL_Window* window;
|
||||
SDL_GLContext glContext;
|
||||
|
||||
SMH_VSYNC_DISPLAY_MODE VSyncMode = VSYNC_DEFAULT;
|
||||
SMH_MXAA_MODE MXAAMode = MXAA_DEFAULT;
|
||||
|
||||
virtual ~Display();
|
||||
private:
|
||||
Logger& logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_DISPLAY_H_
|
||||
#define SMHENGINE_SRC_DISPLAY_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
// SDL includes different on windows
|
||||
// the way i have it set up so i gotta
|
||||
// do it like this unfortunately
|
||||
#if _WIN32
|
||||
#include <SDL.h>
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
typedef enum {
|
||||
VSYNC_DEFAULT,
|
||||
VSYNC_DISABLED,
|
||||
VSYNC_ENABLED,
|
||||
} SMH_VSYNC_DISPLAY_MODE;
|
||||
|
||||
typedef enum {
|
||||
MXAA_DEFAULT,
|
||||
MXAA_DISABLED,
|
||||
MXAA_ENABLED,
|
||||
MXAA_2X,
|
||||
MXAA_4X,
|
||||
MXAA_8X,
|
||||
MXAA_16X
|
||||
} SMH_MXAA_MODE;
|
||||
|
||||
class Display {
|
||||
public:
|
||||
Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode = VSYNC_DEFAULT,
|
||||
SMH_MXAA_MODE mxaaMode = MXAA_DEFAULT);
|
||||
|
||||
Display(std::string name, Logger& logger, int w, int h,
|
||||
SMH_MXAA_MODE mxaaMode = MXAA_DEFAULT,
|
||||
SMH_VSYNC_DISPLAY_MODE vsyncMode = VSYNC_DEFAULT);
|
||||
|
||||
void setName(std::string name);
|
||||
void update();
|
||||
|
||||
bool isClosed = true;
|
||||
|
||||
SDL_Window* window;
|
||||
SDL_GLContext glContext;
|
||||
|
||||
SMH_VSYNC_DISPLAY_MODE VSyncMode = VSYNC_DEFAULT;
|
||||
SMH_MXAA_MODE MXAAMode = MXAA_DEFAULT;
|
||||
|
||||
virtual ~Display();
|
||||
private:
|
||||
Logger& logger;
|
||||
};
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
72
legacy/src/main.cpp
Normal file
72
legacy/src/main.cpp
Normal file
@@ -0,0 +1,72 @@
|
||||
// General includes
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
// #include <glm/glm.hpp>
|
||||
// #include <glm/gtc/matrix_transform.hpp>
|
||||
// #include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
#define LOGGER_DEFINITION
|
||||
#include <logger.h>
|
||||
|
||||
#include "display.h"
|
||||
#include "camera.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
int main (int argc, char** argv) {
|
||||
|
||||
std::cout << "-----------------------------\n"
|
||||
<< "----- SMH Render Engine -----\n"
|
||||
<< "-------- Version 0.0 --------\n"
|
||||
<< "----- ©Benjamin Kyd 2019 ----\n"
|
||||
<< "-----------------------------\n\n";
|
||||
|
||||
Logger logger;
|
||||
|
||||
Display display{"SMH Engine", logger, 1280, 720, MXAA_16X, VSYNC_ENABLED};
|
||||
|
||||
Camera camera;
|
||||
camera.mouseSensitivity = 0.0012f;
|
||||
camera.cameraSpeed = 1.0f;
|
||||
|
||||
Shader shader;
|
||||
shader.load("./resources/shaders/phong").attatch().link().use();
|
||||
|
||||
Mesh mesh{ "./resources/lucy.obj" };
|
||||
mesh.setup();
|
||||
|
||||
SDL_Event e;
|
||||
while (!display.isClosed) {
|
||||
camera.moveCamera();
|
||||
|
||||
while (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT)
|
||||
display.isClosed = true;
|
||||
//if (e.key.keysym.sym == SDLK_t) {
|
||||
// SDL_SetRelativeMouseMode(SDL_GetRelativeMouseMode() == SDL_TRUE ? SDL_FALSE : SDL_TRUE);
|
||||
//}
|
||||
camera.handleMouse(e);
|
||||
}
|
||||
|
||||
const Uint8* state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_Q]) {
|
||||
mesh.rotation += -1.5f;
|
||||
}
|
||||
|
||||
if (state[SDL_SCANCODE_E]) {
|
||||
mesh.rotation += 1.5f;
|
||||
}
|
||||
|
||||
mesh.bind();
|
||||
mesh.render(shader, camera);
|
||||
mesh.unbind();
|
||||
|
||||
display.update();
|
||||
}
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,43 +1,43 @@
|
||||
#include "material.h"
|
||||
|
||||
Material::Material() {
|
||||
|
||||
}
|
||||
|
||||
Material::Material(std::string objPath) {
|
||||
// Logger logger;
|
||||
// objl::Loader loader;
|
||||
// bool canLoad = loader.LoadFile(objPath);
|
||||
|
||||
// if (!canLoad) {
|
||||
// logger << LOGGER_ERROR << "Cannot load material '" << objPath << "'" << LOGGER_ENDL;
|
||||
// return;
|
||||
// }
|
||||
|
||||
// loadFromObj(loader.LoadedMeshes[0]);
|
||||
}
|
||||
|
||||
// Material::Material(objl::Mesh objMesh) {
|
||||
// loadFromObj(objMesh);
|
||||
// }
|
||||
|
||||
// void Material::loadFromObj(objl::Mesh objMesh) {
|
||||
// loadFromMat(objMesh.MeshMaterial);
|
||||
// }
|
||||
|
||||
// void Material::loadFromMat(objl::Material mat) {
|
||||
// this->name = mat.name;
|
||||
// OBJLVec3toGLM(mat.Ka, this->Ka);
|
||||
// OBJLVec3toGLM(mat.Kd, this->Kd);
|
||||
// OBJLVec3toGLM(mat.Ks, this->Ks);
|
||||
// this->Ns = mat.Ns;
|
||||
// this->Ni = mat.Ni;
|
||||
// this->d = mat.d;
|
||||
// this->illum = mat.illum;
|
||||
// this->map_Ka = mat.map_Ka;
|
||||
// this->map_Kd = mat.map_Kd;
|
||||
// this->map_Ks = mat.map_Ks;
|
||||
// this->map_Ns = mat.map_Ns;
|
||||
// this->map_d = mat.map_d;
|
||||
// this->map_bump = mat.map_bump;
|
||||
// }
|
||||
#include "material.h"
|
||||
|
||||
Material::Material() {
|
||||
|
||||
}
|
||||
|
||||
Material::Material(std::string objPath) {
|
||||
// Logger logger;
|
||||
// objl::Loader loader;
|
||||
// bool canLoad = loader.LoadFile(objPath);
|
||||
|
||||
// if (!canLoad) {
|
||||
// logger << LOGGER_ERROR << "Cannot load material '" << objPath << "'" << LOGGER_ENDL;
|
||||
// return;
|
||||
// }
|
||||
|
||||
// loadFromObj(loader.LoadedMeshes[0]);
|
||||
}
|
||||
|
||||
// Material::Material(objl::Mesh objMesh) {
|
||||
// loadFromObj(objMesh);
|
||||
// }
|
||||
|
||||
// void Material::loadFromObj(objl::Mesh objMesh) {
|
||||
// loadFromMat(objMesh.MeshMaterial);
|
||||
// }
|
||||
|
||||
// void Material::loadFromMat(objl::Material mat) {
|
||||
// this->name = mat.name;
|
||||
// OBJLVec3toGLM(mat.Ka, this->Ka);
|
||||
// OBJLVec3toGLM(mat.Kd, this->Kd);
|
||||
// OBJLVec3toGLM(mat.Ks, this->Ks);
|
||||
// this->Ns = mat.Ns;
|
||||
// this->Ni = mat.Ni;
|
||||
// this->d = mat.d;
|
||||
// this->illum = mat.illum;
|
||||
// this->map_Ka = mat.map_Ka;
|
||||
// this->map_Kd = mat.map_Kd;
|
||||
// this->map_Ks = mat.map_Ks;
|
||||
// this->map_Ns = mat.map_Ns;
|
||||
// this->map_d = mat.map_d;
|
||||
// this->map_bump = mat.map_bump;
|
||||
// }
|
||||
@@ -1,56 +1,56 @@
|
||||
#ifndef SMHENGINE_SRC_MATERIAL_H_
|
||||
#define SMHENGINE_SRC_MATERIAL_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <logger.h>
|
||||
#include "./util/util.h"
|
||||
|
||||
class Material {
|
||||
public:
|
||||
Material();
|
||||
Material(std::string objPath);
|
||||
// Material(objl::Mesh objMesh);
|
||||
|
||||
// void loadFromObj(objl::Mesh objMesh);
|
||||
// void loadFromMat(objl::Material mat);
|
||||
|
||||
// Material Name
|
||||
std::string name;
|
||||
// Ambient Color
|
||||
glm::vec3 Ka;
|
||||
// Diffuse Color
|
||||
glm::vec3 Kd;
|
||||
// Specular Color
|
||||
glm::vec3 Ks;
|
||||
// Specular Exponent
|
||||
float Ns;
|
||||
// Optical Density
|
||||
float Ni;
|
||||
// Dissolve
|
||||
float d;
|
||||
// Illumination model 0->10
|
||||
// TODO: Make an enum for this
|
||||
int illum;
|
||||
// Ambient Texture Map
|
||||
std::string map_Ka;
|
||||
// Diffuse Texture Map
|
||||
std::string map_Kd;
|
||||
// Specular Texture Map
|
||||
std::string map_Ks;
|
||||
// Specular Hightlight Map
|
||||
std::string map_Ns;
|
||||
// Alpha Texture Map
|
||||
std::string map_d;
|
||||
// Bump Map
|
||||
std::string map_bump;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_MATERIAL_H_
|
||||
#define SMHENGINE_SRC_MATERIAL_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <logger.h>
|
||||
#include "./util/util.h"
|
||||
|
||||
class Material {
|
||||
public:
|
||||
Material();
|
||||
Material(std::string objPath);
|
||||
// Material(objl::Mesh objMesh);
|
||||
|
||||
// void loadFromObj(objl::Mesh objMesh);
|
||||
// void loadFromMat(objl::Material mat);
|
||||
|
||||
// Material Name
|
||||
std::string name;
|
||||
// Ambient Color
|
||||
glm::vec3 Ka;
|
||||
// Diffuse Color
|
||||
glm::vec3 Kd;
|
||||
// Specular Color
|
||||
glm::vec3 Ks;
|
||||
// Specular Exponent
|
||||
float Ns;
|
||||
// Optical Density
|
||||
float Ni;
|
||||
// Dissolve
|
||||
float d;
|
||||
// Illumination model 0->10
|
||||
// TODO: Make an enum for this
|
||||
int illum;
|
||||
// Ambient Texture Map
|
||||
std::string map_Ka;
|
||||
// Diffuse Texture Map
|
||||
std::string map_Kd;
|
||||
// Specular Texture Map
|
||||
std::string map_Ks;
|
||||
// Specular Hightlight Map
|
||||
std::string map_Ns;
|
||||
// Alpha Texture Map
|
||||
std::string map_d;
|
||||
// Bump Map
|
||||
std::string map_bump;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,130 +1,130 @@
|
||||
#include "mesh.h"
|
||||
#include "camera.h"
|
||||
|
||||
Mesh::Mesh() {
|
||||
|
||||
}
|
||||
|
||||
Mesh::Mesh(std::string objPath) {
|
||||
Logger logger;
|
||||
|
||||
ObjLMesh mesh;
|
||||
std::string warn, err;
|
||||
|
||||
bool canLoad = tinyobj::LoadObj(&mesh.attrib, &mesh.shapes, &mesh.materials, &warn, &err, objPath.c_str());
|
||||
|
||||
if (!err.empty() || !canLoad) {
|
||||
logger << LOGGER_ERROR << "Cannot load obj '" << objPath << "': " << err << LOGGER_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!warn.empty()) {
|
||||
logger << LOGGER_WARN << "Warning from obj loader while loading obj '" << objPath << "': " << warn << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Loaded: " << objPath << LOGGER_ENDL;
|
||||
|
||||
loadFromObj(mesh);
|
||||
}
|
||||
|
||||
Mesh::Mesh(ObjLMesh mesh) {
|
||||
// loadFromObj(objMesh);
|
||||
}
|
||||
|
||||
void Mesh::loadFromObj(ObjLMesh mesh) {
|
||||
OBJLtoGLM(mesh, vertices, normals, texCoords, indices);
|
||||
// OBJLtoIndices(mesh, indices);E
|
||||
|
||||
//Logger logger;
|
||||
//for (int i = 0; i < 100; i++) {
|
||||
// logger << LOGGER_DEBUG << normals[i].x << " " << normals[i].y << " " << normals[i].z << LOGGER_ENDL;
|
||||
//}
|
||||
}
|
||||
|
||||
void Mesh::setup() {
|
||||
Logger logger;
|
||||
|
||||
glGenVertexArrays(1, &VAOid);
|
||||
glGenBuffers(1, &vertexBuffer);
|
||||
glGenBuffers(1, &indexBuffer);
|
||||
|
||||
glBindVertexArray(VAOid);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
|
||||
std::vector<glm::vec3> toGpu;
|
||||
toGpu.insert(toGpu.end(), vertices.begin(), vertices.end());
|
||||
toGpu.insert(toGpu.end(), normals.begin(), normals.end());
|
||||
toGpu.insert(toGpu.end(), texCoords.begin(), texCoords.end());
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, toGpu.size() * sizeof(glm::vec3),
|
||||
&toGpu[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint),
|
||||
&indices[0], GL_STATIC_DRAW);
|
||||
|
||||
// Positions
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)0);
|
||||
|
||||
// Normals
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
// TexCoords
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)((vertices.size() + texCoords.size()) * sizeof(glm::vec3)));
|
||||
|
||||
logger << LOGGER_INFO << "Mesh setup" << LOGGER_ENDL;
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::bind() {
|
||||
glBindVertexArray(VAOid);
|
||||
}
|
||||
|
||||
void Mesh::render(Shader& shader, Camera& camera) {
|
||||
|
||||
// Model matrice
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
|
||||
model = glm::rotate(model, glm::radians(-160.0f + this->rotation), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
// // View matrice
|
||||
// glm::mat4 view = glm::lookAt(
|
||||
// glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
// glm::vec3(0.0f, 0.4f, 0.0f),
|
||||
// glm::vec3(0.0f, 1.0f, 0.0f)
|
||||
// );
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniView = glGetUniformLocation(shader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
|
||||
|
||||
// Projection matrice
|
||||
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniProj = glGetUniformLocation(shader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
|
||||
glm::vec3 lightPos = { -270.0f, -270.0f, -1.0f };
|
||||
|
||||
GLint uniLight = glGetUniformLocation(shader.getProgram(), "lightPos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
|
||||
GLint uniCamPos = glGetUniformLocation(shader.getProgram(), "viewPos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(camera.getPos()));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
void Mesh::unbind() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
#include "mesh.h"
|
||||
#include "camera.h"
|
||||
|
||||
Mesh::Mesh() {
|
||||
|
||||
}
|
||||
|
||||
Mesh::Mesh(std::string objPath) {
|
||||
Logger logger;
|
||||
|
||||
ObjLMesh mesh;
|
||||
std::string warn, err;
|
||||
|
||||
bool canLoad = tinyobj::LoadObj(&mesh.attrib, &mesh.shapes, &mesh.materials, &warn, &err, objPath.c_str());
|
||||
|
||||
if (!err.empty() || !canLoad) {
|
||||
logger << LOGGER_ERROR << "Cannot load obj '" << objPath << "': " << err << LOGGER_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!warn.empty()) {
|
||||
logger << LOGGER_WARN << "Warning from obj loader while loading obj '" << objPath << "': " << warn << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Loaded: " << objPath << LOGGER_ENDL;
|
||||
|
||||
loadFromObj(mesh);
|
||||
}
|
||||
|
||||
Mesh::Mesh(ObjLMesh mesh) {
|
||||
// loadFromObj(objMesh);
|
||||
}
|
||||
|
||||
void Mesh::loadFromObj(ObjLMesh mesh) {
|
||||
OBJLtoGLM(mesh, vertices, normals, texCoords, indices);
|
||||
// OBJLtoIndices(mesh, indices);E
|
||||
|
||||
//Logger logger;
|
||||
//for (int i = 0; i < 100; i++) {
|
||||
// logger << LOGGER_DEBUG << normals[i].x << " " << normals[i].y << " " << normals[i].z << LOGGER_ENDL;
|
||||
//}
|
||||
}
|
||||
|
||||
void Mesh::setup() {
|
||||
Logger logger;
|
||||
|
||||
glGenVertexArrays(1, &VAOid);
|
||||
glGenBuffers(1, &vertexBuffer);
|
||||
glGenBuffers(1, &indexBuffer);
|
||||
|
||||
glBindVertexArray(VAOid);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
|
||||
std::vector<glm::vec3> toGpu;
|
||||
toGpu.insert(toGpu.end(), vertices.begin(), vertices.end());
|
||||
toGpu.insert(toGpu.end(), normals.begin(), normals.end());
|
||||
toGpu.insert(toGpu.end(), texCoords.begin(), texCoords.end());
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, toGpu.size() * sizeof(glm::vec3),
|
||||
&toGpu[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint),
|
||||
&indices[0], GL_STATIC_DRAW);
|
||||
|
||||
// Positions
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)0);
|
||||
|
||||
// Normals
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)(vertices.size() * sizeof(glm::vec3)));
|
||||
|
||||
// TexCoords
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void*)((vertices.size() + texCoords.size()) * sizeof(glm::vec3)));
|
||||
|
||||
logger << LOGGER_INFO << "Mesh setup" << LOGGER_ENDL;
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::bind() {
|
||||
glBindVertexArray(VAOid);
|
||||
}
|
||||
|
||||
void Mesh::render(Shader& shader, Camera& camera) {
|
||||
|
||||
// Model matrice
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
|
||||
model = glm::rotate(model, glm::radians(-160.0f + this->rotation), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
|
||||
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
|
||||
|
||||
// // View matrice
|
||||
// glm::mat4 view = glm::lookAt(
|
||||
// glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
// glm::vec3(0.0f, 0.4f, 0.0f),
|
||||
// glm::vec3(0.0f, 1.0f, 0.0f)
|
||||
// );
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniView = glGetUniformLocation(shader.getProgram(), "view");
|
||||
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
|
||||
|
||||
// Projection matrice
|
||||
glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
|
||||
// Get uniform and send it to the GPU
|
||||
GLint uniProj = glGetUniformLocation(shader.getProgram(), "proj");
|
||||
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
|
||||
|
||||
|
||||
glm::vec3 lightPos = { -270.0f, -270.0f, -1.0f };
|
||||
|
||||
GLint uniLight = glGetUniformLocation(shader.getProgram(), "lightPos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
|
||||
|
||||
GLint uniCamPos = glGetUniformLocation(shader.getProgram(), "viewPos");
|
||||
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(camera.getPos()));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
void Mesh::unbind() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
@@ -1,68 +1,68 @@
|
||||
#ifndef SMHENGINE_SRC_MESH_H_
|
||||
#define SMHENGINE_SRC_MESH_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <tiny_obj_loader.h>
|
||||
|
||||
#include <logger.h>
|
||||
#include "shader.h"
|
||||
#include "./util/util.h"
|
||||
|
||||
class Camera;
|
||||
|
||||
// Not in use yet
|
||||
// Will be used as a vector, enabling
|
||||
// the use of strides when sending the
|
||||
// vertex data to the GPU
|
||||
struct Vertex {
|
||||
glm::vec3 vertice;
|
||||
glm::vec3 normal;
|
||||
glm::vec2 texCoord;
|
||||
};
|
||||
|
||||
// For easy passing around of the tinyobj
|
||||
// mesh structures
|
||||
struct ObjLMesh {
|
||||
tinyobj::attrib_t attrib;
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::vector<tinyobj::material_t> materials;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
Mesh();
|
||||
Mesh(std::string objPath);
|
||||
Mesh(ObjLMesh mesh);
|
||||
|
||||
void loadFromObj(ObjLMesh mesh);
|
||||
void setup();
|
||||
|
||||
void bind();
|
||||
void render(Shader& shader, Camera& camera);
|
||||
static void unbind();
|
||||
|
||||
GLuint VAOid;
|
||||
|
||||
std::string name;
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
// This is a vec3 so it can all pop into
|
||||
//one buffer :)
|
||||
std::vector<glm::vec3> texCoords;
|
||||
std::vector<unsigned int> indices;
|
||||
|
||||
float rotation = 0.0f;
|
||||
private:
|
||||
GLuint vertexBuffer;
|
||||
GLuint indexBuffer;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_MESH_H_
|
||||
#define SMHENGINE_SRC_MESH_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <tiny_obj_loader.h>
|
||||
|
||||
#include <logger.h>
|
||||
#include "shader.h"
|
||||
#include "./util/util.h"
|
||||
|
||||
class Camera;
|
||||
|
||||
// Not in use yet
|
||||
// Will be used as a vector, enabling
|
||||
// the use of strides when sending the
|
||||
// vertex data to the GPU
|
||||
struct Vertex {
|
||||
glm::vec3 vertice;
|
||||
glm::vec3 normal;
|
||||
glm::vec2 texCoord;
|
||||
};
|
||||
|
||||
// For easy passing around of the tinyobj
|
||||
// mesh structures
|
||||
struct ObjLMesh {
|
||||
tinyobj::attrib_t attrib;
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::vector<tinyobj::material_t> materials;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
Mesh();
|
||||
Mesh(std::string objPath);
|
||||
Mesh(ObjLMesh mesh);
|
||||
|
||||
void loadFromObj(ObjLMesh mesh);
|
||||
void setup();
|
||||
|
||||
void bind();
|
||||
void render(Shader& shader, Camera& camera);
|
||||
static void unbind();
|
||||
|
||||
GLuint VAOid;
|
||||
|
||||
std::string name;
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<glm::vec3> normals;
|
||||
// This is a vec3 so it can all pop into
|
||||
//one buffer :)
|
||||
std::vector<glm::vec3> texCoords;
|
||||
std::vector<unsigned int> indices;
|
||||
|
||||
float rotation = 0.0f;
|
||||
private:
|
||||
GLuint vertexBuffer;
|
||||
GLuint indexBuffer;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,3 +1,3 @@
|
||||
#include "model.h"
|
||||
|
||||
|
||||
#include "model.h"
|
||||
|
||||
|
||||
@@ -1,26 +1,26 @@
|
||||
#ifndef SMHENGINE_SRC_MODEL_H_
|
||||
#define SMHENGINE_SRC_MODEL_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "mesh.h"
|
||||
#include "material.h"
|
||||
|
||||
class Model {
|
||||
public:
|
||||
Model();
|
||||
Model(std::string loadPath);
|
||||
|
||||
std::vector<std::pair<Mesh, Material>> modelData;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_MODEL_H_
|
||||
#define SMHENGINE_SRC_MODEL_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "mesh.h"
|
||||
#include "material.h"
|
||||
|
||||
class Model {
|
||||
public:
|
||||
Model();
|
||||
Model(std::string loadPath);
|
||||
|
||||
std::vector<std::pair<Mesh, Material>> modelData;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,28 +1,28 @@
|
||||
#ifndef SMHENGINE_SRC_OBJECT_H_
|
||||
#define SMHENGINE_SRC_OBJECT_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <OBJLoader.h>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "model.h"
|
||||
#include "shader.h"
|
||||
|
||||
class Object {
|
||||
public:
|
||||
Object();
|
||||
|
||||
std::vector<Model> models;
|
||||
std::vector<Shader> shaders;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_OBJECT_H_
|
||||
#define SMHENGINE_SRC_OBJECT_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <OBJLoader.h>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "model.h"
|
||||
#include "shader.h"
|
||||
|
||||
class Object {
|
||||
public:
|
||||
Object();
|
||||
|
||||
std::vector<Model> models;
|
||||
std::vector<Shader> shaders;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,168 +1,168 @@
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
Shader::Shader()
|
||||
: logger(*new Logger) {
|
||||
m_program = glCreateProgram();
|
||||
}
|
||||
|
||||
Shader& Shader::use() {
|
||||
glUseProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::link() {
|
||||
glLinkProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::attatch() {
|
||||
glAttachShader(m_program, m_vert);
|
||||
glAttachShader(m_program, m_frag);
|
||||
return *this;
|
||||
}
|
||||
|
||||
std::string readShader(std::string source) {
|
||||
std::ifstream t(source);
|
||||
std::string shaderCode((std::istreambuf_iterator<char>(t)),
|
||||
std::istreambuf_iterator<char>());
|
||||
return shaderCode;
|
||||
}
|
||||
|
||||
Shader& Shader::load(GLenum type, std::string sourceLoc) {
|
||||
const char* source = readShader(sourceLoc).c_str();
|
||||
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
m_vertLoc = sourceLoc;
|
||||
m_vertSource = (std::string)source;
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(m_vert, 1, &source, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
else if (type == GL_FRAGMENT_SHADER) {
|
||||
m_fragLoc = sourceLoc;
|
||||
m_fragSource = (std::string)source;
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(m_frag, 1, &source, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::load(std::string sourceLoc) {
|
||||
m_vertLoc = sourceLoc + ".vert";
|
||||
m_fragLoc = sourceLoc + ".frag";
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::reload() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
|
||||
link();
|
||||
attatch();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
GLuint Shader::getProgram() {
|
||||
return m_program;
|
||||
}
|
||||
|
||||
GLuint Shader::getVertex() {
|
||||
return m_vert;
|
||||
}
|
||||
|
||||
GLuint Shader::getFragment() {
|
||||
return m_frag;
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
}
|
||||
#include "shader.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
Shader::Shader()
|
||||
: logger(*new Logger) {
|
||||
m_program = glCreateProgram();
|
||||
}
|
||||
|
||||
Shader& Shader::use() {
|
||||
glUseProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::link() {
|
||||
glLinkProgram(m_program);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::attatch() {
|
||||
glAttachShader(m_program, m_vert);
|
||||
glAttachShader(m_program, m_frag);
|
||||
return *this;
|
||||
}
|
||||
|
||||
std::string readShader(std::string source) {
|
||||
std::ifstream t(source);
|
||||
std::string shaderCode((std::istreambuf_iterator<char>(t)),
|
||||
std::istreambuf_iterator<char>());
|
||||
return shaderCode;
|
||||
}
|
||||
|
||||
Shader& Shader::load(GLenum type, std::string sourceLoc) {
|
||||
const char* source = readShader(sourceLoc).c_str();
|
||||
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
m_vertLoc = sourceLoc;
|
||||
m_vertSource = (std::string)source;
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(m_vert, 1, &source, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
else if (type == GL_FRAGMENT_SHADER) {
|
||||
m_fragLoc = sourceLoc;
|
||||
m_fragSource = (std::string)source;
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(m_frag, 1, &source, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::load(std::string sourceLoc) {
|
||||
m_vertLoc = sourceLoc + ".vert";
|
||||
m_fragLoc = sourceLoc + ".frag";
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Shader& Shader::reload() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
|
||||
m_vertSource = readShader(m_vertLoc);
|
||||
m_fragSource = readShader(m_fragLoc);
|
||||
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
const char* vertSource = m_vertSource.c_str();
|
||||
glShaderSource(m_vert, 1, &vertSource, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
const char* fragSource = m_fragSource.c_str();
|
||||
glShaderSource(m_frag, 1, &fragSource, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
|
||||
}
|
||||
|
||||
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
|
||||
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
|
||||
|
||||
link();
|
||||
attatch();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
GLuint Shader::getProgram() {
|
||||
return m_program;
|
||||
}
|
||||
|
||||
GLuint Shader::getVertex() {
|
||||
return m_vert;
|
||||
}
|
||||
|
||||
GLuint Shader::getFragment() {
|
||||
return m_frag;
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteShader(m_vert);
|
||||
glDeleteShader(m_frag);
|
||||
}
|
||||
@@ -1,42 +1,42 @@
|
||||
#ifndef SMHENGINE_SRC_SHADER_H_
|
||||
#define SMHENGINE_SRC_SHADER_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
#include <string>
|
||||
#include <logger.h>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader();
|
||||
|
||||
Shader& use();
|
||||
Shader& link();
|
||||
Shader& attatch();
|
||||
Shader& load(GLenum type, std::string sourceLoc);
|
||||
Shader& load(std::string sourceLoc);
|
||||
Shader& reload();
|
||||
|
||||
GLuint getProgram();
|
||||
GLuint getVertex();
|
||||
GLuint getFragment();
|
||||
|
||||
virtual ~Shader();
|
||||
private:
|
||||
Shader(Shader const &) = delete;
|
||||
Shader & operator=(Shader const &) = delete;
|
||||
|
||||
GLuint m_program;
|
||||
GLuint m_vert;
|
||||
GLuint m_frag;
|
||||
|
||||
std::string m_vertSource;
|
||||
std::string m_fragSource;
|
||||
std::string m_vertLoc;
|
||||
std::string m_fragLoc;
|
||||
|
||||
Logger& logger;
|
||||
|
||||
GLint m_status;
|
||||
};
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_SHADER_H_
|
||||
#define SMHENGINE_SRC_SHADER_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
#include <string>
|
||||
#include <logger.h>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader();
|
||||
|
||||
Shader& use();
|
||||
Shader& link();
|
||||
Shader& attatch();
|
||||
Shader& load(GLenum type, std::string sourceLoc);
|
||||
Shader& load(std::string sourceLoc);
|
||||
Shader& reload();
|
||||
|
||||
GLuint getProgram();
|
||||
GLuint getVertex();
|
||||
GLuint getFragment();
|
||||
|
||||
virtual ~Shader();
|
||||
private:
|
||||
Shader(Shader const &) = delete;
|
||||
Shader & operator=(Shader const &) = delete;
|
||||
|
||||
GLuint m_program;
|
||||
GLuint m_vert;
|
||||
GLuint m_frag;
|
||||
|
||||
std::string m_vertSource;
|
||||
std::string m_fragSource;
|
||||
std::string m_vertLoc;
|
||||
std::string m_fragLoc;
|
||||
|
||||
Logger& logger;
|
||||
|
||||
GLint m_status;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,2 +1,2 @@
|
||||
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
|
||||
#include "tiny_obj_loader.h"
|
||||
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
|
||||
#include "tiny_obj_loader.h"
|
||||
@@ -1,79 +1,79 @@
|
||||
#include "util.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "../mesh.h"
|
||||
|
||||
|
||||
void OBJLtoGLM(ObjLMesh& mesh,
|
||||
std::vector<glm::vec3>& outVert,
|
||||
std::vector<glm::vec3>& outNorm,
|
||||
std::vector<glm::vec3>& outTexCoord,
|
||||
std::vector<GLuint>& outIndices) {
|
||||
|
||||
std::unordered_map<glm::vec3, uint64_t> uniqueVertices {{{1.0f, 1.0f, 1.0f}, 1}};
|
||||
|
||||
for (const auto &shape : mesh.shapes) {
|
||||
for (const auto& index : shape.mesh.indices) {
|
||||
glm::vec3 vertex {
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 0],
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 1],
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 2]
|
||||
};
|
||||
|
||||
// outNorm.push_back({
|
||||
// mesh.attrib.normals[3 * index.normal_index + 0],
|
||||
// mesh.attrib.normals[3 * index.normal_index + 1],
|
||||
// mesh.attrib.normals[3 * index.normal_index + 2]
|
||||
// });
|
||||
|
||||
// outTexCoord.push_back({
|
||||
// mesh.attrib.texcoords[2 * index.texcoord_index + 0],
|
||||
// mesh.attrib.texcoords[2 * index.texcoord_index + 1],
|
||||
// 0.0f
|
||||
// });
|
||||
|
||||
if (uniqueVertices.count(vertex) == 0) {
|
||||
uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
|
||||
outVert.push_back(vertex);
|
||||
}
|
||||
|
||||
outIndices.push_back(uniqueVertices[vertex]);
|
||||
}
|
||||
}
|
||||
|
||||
ComputeNormals(outNorm, outVert, outIndices);
|
||||
}
|
||||
|
||||
void ComputeNormals(std::vector<glm::vec3>& normals,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<GLuint>& elements) {
|
||||
|
||||
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
|
||||
for (int i = 0; i < elements.size(); i += 3) {
|
||||
GLushort ia = elements[i];
|
||||
GLushort ib = elements[i+1];
|
||||
GLushort ic = elements[i+2];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
|
||||
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
|
||||
normals[ia] = normals[ib] = normals[ic] = normal;
|
||||
}
|
||||
}
|
||||
|
||||
void UintToGLuint(ObjLMesh& mesh,
|
||||
std::vector<GLuint>& outIndices) {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec) {
|
||||
|
||||
// outVec.x = inVec.X;
|
||||
// outVec.y = inVec.Y;
|
||||
// outVec.z = inVec.Z;
|
||||
|
||||
// }
|
||||
#include "util.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <logger.h>
|
||||
|
||||
#include "../mesh.h"
|
||||
|
||||
|
||||
void OBJLtoGLM(ObjLMesh& mesh,
|
||||
std::vector<glm::vec3>& outVert,
|
||||
std::vector<glm::vec3>& outNorm,
|
||||
std::vector<glm::vec3>& outTexCoord,
|
||||
std::vector<GLuint>& outIndices) {
|
||||
|
||||
std::unordered_map<glm::vec3, uint64_t> uniqueVertices {{{1.0f, 1.0f, 1.0f}, 1}};
|
||||
|
||||
for (const auto &shape : mesh.shapes) {
|
||||
for (const auto& index : shape.mesh.indices) {
|
||||
glm::vec3 vertex {
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 0],
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 1],
|
||||
mesh.attrib.vertices[3 * index.vertex_index + 2]
|
||||
};
|
||||
|
||||
// outNorm.push_back({
|
||||
// mesh.attrib.normals[3 * index.normal_index + 0],
|
||||
// mesh.attrib.normals[3 * index.normal_index + 1],
|
||||
// mesh.attrib.normals[3 * index.normal_index + 2]
|
||||
// });
|
||||
|
||||
// outTexCoord.push_back({
|
||||
// mesh.attrib.texcoords[2 * index.texcoord_index + 0],
|
||||
// mesh.attrib.texcoords[2 * index.texcoord_index + 1],
|
||||
// 0.0f
|
||||
// });
|
||||
|
||||
if (uniqueVertices.count(vertex) == 0) {
|
||||
uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
|
||||
outVert.push_back(vertex);
|
||||
}
|
||||
|
||||
outIndices.push_back(uniqueVertices[vertex]);
|
||||
}
|
||||
}
|
||||
|
||||
ComputeNormals(outNorm, outVert, outIndices);
|
||||
}
|
||||
|
||||
void ComputeNormals(std::vector<glm::vec3>& normals,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<GLuint>& elements) {
|
||||
|
||||
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
|
||||
for (int i = 0; i < elements.size(); i += 3) {
|
||||
GLushort ia = elements[i];
|
||||
GLushort ib = elements[i+1];
|
||||
GLushort ic = elements[i+2];
|
||||
glm::vec3 normal = glm::normalize(glm::cross(
|
||||
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
|
||||
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
|
||||
normals[ia] = normals[ib] = normals[ic] = normal;
|
||||
}
|
||||
}
|
||||
|
||||
void UintToGLuint(ObjLMesh& mesh,
|
||||
std::vector<GLuint>& outIndices) {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec) {
|
||||
|
||||
// outVec.x = inVec.X;
|
||||
// outVec.y = inVec.Y;
|
||||
// outVec.z = inVec.Z;
|
||||
|
||||
// }
|
||||
@@ -1,34 +1,34 @@
|
||||
#ifndef SMHENGINE_SRC_UTIL_UTIL_H_
|
||||
#define SMHENGINE_SRC_UTIL_UTUL_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
// This is so that i can use
|
||||
// glm::vec3 inside of an
|
||||
// std::unordered_map as it's
|
||||
// experimental for some reason
|
||||
// smh
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/hash.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
#include <tiny_obj_loader.h>
|
||||
|
||||
struct ObjLMesh;
|
||||
|
||||
void OBJLtoGLM(ObjLMesh& mesh,
|
||||
std::vector<glm::vec3>& outVert,
|
||||
std::vector<glm::vec3>& outNorm,
|
||||
std::vector<glm::vec3>& outTexCoord,
|
||||
std::vector<GLuint>& outIndices);
|
||||
|
||||
void ComputeNormals(std::vector<glm::vec3>& normals,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<GLuint>& elements);
|
||||
|
||||
void UintToGLuint(ObjLMesh& mesh,
|
||||
std::vector<GLuint>& outIndices);
|
||||
|
||||
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec);
|
||||
|
||||
#endif
|
||||
#ifndef SMHENGINE_SRC_UTIL_UTIL_H_
|
||||
#define SMHENGINE_SRC_UTIL_UTUL_H_
|
||||
|
||||
#include <glad/glad.hpp>
|
||||
// This is so that i can use
|
||||
// glm::vec3 inside of an
|
||||
// std::unordered_map as it's
|
||||
// experimental for some reason
|
||||
// smh
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/hash.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
|
||||
#include <tiny_obj_loader.h>
|
||||
|
||||
struct ObjLMesh;
|
||||
|
||||
void OBJLtoGLM(ObjLMesh& mesh,
|
||||
std::vector<glm::vec3>& outVert,
|
||||
std::vector<glm::vec3>& outNorm,
|
||||
std::vector<glm::vec3>& outTexCoord,
|
||||
std::vector<GLuint>& outIndices);
|
||||
|
||||
void ComputeNormals(std::vector<glm::vec3>& normals,
|
||||
std::vector<glm::vec3>& vertices,
|
||||
std::vector<GLuint>& elements);
|
||||
|
||||
void UintToGLuint(ObjLMesh& mesh,
|
||||
std::vector<GLuint>& outIndices);
|
||||
|
||||
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec);
|
||||
|
||||
#endif
|
||||
72
src/main.cpp
72
src/main.cpp
@@ -1,72 +1,6 @@
|
||||
// General includes
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
// #include <glm/glm.hpp>
|
||||
// #include <glm/gtc/matrix_transform.hpp>
|
||||
// #include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
// Custom includes
|
||||
#define LOGGER_DEFINITION
|
||||
#include <logger.h>
|
||||
|
||||
#include "display.h"
|
||||
#include "camera.h"
|
||||
#include "shader.h"
|
||||
#include "model.h"
|
||||
|
||||
int main (int argc, char** argv) {
|
||||
|
||||
std::cout << "-----------------------------\n"
|
||||
<< "----- SMH Render Engine -----\n"
|
||||
<< "-------- Version 0.0 --------\n"
|
||||
<< "----- ©Benjamin Kyd 2019 ----\n"
|
||||
<< "-----------------------------\n\n";
|
||||
|
||||
Logger logger;
|
||||
|
||||
Display display{"SMH Engine", logger, 1280, 720, MXAA_16X, VSYNC_ENABLED};
|
||||
|
||||
Camera camera;
|
||||
camera.mouseSensitivity = 0.0012f;
|
||||
camera.cameraSpeed = 1.0f;
|
||||
|
||||
Shader shader;
|
||||
shader.load("./resources/shaders/phong").attatch().link().use();
|
||||
|
||||
Mesh mesh{ "./resources/lucy.obj" };
|
||||
mesh.setup();
|
||||
|
||||
SDL_Event e;
|
||||
while (!display.isClosed) {
|
||||
camera.moveCamera();
|
||||
|
||||
while (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT)
|
||||
display.isClosed = true;
|
||||
//if (e.key.keysym.sym == SDLK_t) {
|
||||
// SDL_SetRelativeMouseMode(SDL_GetRelativeMouseMode() == SDL_TRUE ? SDL_FALSE : SDL_TRUE);
|
||||
//}
|
||||
camera.handleMouse(e);
|
||||
}
|
||||
|
||||
const Uint8* state = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (state[SDL_SCANCODE_Q]) {
|
||||
mesh.rotation += -1.5f;
|
||||
}
|
||||
|
||||
if (state[SDL_SCANCODE_E]) {
|
||||
mesh.rotation += 1.5f;
|
||||
}
|
||||
|
||||
mesh.bind();
|
||||
mesh.render(shader, camera);
|
||||
mesh.unbind();
|
||||
|
||||
display.update();
|
||||
}
|
||||
|
||||
#include <iostream>
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
std::cout << "bruh" << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user