WIP Renderer 65%

This commit is contained in:
Tobias Dahl
2014-03-09 20:13:02 +01:00
parent c952953787
commit 7a69bb3fac
8 changed files with 85 additions and 4 deletions
+68 -2
View File
@@ -4,6 +4,47 @@ Renderer::Renderer()
{
}
// ------------ TEMPCAMERA --------------------
struct Camera
{
glm::vec3 Position;
float Pitch;
float Yaw;
float Roll;
glm::mat4 getViewMatrix()
{
glm::mat4 view;
view = glm::rotate(view, Pitch, glm::vec3(1,0,0));
view = glm::rotate(view, Yaw, glm::vec3(0,1,0));
view = glm::rotate(view, Roll, glm::vec3(0,0,1));
view = glm::translate(view, -Position);
return view;
}
glm::vec3 Forward()
{
glm::mat4 Orientation;
Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
return glm::vec3(glm::vec4(0,0,-1,0) * Orientation);
}
glm::vec3 Right()
{
glm::mat4 Orientation;
Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
return glm::vec3(glm::vec4(1,0,0,0) * Orientation);
}
Camera() : Position(0.0f, 2.0f, 0.0f), Pitch(1.0f), Yaw(4.5f), Roll(0.f) { }
} MyCamera;
//-----------------TempCamera-.---------------------
void Renderer::Initialize()
{
// Initialize GLFW
@@ -13,7 +54,9 @@ 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);
@@ -47,7 +90,28 @@ 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();
viewMatrix = glm::mat4();
viewMatrix = MyCamera.getViewMatrix(); //TEMP
glm::mat4 MVP;
for(int i = 0; i < ModelsToRender.size(); i++)
{
glActiveTexture(GL_TEXTURE0);
//FIXA MED FLERA TEXTURER
glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->texture[0]->texture);
//MVP = projectionMatrix * viewMatrix * /* ModelMatrix */;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(ModelsToRender[i]->VAO);
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->Vertices.size());
}
// Vertices;
// std::vector<glm::vec3> Normals;
// std::vector<glm::vec2> TextureCoords;
glfwSwapBuffers(m_Window);
}
@@ -75,4 +139,6 @@ 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);
}