145 lines
3.4 KiB
C++
145 lines
3.4 KiB
C++
#include "Renderer.h"
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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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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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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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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
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m_glVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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glEnable(GL_DEPTH_TEST);
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LoadContent();
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}
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void Renderer::Draw(double _dt)
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{
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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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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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void Renderer::DrawText()
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{
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//DrawShitInTextForm
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}
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void Renderer::AddTextToDraw()
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{
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(Model* _model)
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{
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ModelsToRender.push_back(_model);
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}
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//Fixa med shaders, lägga in alla verts osv.
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void Renderer::LoadContent()
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{
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
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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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