Ghettomerge

This commit is contained in:
Tobias Dahl
2014-03-11 22:32:49 +01:00
parent 33dbcc10a1
commit bb6cc1a23e
41 changed files with 892 additions and 648 deletions
+65 -18
View File
@@ -2,6 +2,9 @@
Renderer::Renderer()
{
m_VSync = false;
m_DrawNormals = false;
m_DrawWireframe = false;
}
void Renderer::Initialize()
@@ -39,33 +42,63 @@ void Renderer::Initialize()
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
glEnable(GL_DEPTH_TEST);
// Create Camera
m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
glfwSwapInterval(m_VSync);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
LoadContent();
}
void Renderer::Draw(double _dt)
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();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
#ifdef DEBUG
glDisable(GL_CULL_FACE);
glPolygonMode(GL_BACK, GL_LINE);
#endif
// Draw models
m_ShaderProgram.Bind();
glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
DrawModels();
#ifdef DEBUG
// Debug draw normals
if (m_DrawNormals) {
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels();
}
#endif
ModelsToRender.clear();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawModels()
{
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for(int i = 0; i < ModelsToRender.size(); i++)
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;
ModelData* modelData = ModelsToRender.at(i);
auto model = modelData->model;
MVP = cameraMatrix * modelData->ModelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
@@ -74,13 +107,15 @@ void Renderer::Draw(double _dt)
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
glBindVertexArray(ModelsToRender[i]->model->VAO);
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
ModelsToRender.clear();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawText()
@@ -93,7 +128,7 @@ void Renderer::AddTextToDraw()
//Add to draw shit vector
}
void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
{
glm::mat4 RotationMatrix = glm::toMat4(_orientation);
glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
@@ -130,8 +165,20 @@ void Renderer::AddPointLightToDraw(
void Renderer::LoadContent()
{
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
m_ShaderProgram.AddShader(standardVS);
m_ShaderProgram.AddShader(standardFS);
m_ShaderProgram.Compile();
m_ShaderProgram.Link();
m_ShaderProgramNormals.AddShader(normalsGS);
m_ShaderProgramNormals.AddShader(standardVS);
m_ShaderProgramNormals.AddShader(normalsFS);
m_ShaderProgramNormals.Compile();
m_ShaderProgramNormals.Link();
}