WIP Renderer 65%
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@@ -142,6 +142,7 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
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}
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void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
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{
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@@ -46,6 +46,8 @@ public:
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std::vector <glm::vec3> &out_normals,
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std::vector <glm::vec2> & out_TextureCoords
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);
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glm::mat4 GetMatrix();
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void CreateBuffers(
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std::vector<glm::vec3> _Vertices,
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@@ -4,6 +4,47 @@ Renderer::Renderer()
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{
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}
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// ------------ TEMPCAMERA --------------------
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struct Camera
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{
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glm::vec3 Position;
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float Pitch;
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float Yaw;
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float Roll;
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glm::mat4 getViewMatrix()
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{
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glm::mat4 view;
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view = glm::rotate(view, Pitch, glm::vec3(1,0,0));
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view = glm::rotate(view, Yaw, glm::vec3(0,1,0));
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view = glm::rotate(view, Roll, glm::vec3(0,0,1));
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view = glm::translate(view, -Position);
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return view;
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}
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glm::vec3 Forward()
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{
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glm::mat4 Orientation;
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Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
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Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
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return glm::vec3(glm::vec4(0,0,-1,0) * Orientation);
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}
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glm::vec3 Right()
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{
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glm::mat4 Orientation;
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Orientation = glm::rotate(Orientation, Pitch, glm::vec3(1,0,0));
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Orientation = glm::rotate(Orientation, Yaw, glm::vec3(0,1,0));
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return glm::vec3(glm::vec4(1,0,0,0) * Orientation);
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}
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Camera() : Position(0.0f, 2.0f, 0.0f), Pitch(1.0f), Yaw(4.5f), Roll(0.f) { }
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} MyCamera;
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//-----------------TempCamera-.---------------------
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void Renderer::Initialize()
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{
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// Initialize GLFW
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@@ -13,7 +54,9 @@ void Renderer::Initialize()
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}
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// Create a window
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m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
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WIDTH = 1280;
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HEIGHT = 720;
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m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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@@ -47,7 +90,28 @@ void Renderer::Draw(double _dt)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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//m_ShaderProgram->Bind();
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m_ShaderProgram.Bind();
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viewMatrix = glm::mat4();
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viewMatrix = MyCamera.getViewMatrix(); //TEMP
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glm::mat4 MVP;
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for(int i = 0; i < ModelsToRender.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0);
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//FIXA MED FLERA TEXTURER
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glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->texture[0]->texture);
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//MVP = projectionMatrix * viewMatrix * /* ModelMatrix */;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(ModelsToRender[i]->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->Vertices.size());
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}
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// Vertices;
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// std::vector<glm::vec3> Normals;
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// std::vector<glm::vec2> TextureCoords;
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glfwSwapBuffers(m_Window);
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}
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@@ -75,4 +139,6 @@ void Renderer::LoadContent()
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
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}
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@@ -26,9 +26,14 @@ class Renderer
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{
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public:
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ShaderProgram m_ShaderProgram;
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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int HEIGHT, WIDTH;
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std::vector<Model*> ModelsToRender;
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Renderer();
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void Initialize();
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@@ -128,6 +128,11 @@ GLuint ShaderProgram::Link()
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return m_ShaderProgramHandle;
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}
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GLuint ShaderProgram::GetHandle()
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{
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return m_ShaderProgramHandle;
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}
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void ShaderProgram::Bind()
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{
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if (m_ShaderProgramHandle == 0)
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@@ -76,6 +76,8 @@ public:
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void Compile();
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GLuint Link();
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GLuint GetHandle();
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void Bind();
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void Unbind();
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@@ -1,4 +1,4 @@
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#version 440
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#version 430
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uniform mat4 MVP;
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uniform sampler2D texture0;
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@@ -1,4 +1,4 @@
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#version 440
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#version 430
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uniform mat4 MVP;
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