DuctTaped_GL/DGL/DGL_Entity.hpp

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/*
Title : Duct Taped GL: Entity
Author: Edward R. Gonzalez
Description:
Contains implementation for useful entity classes that brings together much of the OpenGL functionality to be used as individual objects.
*/
#pragma once
// DGL
#include "DGL_Types.hpp"
#include "DGL_Model.hpp"
#include "DGL_Shader.hpp"
#include "DGL_Utilities.hpp"
// Non-Standard C++
#include "Cpp_Alias.hpp"
namespace DGL
{
namespace Colors
{
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LinearColor Blue (0.3f , 0.3f , 0.6f , 1.0f);
LinearColor Coral (1.0f , 0.5f , 0.31f, 1.0f);
LinearColor DarkTone (0.21f , 0.21f, 0.21f, 1.0f);
LinearColor Green (0.10f , 0.60f, 0.20f, 1.0f);
LinearColor Grey (0.60f , 0.60f, 0.60f, 1.0f);
LinearColor Red (0.436f, 0.04f, 0.01f, 1.0f);
LinearColor WarmSphia(0.54f , 0.52f, 0.5f , 1.0f);
LinearColor White (0.8f , 0.80f, 0.80f, 1.0f);
}
class Light_Basic
{
public:
Light_Basic() :
color (Colors::White.Vector()),
position (Vector3 (0.0f) ),
scale (Vector3 (0.2f) ),
transform (CoordSpace(1.0f) ),
translationRadius(4.0f )
{}
VecColor GetColor()
{
return color;
}
Vector3 GetPosition()
{
return position;
}
void Load()
{
GenerateVertexBuffers(modelVAO, 1);
GenerateBuffers (modelVBO, 1);
GenerateBuffers (modelEBO, 1);
BindVertexArray(modelVAO);
BindBuffer(EBufferTarget::VertexAttributes, modelVBO);
BufferData<CubeVerts>(DefaultCube, EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
BindBuffer(EBufferTarget::VertexIndices, modelEBO);
BufferData<CubeElements>(DefaultCubeElements, EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
FormatVertexAttributes<CubeVerts::Vertex3>(0, EDataType::Float, ZeroOffset(), CubeVerts::Vertex3::ValueCount(), false);
UnbindVertexArray();
return;
}
void Update(double _delta)
{
static gFloat valueLoop = 0.0f;
transform = CoordSpace(1.0f);
position.x = translationRadius * sin(valueLoop);
position.z = translationRadius * cos(valueLoop);
transform = Translate(transform, position);
transform = Scale (transform, scale );
valueLoop += 0.31879f * gFloat(_delta);
return;
}
void Render(const CoordSpace& _projection, const CoordSpace& _viewport)
{
auto screenspaceTransform = _projection * _viewport * transform;
Basic_LightShader::Use(screenspaceTransform);
BindVertexArray(modelVAO);
BindBuffer(EBufferTarget::VertexIndices, modelEBO);
gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, SizeRef); SizeRef /= sizeof(unsigned int);
DrawElements(EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
//UnbindVertexArray();
Basic_LightShader::Stop();
return;
}
private:
VecColor color ;
Vector3 position ;
Vector3 scale ;
CoordSpace transform ;
gFloat translationRadius;
// Hardcoded Model
struct CubeVerts
{
struct Vertex3
{
gFloat x, y, z;
static constexpr gSize ValueCount() { return 3; }
};
Vertex3
f1, f2, f3, f4, // Front
b1, b2, b3, b4; // Back
}
DefaultCube =
{
// Front
{-1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
// Back
{-1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{ 1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f}
};
struct CubeElements
{
struct Edge3
{
struct TriIndex
{
gInt a, b, c;
};
TriIndex a, b;
};
Edge3 front, right, back, left, bottom, top;
}
DefaultCubeElements =
{
// Front
{ { 0, 1, 2 }, { 2, 3, 0 } },
// Right
{ { 1, 5, 6 }, { 6, 2, 1 } },
// Back
{ { 7, 6, 5 }, { 5, 4, 7 } },
// Left
{ { 4, 0, 3 }, { 3, 7, 4 } },
// Bottom
{ { 4, 5, 1 }, { 1, 0, 4 } },
// Top
{ { 3, 2, 6 }, { 6, 7, 3 } }
};
ID<VertexArray > modelVAO;
ID<VertexBuffer > modelVBO;
ID<ElementBuffer> modelEBO;
};
class Entity_Basic
{
public:
Entity_Basic() :
position (Vector3(0.0f) ),
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rotation (Vector3(0.0f) ),
scale (Vector3(1.0f) ),
model (NULL ),
transform(CoordSpace(1.0f))
{};
Entity_Basic(Model& _model, Material_Phong& _material) :
position (Vector3(0.0f) ),
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rotation (Vector3(0.0f) ),
scale (Vector3(1.0f) ),
model (&_model ),
transform(CoordSpace(1.0f)),
material (_material )
//type (_type )
{};
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void SetMaterial(Material_Phong& _material)
{
material = _material;
}
void SetModel(Model& _model)
{
model = &_model;
return;
}
void SetScale(gFloat _scaleBy)
{
scale = Vector3(_scaleBy);
return;
}
void SetPosition(const Vector3& _position)
{
position = _position;
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return;
}
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void Rotate(gFloat _rotationAmount, EAxis _axis)
{
switch (_axis)
{
case EAxis::X:
{
rotation.x += _rotationAmount;
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break;
}
case EAxis::Y:
{
rotation.y += _rotationAmount;
break;
}
case EAxis::Z:
{
rotation.z += _rotationAmount;
break;
}
}
return;
}
void Update()
{
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transform = CoordSpace(1.0f);
transform = DGL::Translate(transform, position);
transform = DGL::Rotate(transform, rotation.x, Vector3(1, 0, 0));
transform = DGL::Rotate(transform, rotation.y, Vector3(0, 1, 0));
transform = DGL::Rotate(transform, rotation.z, Vector3(0, 0, 1));
transform = DGL::Scale(transform, scale);
}
void Render(const CoordSpace& _projection, const CoordSpace& _viewport, const Vector3& _lightPosition, const VecColor& _lightColor)
{
PhongShader::Use(_projection, _viewport, transform, _lightPosition,_lightColor, material);
(*model).Render();
PhongShader::Stop();
return;
}
Entity_Basic& operator= (const Entity_Basic& _entity)
{
position = _entity.position ;
scale = _entity.scale ;
model = _entity.model ;
transform = _entity.transform;
material = _entity.material ;
return *this;
}
private:
// EEntityType type;
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Vector3 position ;
Vector3 rotation ;
Vector3 scale ;
Model* model ;
CoordSpace transform;
Material_Phong material ;
};
}