Adapted Escape the Dawn engine.

This commit is contained in:
2014-04-04 23:14:18 +02:00
parent 6a64de37fb
commit a7985b1686
64 changed files with 3384 additions and 79 deletions
Executable
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#include "PrecompiledHeader.h"
#include "Camera.h"
Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
{
m_FOV = yFOV;
m_AspectRatio = aspectRatio;
m_NearClip = nearClip;
m_FarClip = farClip;
m_Position = glm::vec3(0.0);
/*m_Pitch = 0.f;
m_Yaw = 0.f;*/
UpdateProjectionMatrix();
UpdateViewMatrix();
}
//glm::vec3 Camera::Forward()
//{
// return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
//
//glm::vec3 Camera::Right()
//{
// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
//}
//glm::mat4 Camera::Orientation()
//{
// glm::mat4 orientation(1.f);
// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
// return orientation;
//}
void Camera::AspectRatio(float val)
{
m_AspectRatio = val;
UpdateProjectionMatrix();
}
void Camera::Position(glm::vec3 val)
{
m_Position = val;
UpdateViewMatrix();
}
void Camera::Orientation(glm::quat val)
{
m_Orientation = val;
UpdateViewMatrix();
}
//void Camera::Pitch(float val)
//{
// m_Pitch = val;
// UpdateViewMatrix();
//}
//
//void Camera::Yaw(float val)
//{
// m_Yaw = val;
// UpdateViewMatrix();
//}
void Camera::UpdateProjectionMatrix()
{
m_ProjectionMatrix = glm::perspective(
m_FOV,
m_AspectRatio,
m_NearClip,
m_FarClip
);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
}
void Camera::FOV(float val)
{
m_FOV = val;
UpdateProjectionMatrix();
}
void Camera::NearClip(float val)
{
m_NearClip = val;
UpdateProjectionMatrix();
}
void Camera::FarClip(float val)
{
m_FarClip = val;
UpdateProjectionMatrix();
}
Executable
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#ifndef Camera_h__
#define Camera_h__
class Camera
{
public:
Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
glm::vec3 Forward();
glm::vec3 Right();
float AspectRatio() const { return m_AspectRatio; }
void AspectRatio(float val);
glm::vec3 Position() const { return m_Position; }
void Position(glm::vec3 val);
glm::quat Orientation() const { return m_Orientation; }
void Orientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
float FOV() const { return m_FOV; }
void FOV(float val);
float NearClip() const { return m_NearClip; }
void NearClip(float val);
float FarClip() const { return m_FarClip; }
void FarClip(float val);
private:
void UpdateProjectionMatrix();
void UpdateViewMatrix();
float m_FOV;
float m_AspectRatio;
float m_NearClip;
float m_FarClip;
glm::vec3 m_Position;
glm::quat m_Orientation;
//float m_Pitch;
//float m_Yaw;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
};
#endif // Camera_h__
Executable
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#ifndef Color_h__
#define Color_h__
struct Color
{
float r;
float g;
float b;
};
#endif // !Color_h__
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#ifndef Component_h__
#define Component_h__
#include "Factory.h"
#include "Entity.h"
struct Component
{
EntityID Entity;
};
class ComponentFactory : public Factory<Component*> { };
#endif // Component_h__
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#ifndef Components_Bounds_h__
#define Components_Bounds_h__
#include "Component.h"
namespace Components
{
struct Bounds : Component
{
//Axis Aligned Bounding Box
glm::vec3 Origin;
glm::vec3 VolumeVector; //The vector that defines the volume of the BB, it goes from one corner to the opposite one
};
}
#endif // !Components_Bounds_h__
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#ifndef Components_Camera_h__
#define Components_Camera_h__
#include "Component.h"
namespace Components
{
struct Camera : Component
{
Camera() : FOV(glm::radians(45.f)), NearClip(0.1f), FarClip(100.f) { }
float FOV;
float NearClip;
float FarClip;
};
}
#endif // !Components_Camera_h__
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#ifndef Components_Collision_h__
#define Components_Collision_h__
#include "Entity.h"
#include "Component.h"
#include <vector>
namespace Components
{
struct Collision : Component
{
Collision() : Phantom(false), Interested(false) { }
bool Phantom;
bool Interested;
std::vector<EntityID> CollidingEntities;
};
}
#endif // !Components_Collision_h__
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#ifndef Components_DirectionalLight_h__
#define Components_DirectionalLight_h__
#include "Component.h"
#include "Color.h"
namespace Components
{
struct DirectionalLight : Component
{
float Intensity;
float MaxRange;
float SpecularIntensity;
Color Color;
};
}
#endif // !Components_DirectionalLight_h__
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#ifndef Components_Input_h__
#define Components_Input_h__
#include <array>
#include <GLFW/glfw3.h>
#include "Component.h"
namespace Components
{
struct Input : Component
{
std::array<int, GLFW_KEY_LAST+1> KeyState;
std::array<int, GLFW_KEY_LAST+1> LastKeyState;
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> MouseState;
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> LastMouseState;
float dX, dY;
float WheelDelta;
};
}
#endif // !Components_Input_h__
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#ifndef Components_Model_h__
#define Components_Model_h__
#include <string>
#include "Component.h"
#include "Color.h"
namespace Components
{
struct Model : Component
{
Model() : Visible(true), ShadowCaster(true) { }
std::string ModelFile;
Color Color;
bool Visible;
bool ShadowCaster;
};
}
#endif // !Components_Model_h__
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#ifndef Components_ParticleEmitter_h__
#define Components_ParticleEmitter_h__
#include "Component.h"
#include "Color.h"
#include <vector>
namespace Components
{
struct ParticleEmitter : Component
{
int ParticleTemplate;
float SpawnFrequency;
int SpawnCount;
std::vector<Color> ColorSpectrum;
std::vector<float> ScaleSpectrum;
float SpreadAngle;
float LifeTime;
std::vector<float[3]> VelocitySpectrum;
std::vector<float[3]> AngularVelocitySpectrum;
};
}
#endif // !Components_ParticleEmitter_h__
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#ifndef Components_PointLight_h__
#define Components_PointLight_h__
#include "Component.h"
#include "Color.h"
namespace Components
{
struct PointLight : Component
{
float Intensity;
float MaxRange;
glm::vec3 Specular;
glm::vec3 Diffuse;
float constantAttenuation, linearAttenuation, quadraticAttenuation;
float spotExponent;
Color color;
};
}
#endif // !Components_PointLight_h__
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#ifndef Components_PowerUp_h__
#define Components_PowerUp_h__
#include "Component.h"
namespace Components
{
struct PowerUp : Component
{
float Speed;
};
}
#endif // !Components_PowerUp_h__
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#ifndef Components_SoundEmitter_h__
#define Components_SoundEmitter_h__
#include <string>
#include "Component.h"
namespace Components
{
struct SoundEmitter : Component
{
float Gain;
float MaxDistance;
float ReferenceDistance;
float Pitch;
bool Loop;
std::string Path;
};
}
#endif // !Components_SoundEmitter_h__
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#ifndef Components_Sprite_h__
#define Components_Sprite_h__
#include <string>
#include "Component.h"
#include "Color.h"
namespace Components
{
struct Sprite : Component
{
std::string SpriteFile;
Color Color;
};
}
#endif // !Components_Sprite_h__
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#ifndef Components_Stat_h__
#define Components_Stat_h__
#include "Component.h"
namespace Components
{
struct Stat : Component
{
float Health;
bool Destroyable;
};
}
#endif // !Components_Stat_h__
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#ifndef Components_Template_h__
#define Components_Template_h__
#include "Component.h"
namespace Components
{
struct Template : Component { };
}
#endif // !Components_Template_h__
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#ifndef Components_Transform_h__
#define Components_Transform_h__
#include "Component.h"
namespace Components
{
struct Transform : Component
{
Transform()
: Scale(glm::vec3(1.f)) { }
glm::vec3 Position;
glm::quat Orientation;
glm::vec3 Velocity;
glm::vec3 Scale;
};
}
#endif // Components_Transform_h__
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#include "PrecompiledHeader.h"
#include "CubemapTexture.h"
CubemapTexture::CubemapTexture(std::string posXFile, std::string negXFile, std::string posYFile, std::string negYFile, std::string posZFile, std::string negZFile)
{
m_Loaded = false;
m_Texture = 0;
m_TextureFiles[0] = posXFile;
m_TextureFiles[1] = negXFile;
m_TextureFiles[2] = posYFile;
m_TextureFiles[3] = negYFile;
m_TextureFiles[4] = posZFile;
m_TextureFiles[5] = negZFile;
}
CubemapTexture::~CubemapTexture()
{
if (m_Texture != 0) {
//glDeleteTextures(1, &m_Texture);
}
}
void CubemapTexture::Load()
{
m_Loaded = true;
m_Texture = SOIL_load_OGL_cubemap(
m_TextureFiles[0].c_str(),
m_TextureFiles[1].c_str(),
m_TextureFiles[2].c_str(),
m_TextureFiles[3].c_str(),
m_TextureFiles[4].c_str(),
m_TextureFiles[5].c_str(),
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
0);
if (m_Texture == 0) {
LOG_ERROR("SOIL cubemap loading error: %s", SOIL_last_result());
return;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
void CubemapTexture::Bind(GLenum textureUnit)
{
if (!m_Loaded) {
LOG_WARNING("Cubemap \"%s\" was not loaded before being bound! Attempting to load now...", m_TextureFiles[0].c_str());
Load();
}
glActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_Texture);
}
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#ifndef CubemapTexture_h__
#define CubemapTexture_h__
#include <SOIL.h>
class CubemapTexture
{
public:
CubemapTexture(
std::string posXFile,
std::string negXFile,
std::string posYFile,
std::string negYFile,
std::string posZFile,
std::string negZFile);
~CubemapTexture();
void Load();
void Bind(GLenum textureSlot);
private:
bool m_Loaded;
GLuint m_Texture;
std::string m_TextureFiles[6];
};
#endif // CubemapTexture_h__
Executable
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#include <string>
#include <sstream>
#include "Renderer.h"
#include "GameWorld.h"
class Engine
{
public:
Engine(int argc, char* argv[])
{
m_Renderer = std::make_shared<Renderer>();
m_Renderer->Initialize();
m_World = std::make_shared<GameWorld>(m_Renderer);
m_World->Initialize();
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->GetWindow()); }
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_World->Update(dt);
m_Renderer->Draw(dt);
glfwPollEvents();
}
private:
std::shared_ptr<Renderer> m_Renderer;
// TODO: This should ultimately live in GameFrame
std::shared_ptr<GameWorld> m_World;
double m_LastTime;
};
Executable
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typedef unsigned int EntityID;
Executable
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#ifndef ComponentFactory_h__
#define ComponentFactory_h__
#include <string>
#include <memory>
#include <functional>
#include <map>
template <typename T>
class Factory
{
public:
void Register(std::string name, std::function<T(void)> factoryFunction)
{
m_FactoryFunctions[name] = factoryFunction;
}
T Create(std::string name)
{
auto it = m_FactoryFunctions.find(name);
if (it != m_FactoryFunctions.end()) {
return it->second();
} else {
return nullptr;
}
}
private:
std::map<std::string, std::function<T(void)>> m_FactoryFunctions;
};
#endif // ComponentFactory_h__
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#include "PrecompiledHeader.h"
#include "GameWorld.h"
void GameWorld::Initialize()
{
World::Initialize();
auto terrain = CreateEntity();
auto transform = AddComponent<Components::Transform>(terrain, "Transform");
transform->Scale = glm::vec3(.0005f);
auto model = AddComponent<Components::Model>(terrain, "Model");
model->ModelFile = "Models/terrain/terrain.obj";
}
void GameWorld::Update(double dt)
{
World::Update(dt);
}
void GameWorld::RegisterComponents()
{
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
}
void GameWorld::RegisterSystems()
{
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
//m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
////m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
//m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
void GameWorld::AddSystems()
{
AddSystem("TransformSystem");
//AddSystem("LevelGenerationSystem");
//AddSystem("InputSystem");
//AddSystem("CollisionSystem");
////AddSystem("ParticleSystem");
//AddSystem("PlayerSystem");
//AddSystem("SoundSystem");
AddSystem("RenderSystem");
}
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#ifndef GameWorld_h__
#define GameWorld_h__
#include "World.h"
#include "Renderer.h"
//#include "Systems/TransformSystem.h"
//#include "Systems/CollisionSystem.h"
//#include "Systems/InputSystem.h"
//#include "Systems/LevelGenerationSystem.h"
//#include "Systems/ParticleSystem.h"
//#include "Systems/PlayerSystem.h"
#include "Systems/RenderSystem.h"
//#include "Systems/SoundSystem.h"
#include "Components/Bounds.h"
#include "Components/Camera.h"
#include "Components/Collision.h"
#include "Components/DirectionalLight.h"
#include "Components/Input.h"
#include "Components/Model.h"
#include "Components/ParticleEmitter.h"
#include "Components/PointLight.h"
#include "Components/PowerUp.h"
#include "Components/SoundEmitter.h"
#include "Components/Sprite.h"
#include "Components/Stat.h"
#include "Components/Template.h"
#include "Components/Transform.h"
class GameWorld : public World
{
public:
GameWorld(std::shared_ptr<Renderer> renderer)
: m_Renderer(renderer), World() { }
void Initialize();
void RegisterSystems() override;
void AddSystems() override;
void RegisterComponents() override;
void Update(double dt);
private:
std::shared_ptr<Renderer> m_Renderer;
};
#endif // GameWorld_h__
Executable
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#include "PrecompiledHeader.h"
#include "Model.h"
Model::Model(const char* path)
{
Loadobj(path, Vertices, Normals, TextureCoords);
CreateBuffers(Vertices, Normals, TextureCoords);
}
Model::Model(OBJ &obj)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
int index = 0;
for (auto face : obj.Faces) {
if (face.Material == nullptr) {
LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
return;
}
// New material
if (face.Material != currentMaterial) {
currentMaterial = face.Material;
// Load texture
std::shared_ptr<Texture> texture = std::make_shared<Texture>(currentMaterial->TextureFile);
// TODO: Load material parameters
// Create new texture group (start index of new group is upcoming index)
TextureGroup texGroup = { texture, index, index };
TextureGroups.push_back(texGroup);
currentTexGroup = &TextureGroups.back();
}
// Face definitions
for (auto faceDef : face.Definitions) {
glm::vec3 vertex;
std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
Vertices.push_back(vertex);
if (faceDef.NormalIndex != 0) {
glm::vec3 normal;
std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
Normals.push_back(normal);
}
if (faceDef.TextureCoordIndex != 0) {
glm::vec2 texCoord;
// TODO: W-coord?
std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
TextureCoords.push_back(texCoord);
}
currentTexGroup->EndIndex = index;
index++;
}
}
if (Vertices.size() > 0) {
CreateBuffers(Vertices, Normals, TextureCoords);
}
}
bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
{
std::vector< unsigned int > vertexIndices, TextureCoordIndices, normalIndices;
std::vector< glm::vec3 > temp_vertices;
std::vector< glm::vec2 > temp_TextureCoords;
std::vector< glm::vec3 > temp_normals;
FILE * file = fopen(path, "r");
LOG_INFO("Loading .obj file");
if( file == NULL )
{
LOG_INFO("Load .obj file: failed");
return false;
}
char lineHeader[512];
while(true)
{
//read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if( res == EOF ) // EOF - End Of File
{
for( unsigned int i = 0; i < vertexIndices.size(); i++ )
{
unsigned int vertexIndex = vertexIndices[i];
glm::vec3 vertex = temp_vertices[ vertexIndex-1];
out_vertices.push_back(vertex);
}
for( unsigned int i = 0; i < TextureCoordIndices.size(); i++ )
{
unsigned int TextureCoordIndex = TextureCoordIndices[i];
glm::vec2 TextureCoord = temp_TextureCoords[ TextureCoordIndex-1];
out_TextureCoords.push_back(TextureCoord);
}
for( unsigned int i = 0; i < normalIndices.size(); i++ )
{
unsigned int normalIndex = normalIndices[i];
glm::vec3 normal = temp_normals[ normalIndex-1];
out_normals.push_back(normal);
}
LOG_INFO("Model Loaded\n");
break;
}
if( strcmp( lineHeader, "v" ) == 0 ) // vertex
{
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
temp_vertices.push_back(vertex);
}
else if ( strcmp( lineHeader, "vt" ) == 0 ) // texture coordinate
{
glm::vec2 TextureCoord;
fscanf(file, "%f %f\n", &TextureCoord.x, &TextureCoord.y );
temp_TextureCoords.push_back(TextureCoord);
}
else if( strcmp( lineHeader, "vn" ) == 0 ) // normal
{
glm::vec3 normal;
fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
temp_normals.push_back(normal);
}
else if( strcmp( lineHeader, "f" ) == 0)
{
unsigned int vertexIndex[3], TextureCoordIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &TextureCoordIndex[0], &normalIndex[0], &vertexIndex[1], &TextureCoordIndex[1], &normalIndex[1],&vertexIndex[2], &TextureCoordIndex[2], &normalIndex[2]);
if(matches != 9)
{
printf("File can't be read, try exporting with other options\n");
return false;
}
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
TextureCoordIndices.push_back(TextureCoordIndex[0]);
TextureCoordIndices.push_back(TextureCoordIndex[1]);
TextureCoordIndices.push_back(TextureCoordIndex[2]);
normalIndices.push_back(normalIndex[0]);
normalIndices.push_back(normalIndex[1]);
normalIndices.push_back(normalIndex[2]);
}
else if ( strcmp( lineHeader, "mtllib" ) == 0 )
{
char fileName[512];
fscanf(file, "%s\n", &fileName);
FILE * mtlfile = fopen(fileName, "r");
LOG_INFO("Loading .mtl file");
if( mtlfile == NULL )
{
LOG_INFO("Load .mtl file: failed");
return false;
}
char mtllineHeader[512];
//read the first word of the line
while (true)
{
int mtlres = fscanf(mtlfile, "%s", mtllineHeader);
if( mtlres == EOF ) // EOF - End Of File
{
break;
}
else if ( strcmp( mtllineHeader, "map_Kd" ) == 0 )
{
char textureFileName[512];
fscanf(mtlfile, "%s", textureFileName);
texture.push_back(std::make_shared<Texture>(textureFileName));
LOG_INFO("Texture Loaded\n");
}
}
}
}
return true;
}
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
{
LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer);
if (vertices.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, VertexBuffer");
} else {
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer);
if (normals.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, NormalBuffer");
} else {
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer);
if (textureCoords.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, TextureCoordBuffer");
} else {
LOG_WARNING("Created empty texture coordinate buffer!");
}
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLERROR("GLEW: BufferFail5");
}
Executable
+59
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#ifndef Model_h__
#define Model_h__
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <memory>
#include <cstdlib>
#include <stack>
#include "Texture.h"
#include "OBJ.h"
class Model
{
public:
Model(OBJ &obj);
Model(const char* path);
struct TextureGroup
{
std::shared_ptr<Texture> Texture;
unsigned int StartIndex;
unsigned int EndIndex;
};
GLuint VAO;
std::vector<TextureGroup> TextureGroups;
std::vector<std::shared_ptr<Texture>> texture;
glm::mat4 GetMatrix();
std::vector<glm::vec3> Vertices;
private:
std::vector<glm::vec3> Normals;
std::vector<glm::vec2> TextureCoords;
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TextureCoordBuffer;
bool Loadobj(
const char* path,
std::vector <glm::vec3> & out_vertices,
std::vector <glm::vec3> &out_normals,
std::vector <glm::vec2> & out_TextureCoords
);
void CreateBuffers(
std::vector<glm::vec3> _Vertices,
std::vector<glm::vec3> _Normals,
std::vector<glm::vec2>_TextureCoords
);
};
#endif // Model_h__
Executable
+228
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#include "PrecompiledHeader.h"
#include "OBJ.h"
bool OBJ::LoadFromFile(std::string filename)
{
m_Path = boost::filesystem::path(filename);
// http://paulbourke.net/dataformats/obj/
std::ifstream file(m_Path.string());
if (!file.is_open()) {
LOG_ERROR("Failed to open .obj \"%s\"", m_Path.string().c_str());
return false;
}
LOG_INFO("Parsing .obj \"%s\"", m_Path.string().c_str());
std::string line;
while (std::getline(file, line)) {
if (line.length() == 0)
continue;
std::stringstream ss(line);
std::string prefix;
ss >> prefix;
// Ignore comments
if (prefix == "#")
continue;
// Material files
if (prefix == "mtllib") {
std::string materialFilename;
ss >> materialFilename;
m_MaterialPath = m_Path.branch_path() / materialFilename;
ParseMaterial();
continue;
}
// Material statement
if (prefix == "usemtl") {
std::string material;
ss >> material;
m_CurrentMaterial = &Materials[material];
continue;
}
// Vertices
if (prefix == "v") {
float x, y, z;
ss >> x >> y >> z;
Vertices.push_back(std::make_tuple(x, y, z));
continue;
}
// Normals
if (prefix == "vn") {
float x, y, z;
ss >> x >> y >> z;
Normals.push_back(std::make_tuple(x, y, z));
}
// Texture coordinates
if (prefix == "vt") {
float u, v, w;
ss >> u >> v >> w;
TextureCoords.push_back(std::make_tuple(u, v, w));
}
// Face definitions
if (prefix == "f") {
Face face;
face.Material = m_CurrentMaterial;
std::string faceDefString;
while (ss >> faceDefString) {
std::stringstream ss2(faceDefString);
FaceDefinition faceDef = { 0, 0, 0 };
ss2 >> faceDef.VertexIndex;
ss2.ignore(); // Ignore first delimiter
if (!ss2)
continue;
if (ss2.peek() == '/') {
ss2.ignore();
ss2 >> faceDef.NormalIndex;
} else {
ss2 >> faceDef.TextureCoordIndex;
ss2.ignore();
ss2 >> faceDef.NormalIndex;
}
face.Definitions.push_back(faceDef);
}
Faces.push_back(face);
}
}
return true;
}
void OBJ::ParseMaterial()
{
// http://paulbourke.net/dataformats/mtl/
std::ifstream file(m_MaterialPath.string());
if (!file.is_open()) {
LOG_ERROR("Failed to open .mtl \"%s\"", m_MaterialPath.string().c_str());
return;
}
LOG_INFO("Parsing .mtl \"%s\"", m_MaterialPath.string().c_str());
std::string currentMaterialName;
MaterialInfo* currentMaterial = nullptr;
std::string line;
while (std::getline(file, line)) {
if (line.length() == 0)
continue;
std::stringstream ss(line);
std::string prefix;
ss >> prefix;
// Create a new material definition
if (prefix == "newmtl") {
MaterialInfo mat =
{
"",
std::make_tuple(0.2f, 0.2f, 0.2f),
std::make_tuple(0.8f, 0.8f, 0.8f),
std::make_tuple(1.0f, 1.0f, 1.0f),
std::make_tuple(1.0f, 1.0f, 1.0f),
1.0f,
1.0f,
0.0f,
0,
};
ss >> currentMaterialName;
LOG_INFO("Parsing material %s", currentMaterialName.c_str());
Materials[currentMaterialName] = mat;
currentMaterial = &Materials[currentMaterialName];
continue;
}
if (!currentMaterial)
continue;
// Ambient color
if (prefix == "Ka") {
float r, g, b;
ss >> r >> g >> b;
currentMaterial->AmbientColor = std::make_tuple(r, g, b);
continue;
}
// Diffuse color
if (prefix == "Kd") {
float r, g, b;
ss >> r >> g >> b;
currentMaterial->DiffuseColor = std::make_tuple(r, g, b);
continue;
}
// Specular color
if (prefix == "Ks") {
float r, g, b;
ss >> r >> g >> b;
currentMaterial->SpecularColor = std::make_tuple(r, g, b);
continue;
}
// Transmission filter
if (prefix == "Tf") {
std::stringstream ss2;
ss2 << ss.str();
std::string command;
ss2 >> command;
if (command == "xyz") {
// TODO: "The "Ks xyz" statement specifies the specular reflectivity using CIEXYZ values."
}
else if (command == "spectral") {
// TODO: "The "Tf spectral" statement specifies the transmission filter using a spectral curve."
} else {
float r, g, b;
ss >> r;
// G and B are optional
if (!(ss >> g >> b))
{
g = r;
b = r;
}
currentMaterial->TransmissionFilter = std::make_tuple(r, g, b);
}
continue;
}
// Optical density
if (prefix == "Ni") {
ss >> currentMaterial->OpticalDensity;
continue;
}
// Alpha
if (prefix == "d" || prefix == "Tr") {
ss >> currentMaterial->Alpha;
continue;
}
// Shininess
if (prefix == "Ns") {
ss >> currentMaterial->Shininess;
continue;
}
// Illumination model
if (prefix == "illum") {
int illum = 0;
ss >> illum;
currentMaterial->IlluminationModel = illum;
continue;
}
// Texture file
// TODO:
if (prefix == "map_Ka" || prefix == "map_Kd") {
std::string textureFile;
ss >> textureFile;
currentMaterial->TextureFile = (m_MaterialPath.branch_path() / textureFile).string();
continue;
}
}
}
Executable
+64
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#ifndef OBJ_h__
#define OBJ_h__
#include <fstream>
#include <iostream>
#include <string>
#include <sstream>
#include <vector>
#include <tuple>
#include <map>
#include <boost/filesystem/path.hpp>
class OBJ
{
public:
struct MaterialInfo
{
std::string TextureFile;
std::tuple<float, float, float> AmbientColor;
std::tuple<float, float, float> DiffuseColor;
std::tuple<float, float, float> SpecularColor;
std::tuple<float, float, float> TransmissionFilter;
float OpticalDensity;
float Alpha;
float Shininess;
int IlluminationModel;
};
struct FaceDefinition
{
int VertexIndex;
int TextureCoordIndex;
int NormalIndex;
};
struct Face
{
Face() : Material(nullptr) { }
std::vector<FaceDefinition> Definitions;
MaterialInfo* Material;
};
OBJ() : m_CurrentMaterial(nullptr) { }
OBJ(std::string filename) : m_CurrentMaterial(nullptr) { LoadFromFile(filename); }
std::vector<std::tuple<float, float, float>> Vertices;
std::vector<std::tuple<float, float, float>> Normals;
std::vector<std::tuple<float, float, float>> TextureCoords;
std::vector<Face> Faces;
std::map<std::string, MaterialInfo> Materials;
bool LoadFromFile(std::string filename);
boost::filesystem::path Path() const { return m_Path; }
private:
boost::filesystem::path m_Path;
boost::filesystem::path m_MaterialPath;
MaterialInfo* m_CurrentMaterial;
void ParseMaterial();
};
#endif // OBJ_h__
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@@ -1,4 +0,0 @@
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <glext.h>
+1
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@@ -0,0 +1 @@
#include "PrecompiledHeader.h"
+13
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@@ -1,3 +1,16 @@
#include <memory>
#include <string>
#include "Util/Logging.h"
// OpenGL
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <glext.h>
#include "Util/GLError.h"
// GLM
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/common.hpp>
+533
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#include "PrecompiledHeader.h"
#include "Renderer.h"
Renderer::Renderer()
{
m_VSync = false;
#ifdef DEBUG
m_DrawNormals = false;
m_DrawWireframe = false;
m_DrawBounds = true;
#else
m_DrawNormals = false;
m_DrawWireframe = false;
m_DrawBounds = false;
#endif
m_ShadowMapRes = 2048*8;
m_SunPosition = glm::vec3(0, 1.5f, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-200, 200, -100, 400, -800, 600);
Lights = 0;
}
void Renderer::Initialize()
{
// Initialize GLFW
if (!glfwInit()) {
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
}
// Create a window
WIDTH = 1920;
HEIGHT = 1080;
glfwWindowHint(GLFW_SAMPLES, 16);
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);
}
// 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::LoadContent()
{
auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
m_ShaderProgram.AddShader(standardVS);
m_ShaderProgram.AddShader(standardFS);
m_ShaderProgram.Compile();
m_ShaderProgram.Link();
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl")));
m_ShaderProgramNormals.AddShader(standardVS);
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
m_ShaderProgramNormals.Compile();
m_ShaderProgramNormals.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
m_ShaderProgramShadows.Compile();
m_ShaderProgramShadows.Link();
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
m_ShaderProgramShadowsDrawDepth.Compile();
m_ShaderProgramShadowsDrawDepth.Link();
m_ShaderProgramDebugAABB.AddShader(standardVS);
m_ShaderProgramDebugAABB.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/AABB.frag.glsl")));
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
m_ShaderProgramSkybox.Compile();
m_ShaderProgramSkybox.Link();
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
m_DebugAABB = CreateAABB();
m_ScreenQuad = CreateQuad();
CreateShadowMap(m_ShadowMapRes);
}
void Renderer::CreateShadowMap(int resolution)
{
glGenFramebuffers(1, &m_ShadowFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
// Depth texture
glGenTextures(1, &m_ShadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
glDrawBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("Framebuffer incomplete!");
return;
}
}
void Renderer::Draw(double dt)
{
glDisable(GL_BLEND);
DrawSkybox();
DrawShadowMap();
DrawScene();
#ifdef DEBUG
// Draw bounding boxes
if (m_DrawBounds) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
m_ShaderProgramDebugAABB.Bind();
for (auto tuple : AABBsToRender) {
glm::mat4 modelMatrix;
bool colliding;
std::tie(modelMatrix, colliding) = tuple;
// Model matrix
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
// Color
glm::vec4 color(1.f, 1.f, 1.f, 0.f);
if (colliding)
color = glm::vec4(1.f, 0.f, 0.f, 0.f);
glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
}
//DrawDebugShadowMap();
#endif
ClearStuff();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawSkybox()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_ShaderProgramSkybox.Bind();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(m_Camera->Orientation());
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_Skybox->Draw();
}
void Renderer::DrawScene()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
#ifdef DEBUG
glDisable(GL_CULL_FACE);
glPolygonMode(GL_BACK, GL_LINE);
#endif
// Draw models
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
m_ShaderProgram.Bind();
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
if (m_DrawWireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
//DrawModels(m_ShaderProgram);
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
glm::mat4 MVP;
glm::mat4 depthMVP;
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
bool visible;
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
if (!visible)
continue;
MVP = cameraMatrix * modelMatrix;
depthMVP = depthCameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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);
}
}
#ifdef DEBUG
// Debug draw model normals
if (m_DrawNormals) {
m_ShaderProgramNormals.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawModels(m_ShaderProgramNormals);
}
#endif
}
void Renderer::DrawShadowMap()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
glm::mat4 MVP;
m_ShaderProgramShadows.Bind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
bool shadow;
std::tie(model, modelMatrix, std::ignore, shadow) = tuple;
if (!shadow)
continue;
MVP = depthCamera * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramShadows.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups) {
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
}
}
}
void Renderer::DrawDebugShadowMap()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, 400, 400);
glClear(GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
m_ShaderProgramShadowsDrawDepth.Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Renderer::DrawModels(ShaderProgram &shader)
{
/*glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
glm::mat4 MVP;
for (auto tuple : ModelsToRender)
{
Model* model;
glm::mat4 modelMatrix;
std::tie(model, modelMatrix) = tuple;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shader.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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);
}
}*/
}
void Renderer::DrawText()
{
//DrawShitInTextForm
}
void Renderer::AddTextToDraw()
{
//Add to draw shit vector
}
void Renderer::AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster)
{
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
// You can now use ModelMatrix to build the MVP matrix
ModelsToRender.push_back(std::make_tuple(model.get(), modelMatrix, visible, shadowCaster));
}
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);
Lights = Light_constantAttenuation.size();
}
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
{
glm::mat4 model;
model *= glm::translate(origin);
model *= glm::scale(volumeVector);
AABBsToRender.push_back(std::make_tuple(model, colliding));
}
GLuint Renderer::CreateQuad()
{
float quadVertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
float quadTexCoords[] = {
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
};
GLuint vbo[2], vao;
glGenBuffers(2, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), quadVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), quadTexCoords, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
GLuint Renderer::CreateAABB()
{
float vertices[] = {
// Bottom
-1.0f, -1.0f, 1.0f, // 0
1.0f, -1.0f, 1.0f, // 1
1.0f, -1.0f, 1.0f, // 1
1.0f, -1.0f, -1.0f, // 2
1.0f, -1.0f, -1.0f, // 2
-1.0f, -1.0f, -1.0f, // 3
-1.0f, -1.0f, -1.0f, // 3
-1.0f, -1.0f, 1.0f, // 0
// Top
-1.0f, 1.0f, 1.0f, // 4
1.0f, 1.0f, 1.0f, // 5
1.0f, 1.0f, 1.0f, // 5
1.0f, 1.0f, -1.0f, // 6
1.0f, 1.0f, -1.0f, // 6
-1.0f, 1.0f, -1.0f, // 7
-1.0f, 1.0f, -1.0f, // 7
-1.0f, 1.0f, 1.0f, // 4
// Connectors
-1.0f, -1.0f, 1.0f, // 0
-1.0f, 1.0f, 1.0f, // 4
1.0f, -1.0f, 1.0f, // 1
1.0f, 1.0f, 1.0f, // 5
1.0f, -1.0f, -1.0f, // 2
1.0f, 1.0f, -1.0f, // 6
-1.0f, -1.0f, -1.0f, // 3
-1.0f, 1.0f, -1.0f, // 7
};
GLuint vbo, vao;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vao;
}
GLuint Renderer::CreateSkybox()
{
glm::vec3 skyBoxVertices[] =
{
glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, 1.0f),
glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, -1.0f, 1.0f),
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, -1.0f, -1.0f)
};
GLuint vbo, vao;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyBoxVertices), skyBoxVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
return vao;
}
void Renderer::ClearStuff()
{
AABBsToRender.clear();
ModelsToRender.clear();
Light_position.clear();
Light_specular.clear();
Light_diffuse.clear();
Light_constantAttenuation.clear();
Light_linearAttenuation.clear();
Light_quadraticAttenuation.clear();
Light_spotExponent.clear();
Lights = 0;
}
Executable
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#ifndef Renderer_h__
#define Renderer_h__
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include "Camera.h"
#include "ShaderProgram.h"
#include "Model.h"
#include "Components/PointLight.h"
#include "Skybox.h"
class Renderer
{
public:
glm::mat4 viewMatrix;
glm::mat4 projectionMatrix;
int HEIGHT, WIDTH;
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
int Lights;
std::vector<float> Light_position;
std::vector<float> Light_specular;
std::vector<float> Light_diffuse;
std::vector<float> Light_constantAttenuation;
std::vector<float> Light_linearAttenuation;
std::vector<float> Light_quadraticAttenuation;
std::vector<float> Light_spotExponent;
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
Renderer();
void Initialize();
void Draw(double dt);
void DrawText();
void AddModelToDraw(std::shared_ptr<Model> model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
void AddTextToDraw();
void AddPointLightToDraw(
glm::vec3 _position,
glm::vec3 _specular,
glm::vec3 _diffuse,
float _constantAttenuation,
float _linearAttenuation,
float _quadraticAttenuation,
float _spotExponent
);
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
void LoadContent();
GLFWwindow* GetWindow() const { return m_Window; }
std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
bool DrawNormals() const { return m_DrawNormals; }
void DrawNormals(bool val) { m_DrawNormals = val; }
bool DrawWireframe() const { return m_DrawWireframe; }
void DrawWireframe(bool val) { m_DrawWireframe = val; }
bool DrawBounds() const { return m_DrawBounds; }
void DrawBounds(bool val) { m_DrawBounds = val; }
void DrawSkybox();
private:
GLFWwindow* m_Window;
GLint m_glVersion[2];
GLchar* m_glVendor;
bool m_VSync;
bool m_DrawNormals;
bool m_DrawWireframe;
bool m_DrawBounds;
std::shared_ptr<Skybox> m_Skybox;
int m_ShadowMapRes;
glm::vec3 m_SunPosition;
glm::vec3 m_SunTarget;
glm::mat4 m_SunProjection;
GLuint m_DebugAABB;
GLuint m_ScreenQuad;
GLuint m_ShadowFrameBuffer;
GLuint m_ShadowDepthTexture;
std::shared_ptr<Camera> m_Camera;
ShaderProgram m_ShaderProgram;
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
ShaderProgram m_ShaderProgramShadowsDrawDepth;
ShaderProgram m_ShaderProgramDebugAABB;
ShaderProgram m_ShaderProgramSkybox;
void ClearStuff();
void DrawScene();
void DrawModels(ShaderProgram &shader);
void DrawShadowMap();
void CreateShadowMap(int resolution);
GLuint CreateQuad();
void DrawDebugShadowMap();
GLuint CreateAABB();
GLuint CreateSkybox(void);
};
#endif // Renderer_h__
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#include "PrecompiledHeader.h"
#include "ShaderProgram.h"
GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
GLuint shader = glCreateShader(shaderType);
if(GLERROR("glCreateShader"))
return 0;
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = shaderFile.length();
glShaderSource(shader, 1, &shaderFiles, &length);
if(GLERROR("glShaderSource"))
return 0;
glCompileShader(shader);
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE) {
LOG_ERROR("Shader compilation failed");
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
LOG_ERROR(infolog);
delete[] infolog;
}
if(GLERROR("glCompileShader"))
return 0;
return shader;
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{
m_ShaderHandle = 0;
}
Shader::~Shader()
{
if (m_ShaderHandle != 0) {
glDeleteShader(m_ShaderHandle);
}
}
GLuint Shader::Compile()
{
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
return m_ShaderHandle;
}
GLenum Shader::GetType() const
{
return m_ShaderType;
}
std::string Shader::GetFileName() const
{
return m_FileName;
}
GLuint Shader::GetHandle() const
{
return m_ShaderHandle;
}
bool Shader::IsCompiled() const
{
return m_ShaderHandle != 0;
}
ShaderProgram::~ShaderProgram()
{
if (m_ShaderProgramHandle != 0) {
glDeleteProgram(m_ShaderProgramHandle);
}
}
void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
{
m_Shaders.push_back(shader);
}
void ShaderProgram::Compile()
{
for (auto &shader : m_Shaders) {
if (!shader->IsCompiled()) {
shader->Compile();
}
}
}
GLuint ShaderProgram::Link()
{
if (m_Shaders.size() == 0) {
LOG_ERROR("Failed to link shader program: No shaders bound");
return 0;
}
LOG_INFO("Linking shader program");
m_ShaderProgramHandle = glCreateProgram();
for (auto &shader : m_Shaders) {
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
}
glLinkProgram(m_ShaderProgramHandle);
if (GLERROR("glLinkProgram"))
return 0;
m_Shaders.clear();
return m_ShaderProgramHandle;
}
GLuint ShaderProgram::GetHandle()
{
return m_ShaderProgramHandle;
}
void ShaderProgram::Bind()
{
if (m_ShaderProgramHandle == 0)
return;
glUseProgram(m_ShaderProgramHandle);
}
void ShaderProgram::Unbind()
{
glActiveShaderProgram(0, 0);
}
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#ifndef ShaderProgram_h__
#define ShaderProgram_h__
#include <memory>
#include <string>
#include <fstream>
#include <vector>
class Shader
{
public:
static GLuint CompileShader(GLenum shaderType, std::string fileName);
Shader(GLenum shaderType, std::string fileName);
virtual ~Shader();
GLuint Compile();
GLenum GetType() const;
std::string GetFileName() const;
GLuint GetHandle() const;
bool IsCompiled() const;
protected:
GLenum m_ShaderType;
std::string m_FileName;
GLint m_ShaderHandle;
};
template <int SHADERTYPE>
class ShaderType : public Shader
{
public:
ShaderType(std::string fileName)
: Shader(SHADERTYPE, fileName) { }
};
class VertexShader : public ShaderType<GL_VERTEX_SHADER>
{
public:
VertexShader(std::string fileName)
: ShaderType(fileName) { }
};
class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
{
public:
FragmentShader(std::string fileName)
: ShaderType(fileName) { }
};
class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
{
public:
GeometryShader(std::string fileName)
: ShaderType(fileName) { }
};
class ShaderProgram
{
public:
ShaderProgram()
: m_ShaderProgramHandle(0) { }
~ShaderProgram();
void AddShader(std::shared_ptr<Shader> shader);
void Compile();
GLuint Link();
GLuint GetHandle();
void Bind();
void Unbind();
private:
GLuint m_ShaderProgramHandle;
std::vector<std::shared_ptr<Shader>> m_Shaders;
};
#endif // ShaderProgram_h__
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#version 430
uniform vec4 Color;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Input;
out vec4 FragmentColor;
void main() {
//FragmentColor = vec4(1.0 - gl_Color.r, 1.0 - gl_Color.g, 1.0 - gl_Color.b, 0.0);
FragmentColor = Color;
}
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#version 430
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int maxNumberOfLights = 82;
uniform int numberOfLights;
uniform vec3 position[maxNumberOfLights];
uniform vec3 specular[maxNumberOfLights];
uniform vec3 diffuse[maxNumberOfLights];
uniform float constantAttenuation[maxNumberOfLights];
uniform float linearAttenuation[maxNumberOfLights];
uniform float quadraticAttenuation[maxNumberOfLights];
uniform float spotExponent[maxNumberOfLights];
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Input;
vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture2D(texture0, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
//
// Phong shading
//
// Ambient light
vec3 La = scene_ambient; // Ambient light
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 Is;
vec3 Id;
// Shadows
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
//bias = clamp(bias, 0.0, 0.01);
float visibility = 1.0;
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
float bias = 0.0005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
visibility = 0.3;
}
}
vec3 totalLighting = La * Ka * visibility;
float attenuation;
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(position[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation[i]
+ linearAttenuation[i] * dist
+ quadraticAttenuation[i] * pow(dist, 2.0));
//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
//fragmentColor = texel;
}
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#version 430
uniform mat4 MVP;
out vec4 FragmentColor;
void main() {
FragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
}
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#version 430
uniform mat4 MVP;
layout(triangles) in;
layout(line_strip, max_vertices = 6) out;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input[3];
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
for (int i = 0; i < gl_in.length(); i++)
{
gl_Position = MVP * vec4(Input[i].Position, 1.0);
EmitVertex();
gl_Position = MVP * vec4(Input[i].Position + Input[i].Normal, 1.0);
EmitVertex();
EndPrimitive();
Output.Position = Input[i].Position;
Output.Normal = Input[i].Normal;
Output.TextureCoord = Input[i].TextureCoord;
}
}
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#version 430
uniform mat4 MVP;
layout(location = 0) out float FragmentDepth;
void main() {
FragmentDepth = gl_FragCoord.z;
}
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#version 430
uniform mat4 MVP;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
}
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#version 430
uniform samplerCube CubemapTexture;
in VertexData {
vec3 TextureCoord;
} Input;
out vec4 FragColor;
void main()
{
FragColor = texture(CubemapTexture, Input.TextureCoord);
//FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}
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#version 430
uniform mat4 MVP;
layout(location = 0) in vec3 Position;
out VertexData {
vec3 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.TextureCoord = Position;
}
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#version 430
uniform mat4 MVP;
uniform mat4 DepthMVP;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec3 ShadowCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
}
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#version 430
layout(binding = 0) uniform sampler2D DepthTexture;
in VertexData {
vec3 Position;
vec2 TextureCoord;
} Input;
out vec4 FragmentColor;
float LinearizeDepth(float z)
{
float n = 0.1; // camera z near
float f = 800.0; // camera z far
return (2.0 * n) / (f + n - z * (f - n));
}
void main() {
float z = texture(DepthTexture, Input.TextureCoord).x;
vec4 color = vec4(z, z, z, 0);
FragmentColor = color;
}
+17
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@@ -0,0 +1,17 @@
#version 430
layout(location = 0) in vec3 Position;
layout(location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoord = TextureCoord;
}
Executable
+91
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@@ -0,0 +1,91 @@
#include "PrecompiledHeader.h"
#include "Skybox.h"
Skybox::Skybox(std::string skyboxPath, std::string extension /* = "png" */)
{
m_Cubemap = std::make_shared<CubemapTexture>(
skyboxPath + "/right." + extension,
skyboxPath + "/left." + extension,
skyboxPath + "/top." + extension,
skyboxPath + "/bottom." + extension,
skyboxPath + "/front." + extension,
skyboxPath + "/back." + extension);
m_Cubemap->Load();
Initialize();
}
void Skybox::Initialize()
{
float cubeVertices[] = {
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
};
//std::copy(cubeVertices, cubeVertices + (3*8 - 1), m_CubeVertices);
unsigned int cubeIndices[] = {
// Back
0, 2, 3,
0, 1, 2,
// Right
1, 6, 2,
1, 5, 6,
// Front
5, 7, 6,
5, 4, 7,
// Left
4, 3, 7,
4, 0, 3,
// Top
3, 6, 7,
3, 2, 6,
// Bottom
4, 1, 0,
4, 5, 1,
};
//std::copy(cubeIndices, cubeIndices + (3*12 - 1), m_CubeIndices);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 3 * 8 * sizeof(float), cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * 12 * sizeof(int), cubeIndices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLERROR("Skybox init");
}
Skybox::~Skybox()
{
}
void Skybox::Draw()
{
m_Cubemap->Bind(GL_TEXTURE0);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLES, 3 * 12, GL_UNSIGNED_INT, 0);
glDepthMask(GL_TRUE);
}
Executable
+30
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@@ -0,0 +1,30 @@
#ifndef Skybox_h__
#define Skybox_h__
#include <algorithm>
#include "CubemapTexture.h"
class Skybox
{
public:
Skybox(std::string skyboxPath, std::string extension = "png");
Skybox(std::shared_ptr<CubemapTexture> cubemap)
: m_Cubemap(cubemap) { Initialize(); }
~Skybox();
void Draw();
private:
std::shared_ptr<CubemapTexture> m_Cubemap;
GLuint ibo;
GLuint vao;
float m_CubeVertices[3 * 8];
int m_CubeIndices[1];
void Initialize();
};
#endif // Skybox_h__
Executable
+34
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@@ -0,0 +1,34 @@
#ifndef System_h__
#define System_h__
#include "Factory.h"
#include "Entity.h"
#include "Component.h"
class World;
class System
{
public:
System(World* world) : m_World(world) { }
virtual ~System() { }
virtual void Initialize() { }
// Called once per system every tick
virtual void Update(double dt) { }
// Called once for every entity in the world every tick
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
// Called when a component is created
virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
// Called when a component is removed
virtual void OnComponentRemoved(std::string type, Component* component) { }
protected:
World* m_World;
};
class SystemFactory : public Factory<System*> { };
#endif // System_h__
+74
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@@ -0,0 +1,74 @@
#include "PrecompiledHeader.h"
#include "RenderSystem.h"
#include "World.h"
void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
if(type == "Model") {
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
}
}
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
// Draw models
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
if (modelComponent != nullptr) {
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
m_CachedModels[modelComponent->ModelFile] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
}
auto model = m_CachedModels[modelComponent->ModelFile];
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
m_Renderer->AddModelToDraw(model, position, orientation, transformComponent->Scale, modelComponent->Visible, modelComponent->ShadowCaster);
}
// Debug draw bounds
#ifdef DEBUG
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = m_TransformSystem->AbsolutePosition(entity) + (transformComponent->Scale * bounds->Origin);
glm::vec3 volumeVector = transformComponent->Scale * bounds->VolumeVector;
m_Renderer->AddAABBToDraw(origin, volumeVector, (collision != nullptr && collision->CollidingEntities.size() > 0));
}
#endif
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr) {
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
m_Renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->constantAttenuation,
pointLightComponent->linearAttenuation,
pointLightComponent->quadraticAttenuation,
pointLightComponent->spotExponent);
}
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
if (cameraComponent != nullptr) {
m_Renderer->GetCamera()->Position(transformComponent->Position);
m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
}
}
void Systems::RenderSystem::Initialize()
{
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
}
+44
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@@ -0,0 +1,44 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>
#include "System.h"
#include "Systems/TransformSystem.h"
#include "Model.h"
#include "Texture.h"
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Renderer.h"
namespace Systems
{
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
: System(world), m_Renderer(renderer){ }
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
};
}
#endif //RenderSystem_h__
+48
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@@ -0,0 +1,48 @@
#include "PrecompiledHeader.h"
#include "TransformSystem.h"
#include "World.h"
//void Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
//{
// if (parent == 0)
// return;
//
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
//
// transform->Position = parentTransform->Position + transform->RelativePosition;
//}
glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
{
glm::vec3 absPosition;
glm::quat accumulativeOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
//absPosition += transform->Position;
entity = m_World->GetEntityParent(entity);
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (entity != 0)
absPosition += transform2->Orientation * transform->Position;
else
absPosition += transform->Position;
} while (entity != 0);
return absPosition * accumulativeOrientation;
}
glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
{
glm::quat absOrientation;
do
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
absOrientation *= transform->Orientation;
entity = m_World->GetEntityParent(entity);
} while (entity != 0);
return absOrientation;
}
+25
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@@ -0,0 +1,25 @@
#ifndef TransformSystem_h__
#define TransformSystem_h__
#include "System.h"
#include "Components/Transform.h"
namespace Systems
{
class TransformSystem : public System
{
public:
TransformSystem(World* world)
: System(world) { }
//void Update(double dt) override;
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
glm::vec3 AbsolutePosition(EntityID entity);
glm::quat AbsoluteOrientation(EntityID entity);
};
}
#endif // TransformSystem_h__
+26
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@@ -0,0 +1,26 @@
#include "PrecompiledHeader.h"
#include "Texture.h"
Texture::Texture(std::string path)
{
Load(path);
}
void Texture::Load(std::string path)
{
texture = SOIL_load_OGL_texture(path.c_str(), 0, 0, SOIL_FLAG_INVERT_Y);
}
void Texture::Bind()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
}
Texture::~Texture()
{
glDeleteTextures(1, &texture);
}
Executable
+21
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@@ -0,0 +1,21 @@
#ifndef Texture_h__
#define Texture_h__
#include <string>
#include <SOIL.h>
class Texture
{
public:
Texture(std::string path);
~Texture();
GLuint texture;
void Load(std::string path);
void Bind();
};
#endif // Texture_h__
+4 -5
View File
@@ -1,10 +1,9 @@
#ifndef glerror_h__
#define glerror_h__
#ifndef GLError_h__
#define GLError_h__
#include "PrecompiledHeader.h"
#include <iostream>
#include "logging.h"
inline bool _GLERROR(char* info, char* file, char* func, unsigned int line)
{
GLenum error = glGetError();
@@ -19,4 +18,4 @@ inline bool _GLERROR(char* info, char* file, char* func, unsigned int line)
#define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#endif // glerror_h__
#endif // GLError_h__
+3 -3
View File
@@ -1,5 +1,5 @@
#ifndef logging_h__
#define logging_h__
#ifndef Logging_h__
#define Logging_h__
#ifdef _WIN32
// http://stackoverflow.com/a/2282433
@@ -80,4 +80,4 @@ static void _LOG(_LOG_LEVEL logLevel, char* file, char* func, unsigned int line,
#define LOG_DEBUG(format, ...) \
LOG(LOG_LEVEL_DEBUG, format, ##__VA_ARGS__)
#endif // logging_h__
#endif // Logging_h__
Executable
+132
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@@ -0,0 +1,132 @@
#include "PrecompiledHeader.h"
#include "World.h"
void World::RecycleEntityID(EntityID id)
{
m_RecycledEntityIDs.push(id);
}
EntityID World::GenerateEntityID()
{
if (!m_RecycledEntityIDs.empty()) {
EntityID id = m_RecycledEntityIDs.top();
m_RecycledEntityIDs.pop();
return id;
} else {
return ++m_LastEntityID;
}
}
void World::RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity)
{
for (auto pair : m_EntityParents) {
EntityID child = pair.first;
EntityID parent = pair.second;
if (parent == parentEntity) {
system->UpdateEntity(dt, child, parent);
RecursiveUpdate(system, dt, child);
}
}
}
void World::Update(double dt)
{
for (auto pair : m_Systems) {
auto system = pair.second;
system->Update(dt);
RecursiveUpdate(system, dt, 0);
}
ProcessEntityRemovals();
}
//std::vector<EntityID> GetEntityChildren(EntityID entity);
//{
// std::vector<EntityID> children;
// auto range = m_SceneGraph.equal_range(entity);
// for (auto it = range.first; it != range.second; ++it)
// children.push_back(it->second);
// return children;
//}
EntityID World::GetEntityParent(EntityID entity)
{
auto it = m_EntityParents.find(entity);
return it == m_EntityParents.end() ? 0 : it->second;
}
bool World::ValidEntity(EntityID entity)
{
return m_EntityParents.find(entity) != m_EntityParents.end();
}
void World::RemoveEntity(EntityID entity)
{
m_EntitiesToRemove.push_back(entity);
for (auto pair : m_EntityParents) {
if (pair.second == entity) {
m_EntitiesToRemove.push_back(pair.first);
}
}
}
void World::ProcessEntityRemovals()
{
for (auto entity : m_EntitiesToRemove) {
m_EntityParents.erase(entity);
// Remove components
for (auto pair : m_EntityComponents[entity]) {
auto type = pair.first;
auto component = pair.second;
// Trigger events
for (auto pair : m_Systems) {
auto system = pair.second;
system->OnComponentRemoved(type, component.get());
}
m_ComponentsOfType[type].remove(component);
}
m_EntityComponents.erase(entity);
RecycleEntityID(entity);
}
m_EntitiesToRemove.clear();
}
EntityID World::CreateEntity(EntityID parent /*= 0*/)
{
EntityID newEntity = GenerateEntityID();
m_EntityParents.insert(std::pair<EntityID, EntityID>(newEntity, parent));
return newEntity;
}
World::~World()
{
}
World::World()
{
m_LastEntityID = 0;
}
void World::Initialize()
{
RegisterSystems();
AddSystems();
for (auto system : m_Systems) {
system.second->Initialize();
}
RegisterComponents();
}
std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
{
return AddComponent<Component>(entity, componentType);
}
void World::AddSystem(std::string systemType)
{
m_Systems[systemType] = std::shared_ptr<System>(m_SystemFactory.Create(systemType));
}
Executable
+136
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@@ -0,0 +1,136 @@
#ifndef World_h__
#define World_h__
#include <stack>
#include <map>
#include <unordered_map>
#include <vector>
#include <string>
#include <queue>
#include <boost/any.hpp>
#include "Util/logging.h"
#include "Factory.h"
#include "Entity.h"
#include "Component.h"
#include "System.h"
class World
{
public:
World();
~World();
virtual void Initialize();
virtual void RegisterSystems() = 0;
virtual void AddSystems() = 0;
virtual void RegisterComponents() = 0;
void AddSystem(std::string systemType);
template <class T>
std::shared_ptr<T> GetSystem(std::string systemType);
EntityID CreateEntity(EntityID parent = 0);
void RemoveEntity(EntityID entity);
bool ValidEntity(EntityID entity);
EntityID GetEntityParent(EntityID entity);
template <class T>
T GetProperty(EntityID entity, std::string property)
{
if(m_EntityProperties.find(entity) == m_EntityProperties.end())
return T();
if(m_EntityProperties[entity].find(property) == m_EntityProperties[entity].end())
return T();
return boost::any_cast<T>(m_EntityProperties[entity][property]);
}
void SetProperty(EntityID entity, std::string property, boost::any value)
{
m_EntityProperties[entity][property] = value;
}
template <class T>
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
template <class T>
T* GetComponent(EntityID entity, std::string componentType);
/*std::vector<EntityID> GetEntityChildren(EntityID entity);*/
virtual void Update(double dt);
// Recursively update through the scene graph
void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
std::unordered_map<EntityID, EntityID>* GetEntities() { return &m_EntityParents; }
protected:
SystemFactory m_SystemFactory;
ComponentFactory m_ComponentFactory;
std::unordered_map<std::string, std::shared_ptr<System>> m_Systems;
EntityID m_LastEntityID;
std::stack<EntityID> m_RecycledEntityIDs;
// A bottom to top tree. A map of child entities to parent entities.
std::unordered_map<EntityID, EntityID> m_EntityParents;
std::unordered_map<EntityID, std::unordered_map<std::string, boost::any>> m_EntityProperties;
std::unordered_map<std::string, std::list<std::shared_ptr<Component>>> m_ComponentsOfType;
std::unordered_map<EntityID, std::map<std::string, std::shared_ptr<Component>>> m_EntityComponents;
std::list<EntityID> m_EntitiesToRemove;
void ProcessEntityRemovals();
EntityID GenerateEntityID();
void RecycleEntityID(EntityID id);
};
template <class T>
std::shared_ptr<T> World::GetSystem(std::string systemType)
{
if (m_Systems.find(systemType) == m_Systems.end()) {
LOG_WARNING("Tried to get pointer to unregistered system \"%s\"!", systemType.c_str());
return nullptr;
}
return std::static_pointer_cast<T>(m_Systems.at(systemType));
}
template <class T>
std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentType)
{
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create(componentType)));
if (component == nullptr) {
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType.c_str(), entity);
return nullptr;
}
component->Entity = entity;
m_ComponentsOfType[componentType].push_back(component);
m_EntityComponents[entity][componentType] = component;
for (auto pair : m_Systems) {
auto system = pair.second;
system->OnComponentCreated(componentType, component);
}
return component;
}
template <class T>
T* World::GetComponent(EntityID entity, std::string componentType)
{
return (T*)m_EntityComponents[entity][componentType].get();
}
#endif // World_h__
+5 -52
View File
@@ -1,58 +1,11 @@
#include <string>
#include <sstream>
#include "OpenGL.h"
#include "GLM.h"
#include "Util/logging.h"
#include "Util/glerror.h"
GLFWwindow* window;
GLint glVersion[2];
GLchar* glVendor;
#include "PrecompiledHeader.h"
#include "Engine.h"
int main(int argc, char* argv[])
{
// Initialize GLFW
if (!glfwInit())
{
LOG_ERROR("GLFW: Initialization failed");
return 1;
}
// Create a window
window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
if (!window)
{
LOG_ERROR("GLFW: Failed to create window");
return 1;
}
glfwMakeContextCurrent(window);
// GL version info
glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]);
glVendor = (GLchar*)glGetString(GL_VENDOR);
std::stringstream ss;
ss << glVendor << " OpenGL " << glVersion[0] << "." << glVersion[1];
#ifdef DEBUG
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(window, ss.str().c_str());
// Initialize GLEW
if (glewInit() != GLEW_OK)
{
LOG_ERROR("GLEW: Initialization failed");
return 1;
}
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
}
Engine engine(argc, argv);
while (engine.Running())
engine.Tick();
return 0;
}
+4 -1
View File
@@ -1,7 +1,7 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.21005.1
VisualStudioVersion = 12.0.30110.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Returngeance", "Returngeance\Returngeance.vcxproj", "{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}"
EndProject
@@ -19,4 +19,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(Performance) = preSolution
HasPerformanceSessions = true
EndGlobalSection
EndGlobal
+73 -10
View File
@@ -39,14 +39,14 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(IncludePath)</IncludePath>
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-12.0;$(SolutionDir)\..\libs\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Debug;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Debug;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Debug;$(LibraryPath)</LibraryPath>
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(IncludePath)</IncludePath>
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-12.0;$(SolutionDir)\..\libs\glew-1.10.0\lib\Debug\Win32;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Debug;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Debug;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Debug;$(SolutionDir)\..\libs\SOIL\lib\Debug;$(LibraryPath)</LibraryPath>
<OutDir>$(SolutionDir)\..\bin\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\..\obj\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(IncludePath)</IncludePath>
<LibraryPath>$(BOOST_ROOT)\lib32-msvc-12.0;$(SolutionDir)\..\libs\glfw-3.0.4\lib\Release;$(SolutionDir)\..\libs\glew-1.10.0\lib\Release\Win32;$(SolutionDir)\..\libs\openal-soft-1.15.1\lib\Win32\Release;$(SolutionDir)\..\libs\bullet-2.82-r2704\lib\Release;$(LibraryPath)</LibraryPath>
<IncludePath>$(BOOST_ROOT);$(SolutionDir)\..\src;$(SolutionDir)\..\libs;$(SolutionDir)\..\libs\glew-1.10.0\include;$(SolutionDir)\..\libs\glfw-3.0.4\include;$(SolutionDir)\..\libs\glm-0.9.5.3;$(SolutionDir)\..\libs\openal-soft-1.15.1\include;$(SolutionDir)\..\libs\bullet-2.82-r2704\src;$(SolutionDir)\..\libs\SOIL\src;$(IncludePath)</IncludePath>
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