Modularization part 1
This commit is contained in:
parent
3f6af200e0
commit
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3
.gitmodules
vendored
3
.gitmodules
vendored
@ -25,3 +25,6 @@
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[submodule "include/glad"]
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path = include/glad
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url = https://github.com/Dav1dde/glad.git
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[submodule "include/imGuIZMO.quat"]
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path = include/imGuIZMO.quat
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url = https://github.com/BrutPitt/imGuIZMO.quat.git
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@ -13,6 +13,8 @@ set(GLFW_BUILD_TESTS OFF) # Don't build GLFW Tests
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set(GLFW_INSTALL OFF) # We're not building a standalone
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# set(GLEW_BUILD_DOCS $<CONFIG:Debug>) # Build docs if debug
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set(SOIL2_BUILD_TESTS OFF) # Don't build SOIL2 Tests
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set(ASSIMP_BUILD_ASSIMP_TOOLS OFF)
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set(ASSIMP_BUILD_TESTS OFF)
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find_package(OpenGL REQUIRED)
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@ -53,6 +55,14 @@ add_library(
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include/imgui/backends/imgui_impl_opengl3.cpp)
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target_link_libraries(imgui glfw)
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include_directories(include) # Kill me please
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include_directories(include/imGuIZMO.quat)
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add_library(
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imGuIZMO STATIC
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include/imGuIZMO.quat/imGuIZMO.quat/imGuIZMOquat.cpp
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)
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target_link_libraries(imGuIZMO imgui)
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add_executable(fred engine.cpp shader.c)
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if(UNIX)
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target_link_libraries(
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432
engine.cpp
432
engine.cpp
@ -1,3 +1,4 @@
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#include "imGuIZMO.quat/vgMath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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@ -6,13 +7,18 @@
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/trigonometric.hpp>
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#include <backends/imgui_impl_glfw.h>
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#include <backends/imgui_impl_opengl3.h>
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#define IMGUI_DEFINE_MATH_OPERATORS // ImGui
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#include <imgui/backends/imgui_impl_glfw.h>
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#include <imgui/backends/imgui_impl_opengl3.h>
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#include <imgui/imgui.h>
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#include <imGuIZMO.quat/imGuIZMOquat.h>
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#include <clog/clog.h>
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#include <imgui.h>
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#include <SOIL2.h>
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#include <assimp/DefaultLogger.hpp>
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@ -23,13 +29,15 @@
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#include "shader.h"
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constexpr int WIDTH = 1024;
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constexpr int WIDTH = 1366;
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constexpr int HEIGHT = 768;
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static void glfwErrorCallback(int e, const char *description) {
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clog_log(CLOG_LEVEL_ERROR, "GLFW Error %d: %s", e, description);
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}
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namespace fred {
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static bool loadModel(const char *path, std::vector<unsigned short> &indices,
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std::vector<glm::vec3> &vertices,
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std::vector<glm::vec2> &uvs,
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@ -67,6 +75,139 @@ static bool loadModel(const char *path, std::vector<unsigned short> &indices,
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return true;
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}
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GLuint loadTexture(const char *path) {
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GLuint texture = SOIL_load_OGL_texture(
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path, SOIL_LOAD_AUTO,
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SOIL_CREATE_NEW_ID,
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SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_INVERT_Y);
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if (texture == 0) {
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clog_log(CLOG_LEVEL_WARN, "Texture failed to load");
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return 0;
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}
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return texture;
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}
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class Model {
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public:
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std::vector<unsigned short> indices;
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GLuint vertexBuffer;
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GLuint uvBuffer;
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GLuint normalBuffer;
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GLuint elementBuffer;
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Model(std::string modelPath) {
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std::vector<glm::vec3> indexed_vertices;
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std::vector<glm::vec2> indexed_uvs;
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std::vector<glm::vec3> indexed_normals;
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loadModel(modelPath.c_str(), indices, indexed_vertices, indexed_uvs, indexed_normals);
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3),
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&indexed_vertices[0], GL_STATIC_DRAW);
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glGenBuffers(1, &uvBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2),
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&indexed_uvs[0], GL_STATIC_DRAW);
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glGenBuffers(1, &normalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3),
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&indexed_normals[0], GL_STATIC_DRAW);
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glGenBuffers(1, &elementBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, elementBuffer);
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glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(unsigned short),
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&indices[0], GL_STATIC_DRAW);
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}
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~Model() {
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// glDeleteBuffers(4, vertexBuffer); // Chances that these are contiguous in memory is zero
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glDeleteBuffers(1, &vertexBuffer);
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glDeleteBuffers(1, &uvBuffer);
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glDeleteBuffers(1, &normalBuffer);
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glDeleteBuffers(1, &elementBuffer);
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}
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};
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class Texture {
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public:
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GLuint texture;
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Texture(std::string texturePath) {
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texture = loadTexture(texturePath.c_str());
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}
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~Texture() {
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glDeleteTextures(1, &texture);
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}
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};
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class Shader {
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public:
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GLuint shaderProgram;
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Shader(std::string vertPath, std::string fragPath) {
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shaderProgram = loadShaders(vertPath.c_str(), fragPath.c_str());
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}
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~Shader() {
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glDeleteProgram(shaderProgram);
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}
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};
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class Asset {
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public:
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std::vector<unsigned short> *indices;
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GLuint *vertexBuffer;
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GLuint *uvBuffer;
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GLuint *normalBuffer;
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GLuint *elementBuffer;
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GLuint matrixID;
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GLuint textureID;
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f); // https://en.wikipedia.org/wiki/Quaternion
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glm::vec3 scaling = glm::vec3(1.0f, 1.0f, 1.0f);
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GLuint *modelTexture;
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GLuint *shaderProgram;
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Asset(Model &model, Texture &texture, Shader &shader) {
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indices = &model.indices;
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vertexBuffer = &model.vertexBuffer;
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uvBuffer = &model.uvBuffer;
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normalBuffer = &model.normalBuffer;
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elementBuffer = &model.elementBuffer;
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modelTexture = &texture.texture;
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shaderProgram = &shader.shaderProgram;
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matrixID = glGetUniformLocation(*shaderProgram, "MVP");
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textureID = glGetUniformLocation(*shaderProgram, "textureSampler");
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}
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};
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class Scene {
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public:
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std::vector<Asset*> assets;
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void addAsset(Asset *asset) {
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assets.push_back(asset);
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}
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};
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GLFWwindow *window;
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static bool shouldExit() {
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return glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0;
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}
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glm::mat4 mvp; // TODO: REMOVE THIS PLLAAAHSE
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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static int initWindow() {
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glfwSetErrorCallback(glfwErrorCallback);
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@ -81,7 +222,6 @@ static int initWindow() {
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Loser MacOS is broken
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // New GL
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GLFWwindow *window;
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window = glfwCreateWindow(WIDTH, HEIGHT, "Fred", NULL, NULL);
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if (window == NULL) {
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clog_log(CLOG_LEVEL_ERROR, "Failed to open window.");
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@ -113,71 +253,21 @@ static int initWindow() {
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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std::vector<unsigned short> indices;
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std::vector<glm::vec3> indexed_vertices;
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std::vector<glm::vec2> indexed_uvs;
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std::vector<glm::vec3> indexed_normals;
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if (!loadModel("../models/model.obj", indices, indexed_vertices, indexed_uvs,
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indexed_normals)) {
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return 0;
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}
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GLuint vertexArrayID;
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glGenVertexArrays(1, &vertexArrayID);
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glBindVertexArray(vertexArrayID);
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3),
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&indexed_vertices[0], GL_STATIC_DRAW);
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GLuint uvBuffer;
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glGenBuffers(1, &uvBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2),
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&indexed_uvs[0], GL_STATIC_DRAW);
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GLuint normalBuffer;
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glGenBuffers(1, &normalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3),
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&indexed_normals[0], GL_STATIC_DRAW);
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GLuint elementBuffer;
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glGenBuffers(1, &elementBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, elementBuffer);
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glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(unsigned short),
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&indices[0], GL_STATIC_DRAW);
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GLuint texture = SOIL_load_OGL_texture(
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"../textures/results/texture_BMP_DXT5_3.DDS", SOIL_LOAD_AUTO,
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SOIL_CREATE_NEW_ID,
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SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT);
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if (texture == 0) {
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clog_log(CLOG_LEVEL_WARN, "Texture failed to load");
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return 0;
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}
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GLuint programID =
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loadShaders("../shaders/shader.vert", "../shaders/shader.frag");
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// I love glm
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// Projection matrix, 45deg FOV, 4:3 Aspect Ratio, Planes: 0.1units ->
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// 100units
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glm::mat4 projection = glm::perspective(
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projectionMatrix = glm::perspective(
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glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
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// Camera matrix
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glm::mat4 view =
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viewMatrix =
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glm::lookAt(glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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glm::mat4 model = glm::mat4(1.0f);
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// Model view projection, the combination of the three vectors
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glm::mat4 mvp = projection * view * model;
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GLuint matrixID = glGetUniformLocation(programID, "MVP");
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mvp = projectionMatrix * viewMatrix * model;
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glEnable(GL_DEPTH_TEST); // Turn on the Z-buffer
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glDepthFunc(GL_LESS); // Accept only the closest fragments
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@ -186,172 +276,144 @@ static int initWindow() {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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GLuint vertexArrayID;
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glGenVertexArrays(1, &vertexArrayID);
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glBindVertexArray(vertexArrayID);
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// Define camera stuff
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glm::vec3 position = {4, 3, 3};
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float horizontalAngle = 3.14F; // Toward -Z, in Rads
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float verticalAngle = 0.0f; // On the horizon
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float initialFOV = 60.0f;
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//glm::vec3 position = {4, 3, 3};
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//float horizontalAngle = 3.14f;
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//float verticalAngle = -0.1f;
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//float initialFOV = 60.0f;
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float speed = 3.0f;
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float mouseSpeed = 0.005f;
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//float speed = 3.0f;
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//float mouseSpeed = 0.005f;
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double xpos, ypos;
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//double xpos, ypos;
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double lastTime = 0;
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while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
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glfwWindowShouldClose(window) == 0) {
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// Clear this mf
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programID);
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//glDeleteVertexArrays(1, &vertexArrayID);
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//ImGui_ImplOpenGL3_Shutdown();
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//ImGui_ImplGlfw_Shutdown();
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//ImGui::DestroyContext();
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// ImGui
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// if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) {
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// ImGui_ImplGlfw_Sleep(10);
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// continue; // No rendering while minimized
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// }
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//glfwDestroyWindow(window);
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//glfwTerminate();
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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return 0;
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}
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// ImGui::ShowDemoWindow();
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ImGui::Begin("DEBUG INFO");
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ImGui::Text("MVP:");
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if (ImGui::BeginTable("mvp", 4)) {
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[0][0]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[0][1]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[0][2]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[0][3]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[1][0]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[1][1]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[1][2]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[1][3]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[2][0]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[2][1]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[2][2]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[2][3]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[3][0]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[3][1]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[3][2]);
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ImGui::TableNextColumn();
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ImGui::Text("%f", mvp[3][3]);
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ImGui::EndTable();
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void imguiMat4Table(glm::mat4 matrix, const char *name) {
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if (ImGui::BeginTable(name, 4)) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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ImGui::TableNextColumn();
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ImGui::Text("%f", matrix[i][j]);
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}
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}
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ImGui::End();
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ImGui::EndTable();
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}
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}
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// Compute a Fresh Super Sigma MVP
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// What would an input system be without delta time
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double currentTime = glfwGetTime();
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float deltaTime = (float)(currentTime - lastTime);
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void render(Scene scene) {
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// Clear this mf
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glfwGetCursorPos(window, &xpos, &ypos);
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glfwSetCursorPos(window, (float)(WIDTH) / 2, (float)(HEIGHT) / 2);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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horizontalAngle +=
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mouseSpeed * deltaTime * (float)((float)(WIDTH) / 2 - xpos);
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verticalAngle +=
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mouseSpeed * deltaTime * (float)((float)(HEIGHT) / 2 - ypos);
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glm::vec3 direction(cos(verticalAngle) * sin(horizontalAngle),
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sin(verticalAngle),
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cos(verticalAngle) * cos(horizontalAngle));
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glm::vec3 right(sin(horizontalAngle - 3.14f / 2.0f), 0,
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cos(horizontalAngle - 3.14f / 2.0f));
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glm::vec3 up = glm::cross(right, direction);
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for (int i = 0; i < scene.assets.size(); i++) {
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Asset *currentAsset = scene.assets[i];
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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position += direction * deltaTime * speed;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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position -= direction * deltaTime * speed;
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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position += right * deltaTime * speed;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
position -= right * deltaTime * speed;
|
||||
}
|
||||
|
||||
// float FOV = initialFOV;
|
||||
// Disabled because unchanged
|
||||
// glm_perspective(glm_rad(FOV), 4.0f/ 3.0f, 0.1f, 100.0f, projection);
|
||||
glm::mat4 view = glm::lookAt(position, position + direction, up);
|
||||
// mvp = projection * view * model;
|
||||
glUseProgram(*currentAsset->shaderProgram);
|
||||
|
||||
// Send mega sigma MVP to the vertex shader (transformations for the win)
|
||||
glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]);
|
||||
glm::mat4 rotationMatrix = mat4_cast(currentAsset->rotation);
|
||||
glm::mat4 translationMatrix = glm::translate(glm::mat4(1), currentAsset->position);
|
||||
glm::mat4 scalingMatrix = glm::scale(glm::mat4(1), currentAsset->scaling);
|
||||
glm::mat4 modelMatrix = translationMatrix * rotationMatrix * scalingMatrix;
|
||||
|
||||
mvp = projectionMatrix * viewMatrix * modelMatrix;
|
||||
|
||||
char assetName[] = "Asset: 00";
|
||||
sprintf(assetName, "Asset: %d", i);
|
||||
ImGui::Begin(assetName);
|
||||
|
||||
ImGui::SeparatorText("Position Matrix:");
|
||||
imguiMat4Table(translationMatrix, "posmat");
|
||||
ImGui::SeparatorText("Rotation Matrix:");
|
||||
imguiMat4Table(rotationMatrix, "rotmat");
|
||||
ImGui::SeparatorText("Scaling Matrix:");
|
||||
imguiMat4Table(scalingMatrix, "scalmat");
|
||||
ImGui::SeparatorText("Model Matrix:");
|
||||
imguiMat4Table(modelMatrix, "modmat");
|
||||
ImGui::End();
|
||||
|
||||
glUniformMatrix4fv(currentAsset->matrixID, 1, GL_FALSE, &mvp[0][0]);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *currentAsset->modelTexture);
|
||||
// Set sampler texture
|
||||
glUniform1i(currentAsset->textureID, 0);
|
||||
|
||||
// DRAWING HAPPENS HERE
|
||||
// Vertex Data
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->vertexBuffer);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
|
||||
// UV Data
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->uvBuffer);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
|
||||
// Normal Data
|
||||
glEnableVertexAttribArray(2);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->normalBuffer);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
|
||||
// Index buffer
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *currentAsset->elementBuffer);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)indices.size(), GL_UNSIGNED_SHORT,
|
||||
glDrawElements(GL_TRIANGLES, currentAsset->indices->size(), GL_UNSIGNED_SHORT,
|
||||
(void *)0);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
lastTime = currentTime; // Count total frame time
|
||||
}
|
||||
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glDeleteBuffers(1, &vertexBuffer);
|
||||
glDeleteBuffers(1, &uvBuffer);
|
||||
glDeleteBuffers(1, &normalBuffer);
|
||||
glDeleteBuffers(1, &elementBuffer);
|
||||
glDeleteProgram(programID);
|
||||
glDeleteTextures(1, &texture);
|
||||
glDeleteVertexArrays(1, &vertexArrayID);
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
} // namespace fred
|
||||
|
||||
int main() {
|
||||
fred::initWindow();
|
||||
fred::Model coneModel("../models/model.obj");
|
||||
fred::Texture buffBlackGuy("../textures/results/texture_BMP_DXT5_3.DDS");
|
||||
fred::Shader basicShader("../shaders/shader.vert", "../shaders/shader.frag");
|
||||
fred::Asset cone(coneModel, buffBlackGuy, basicShader);
|
||||
fred::Asset coneTwo(coneModel, buffBlackGuy, basicShader);
|
||||
|
||||
fred::Scene scene = fred::Scene();
|
||||
|
||||
scene.addAsset(&cone);
|
||||
scene.addAsset(&coneTwo);
|
||||
|
||||
while (fred::shouldExit()) {
|
||||
//while (1) {
|
||||
fred::render(scene);
|
||||
cone.position.x += 0.01;
|
||||
glm::vec3 eulerAngles = glm::eulerAngles(coneTwo.rotation);
|
||||
eulerAngles.x += glm::radians(1.0f);
|
||||
coneTwo.rotation = glm::quat(eulerAngles);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int main() { return initWindow(); }
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit 5a8dc48b060619da1b6fbbacd18630c4d2c92182
|
||||
Subproject commit 906059bd02731184f80d8b3e789e61c5499213d0
|
1
include/imGuIZMO.quat
Submodule
1
include/imGuIZMO.quat
Submodule
@ -0,0 +1 @@
|
||||
Subproject commit 6c038a90fdadae580b357fbaf26f83cafeb83a6a
|
@ -11,6 +11,7 @@ uniform mat4 MVP;
|
||||
|
||||
void main() {
|
||||
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
|
||||
//gl_Position = vec4(vertexPosition_modelspace, 1);
|
||||
|
||||
vec2 UV_FLIPPED;
|
||||
UV_FLIPPED.x = vertexUV.x;
|
||||
|
Loading…
Reference in New Issue
Block a user