Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
This commit is contained in:
Adam
2014-03-09 22:42:49 +01:00
15 changed files with 308 additions and 13 deletions
+74
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@@ -0,0 +1,74 @@
#include "Camera.h"
Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
{
m_FOV = yFOV;
m_AspectRatio = aspectRatio;
m_NearClip = nearClip;
m_FarClip = farClip;
m_Position = glm::vec3(0.0);
m_Pitch = 0.f;
m_Yaw = 0.f;
UpdateProjectionMatrix();
UpdateViewMatrix();
}
glm::vec3 Camera::Forward()
{
return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
}
glm::vec3 Camera::Right()
{
return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
}
glm::mat4 Camera::Orientation()
{
glm::mat4 orientation(1.f);
orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
return orientation;
}
void Camera::AspectRatio(float val)
{
m_AspectRatio = val;
UpdateProjectionMatrix();
}
void Camera::Position(glm::vec3 val)
{
m_Position = val;
UpdateViewMatrix();
}
void Camera::Pitch(float val)
{
m_Pitch = val;
UpdateViewMatrix();
}
void Camera::Yaw(float val)
{
m_Yaw = val;
UpdateViewMatrix();
}
void Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::translate(Orientation(), -m_Position);
}
+53
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@@ -0,0 +1,53 @@
#ifndef Camera_h__
#define Camera_h__
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/rotate_vector.hpp>
class Camera
{
public:
Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
glm::vec3 Forward();
glm::vec3 Right();
glm::mat4 Orientation();
float AspectRatio() const { return m_AspectRatio; }
void AspectRatio(float val);
glm::vec3 Position() const { return m_Position; }
void Position(glm::vec3 val);
float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
private:
void UpdateProjectionMatrix();
void UpdateViewMatrix();
float m_FOV;
float m_AspectRatio;
float m_NearClip;
float m_FarClip;
glm::vec3 m_Position;
float m_Pitch;
float m_Yaw;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
#endif // Camera_h__
+1 -1
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@@ -11,7 +11,7 @@ namespace Components
struct Model : Component
{
std::string ModelFile;
const char* ModelFile;
Color Color;
};
+2
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@@ -97,6 +97,7 @@
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp" />
<ClCompile Include="Engine.h" />
<ClCompile Include="Frame.cpp" />
<ClCompile Include="GameFrame.cpp" />
@@ -117,6 +118,7 @@
<ClCompile Include="Systems\SoundsSystem.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="Color.h" />
<ClInclude Include="Component.h" />
<ClInclude Include="Components\Camera.h" />
@@ -26,8 +26,24 @@
<ClCompile Include="Model.cpp" />
<ClCompile Include="Engine.h" />
<ClCompile Include="Texture.cpp" />
<ClCompile Include="GUIManager.cpp">
<Filter>GUI</Filter>
</ClCompile>
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="ShaderProgram.cpp" />
<ClCompile Include="Frame.cpp">
<Filter>GUI</Filter>
</ClCompile>
<ClCompile Include="TextFrame.cpp">
<Filter>GUI</Filter>
</ClCompile>
<ClCompile Include="MenuFrame.cpp">
<Filter>GUI</Filter>
</ClCompile>
<ClCompile Include="GameFrame.cpp">
<Filter>GUI</Filter>
</ClCompile>
<ClCompile Include="Camera.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Component.h" />
@@ -109,7 +125,23 @@
</ClInclude>
<ClInclude Include="Renderer.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="GUIManager.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="Frame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="TextFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="MenuFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="GameFrame.h">
<Filter>GUI</Filter>
</ClInclude>
<ClInclude Include="GameWorld.h" />
<ClInclude Include="Camera.h" />
</ItemGroup>
<ItemGroup>
<None Include="Shaders\Fragment.glsl">
+9 -4
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@@ -142,6 +142,7 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
}
void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
{
@@ -169,16 +170,20 @@ void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::ve
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
/* glEnableVertexAttribArray(2);*/
glEnableVertexAttribArray(2);
GLERROR("GLEW: BufferFail5");
}
+2
View File
@@ -46,6 +46,8 @@ public:
std::vector <glm::vec3> &out_normals,
std::vector <glm::vec2> & out_TextureCoords
);
glm::mat4 GetMatrix();
void CreateBuffers(
std::vector<glm::vec3> _Vertices,
+28 -4
View File
@@ -13,7 +13,9 @@ void Renderer::Initialize()
}
// Create a window
m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
WIDTH = 1280;
HEIGHT = 720;
m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
@@ -39,6 +41,9 @@ void Renderer::Initialize()
}
glEnable(GL_DEPTH_TEST);
// Create Camera
m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
LoadContent();
}
@@ -47,7 +52,21 @@ void Renderer::Draw(double _dt)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
//m_ShaderProgram->Bind();
m_ShaderProgram.Bind();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for(int i = 0; i < ModelsToRender.size(); i++)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->model->texture[0]->texture);
MVP = cameraMatrix * ModelsToRender[i]->ModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(ModelsToRender[i]->model->VAO);
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
}
ModelsToRender.clear();
glfwSwapBuffers(m_Window);
}
@@ -62,9 +81,12 @@ void Renderer::AddTextToDraw()
//Add to draw shit vector
}
void Renderer::AddModelToDraw(Model* _model)
void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
{
ModelsToRender.push_back(_model);
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
// You can now use ModelMatrix to build the MVP matrix
ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
}
//Fixa med shaders, lägga in alla verts osv.
@@ -75,4 +97,6 @@ void Renderer::LoadContent()
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_ShaderProgram.Compile();
m_ShaderProgram.Link();
projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
}
+20 -2
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@@ -17,8 +17,11 @@
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include "glerror.h"
#include "Camera.h"
#include "ShaderProgram.h"
#include "Model.h"
@@ -26,8 +29,20 @@ class Renderer
{
public:
ShaderProgram m_ShaderProgram;
glm::mat4 viewMatrix;
glm::mat4 projectionMatrix;
std::vector<Model*> ModelsToRender;
int HEIGHT, WIDTH;
struct ModelData
{
Model* model;
glm::mat4 ModelMatrix;
ModelData(Model* _model, glm::mat4 _modelMatrix) : model(_model), ModelMatrix(_modelMatrix)
{}
};
std::vector<ModelData*> ModelsToRender;
Renderer();
@@ -35,17 +50,20 @@ public:
void Draw(double dt);
void DrawText();
void AddModelToDraw(Model*);
void AddModelToDraw(Model*, glm::vec3, glm::quat);
void AddTextToDraw();
void LoadContent();
GLFWwindow* GetWindow() const { return m_Window; }
std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
private:
GLFWwindow* m_Window;
GLint m_glVersion[2];
GLchar* m_glVendor;
std::shared_ptr<Camera> m_Camera;
};
#endif // Renderer_h__
+5
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@@ -128,6 +128,11 @@ GLuint ShaderProgram::Link()
return m_ShaderProgramHandle;
}
GLuint ShaderProgram::GetHandle()
{
return m_ShaderProgramHandle;
}
void ShaderProgram::Bind()
{
if (m_ShaderProgramHandle == 0)
+2
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@@ -76,6 +76,8 @@ public:
void Compile();
GLuint Link();
GLuint GetHandle();
void Bind();
void Unbind();
+1 -1
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@@ -1,4 +1,4 @@
#version 440
#version 430
uniform mat4 MVP;
uniform sampler2D texture0;
+1 -1
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@@ -1,4 +1,4 @@
#version 440
#version 430
uniform mat4 MVP;
+37
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@@ -0,0 +1,37 @@
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
{
if(type == "Model")
{
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
}
}
}
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
if (modelComponent == nullptr)
return;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
Model* model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
+41
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@@ -0,0 +1,41 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#include "System.h"
#include "Model.h"
#include "Texture.h"
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Renderer.h"
#include <unordered_map>
namespace Systems
{
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
: System(world), m_Renderer(renderer) {}
std::unordered_map<std::string, Model*> m_CachedModels;
void AddModelToDraw();
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Update(double dt) override;
private:
std::shared_ptr<Renderer> m_Renderer;
};
}
#endif //RenderSystem_h__