Files
escape-the-dawn/Escape-the-Dawn/Renderer.cpp
T
Tobias Dahl d749bd3464 WIP Renderer
2014-03-09 21:15:40 +01:00

103 lines
2.7 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>(90.f, WIDTH / HEIGHT, 0.01f, 1000.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));
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));
}
//Fixa med shaders, lägga in alla verts osv.
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();
projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
}