138 lines
4.4 KiB
C++
138 lines
4.4 KiB
C++
#include "Renderer.h"
|
|
|
|
Renderer::Renderer()
|
|
{
|
|
}
|
|
|
|
void Renderer::Initialize()
|
|
{
|
|
// Initialize GLFW
|
|
if (!glfwInit()) {
|
|
LOG_ERROR("GLFW: Initialization failed");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// Create a window
|
|
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);
|
|
}
|
|
glfwMakeContextCurrent(m_Window);
|
|
|
|
// GL version info
|
|
glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
|
|
glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
|
|
m_glVendor = (GLchar*)glGetString(GL_VENDOR);
|
|
std::stringstream ss;
|
|
ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
|
|
#ifdef DEBUG
|
|
ss << " DEBUG";
|
|
#endif
|
|
LOG_INFO(ss.str().c_str());
|
|
glfwSetWindowTitle(m_Window, ss.str().c_str());
|
|
|
|
// Initialize GLEW
|
|
if (glewInit() != GLEW_OK) {
|
|
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));
|
|
|
|
LoadContent();
|
|
}
|
|
|
|
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();
|
|
|
|
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));
|
|
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
|
|
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
|
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 2, Light_position.data());
|
|
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 2, Light_specular.data());
|
|
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 2, Light_diffuse.data());
|
|
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 2, Light_constantAttenuation.data());
|
|
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 2, Light_linearAttenuation.data());
|
|
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 2, Light_quadraticAttenuation.data());
|
|
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 2, Light_spotExponent.data());
|
|
glBindVertexArray(ModelsToRender[i]->model->VAO);
|
|
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
|
|
|
|
}
|
|
ModelsToRender.clear();
|
|
|
|
glfwSwapBuffers(m_Window);
|
|
}
|
|
|
|
void Renderer::DrawText()
|
|
{
|
|
//DrawShitInTextForm
|
|
}
|
|
|
|
void Renderer::AddTextToDraw()
|
|
{
|
|
//Add to draw shit vector
|
|
}
|
|
|
|
void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
|
|
{
|
|
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));
|
|
}
|
|
|
|
void Renderer::AddPointLightToDraw(
|
|
glm::vec3 _position,
|
|
glm::vec3 _specular,
|
|
glm::vec3 _diffuse,
|
|
float _constantAttenuation,
|
|
float _linearAttenuation,
|
|
float _quadraticAttenuation,
|
|
float _spotExponent
|
|
)
|
|
{
|
|
Light_position.push_back(_position.x);
|
|
Light_position.push_back(_position.y);
|
|
Light_position.push_back(_position.z);
|
|
Light_specular.push_back(_specular.x);
|
|
Light_specular.push_back(_specular.y);
|
|
Light_specular.push_back(_specular.z);
|
|
Light_diffuse.push_back(_diffuse.x);
|
|
Light_diffuse.push_back(_diffuse.y);
|
|
Light_diffuse.push_back(_diffuse.z);
|
|
Light_constantAttenuation.push_back(_constantAttenuation);
|
|
Light_linearAttenuation.push_back(_linearAttenuation);
|
|
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
|
Light_spotExponent.push_back(_spotExponent);
|
|
|
|
}
|
|
|
|
|
|
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")));
|
|
m_ShaderProgram.Compile();
|
|
m_ShaderProgram.Link();
|
|
}
|