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
+1
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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)
{
+2
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@@ -47,6 +47,8 @@ public:
std::vector <glm::vec2> & out_TextureCoords
);
glm::mat4 GetMatrix();
void CreateBuffers(
std::vector<glm::vec3> _Vertices,
std::vector<glm::vec3> _Normals,
+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);
}
+5
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@@ -26,9 +26,14 @@ class Renderer
{
public:
ShaderProgram m_ShaderProgram;
glm::mat4 viewMatrix;
glm::mat4 projectionMatrix;
int HEIGHT, WIDTH;
std::vector<Model*> ModelsToRender;
Renderer();
void Initialize();
+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;