mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-11-10 04:24:52 -08:00
Started removing the excess adhesive... still a bit more to go...
This commit is contained in:
parent
d4bfec3944
commit
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19
Actions.hpp
19
Actions.hpp
@ -38,7 +38,7 @@ namespace Actions
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using ActionType = Delegate< FunctionType >;
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public:
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AAction(ActionType _actionToAssign, ActionParams... _params) :
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AAction(ro Ref(ActionType) _actionToAssign, ro Ref(ActionParams)... _params) :
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action(_actionToAssign),
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params(_params... ),
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done (false )
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@ -49,7 +49,7 @@ namespace Actions
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return done;
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}
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sfn IsSame(ActionParams... _paramsForAction) -> bool
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sfn IsSame(ro Ref(ActionParams)... _paramsForAction) -> bool
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{
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Tuple<ActionParams...> paramsToCheck(_paramsForAction...);
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@ -63,7 +63,7 @@ namespace Actions
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}
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}
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sfn ReInitalize(ActionParams... _params)
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sfn ReInitalize(ro Ref(ActionParams)... _params)
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{
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params = Tuple<ActionParams...> (_params...);
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@ -71,10 +71,10 @@ namespace Actions
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}
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private:
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sfn DoAction_Implementation(ActionParams... _params) { action(_params...); }
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sfn DoAction_Implementation(ro Ref(ActionParams)... _params) { action(_params...); }
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template<IndexType... TuplePackIndex> // TuplePackSequence<TuplePackIndex...>
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sfn ExpandTuple_CallDoActionImplementaiton(const Ref(Tuple<ActionParams...>) _paramsToExpand, std::index_sequence <TuplePackIndex...>)
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sfn ExpandTuple_CallDoActionImplementaiton(ro Ref(Tuple<ActionParams...>) _paramsToExpand, std::index_sequence <TuplePackIndex...>)
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{
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// ExpandTuplePack<TuplePackIndex>
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DoAction_Implementation(std::get<TuplePackIndex>(_paramsToExpand)...);
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@ -112,11 +112,6 @@ namespace Actions
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using AActions_Registry = std::map <TypeIndex , Managed_AActions>;
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public:
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template<typename Entry>
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sfn Available(Ref(Entry) _entry) -> bool
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{
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return _entry != aActions_Available.end() ? true : false;
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}
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template<typename Entry>
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sfn Contains(Ref(Entry) _entry) -> bool
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@ -132,7 +127,7 @@ namespace Actions
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}
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template<typename FunctionType, typename... ActionParams>
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sfn Request_AAction(Delegate< FunctionType> _actionToQueue, ActionParams... _paramsForAction) -> ptr<IAction>
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sfn Request_AAction(ro Ref(Delegate< FunctionType>) _actionToQueue, ro Ref(ActionParams)... _paramsForAction) -> ptr<IAction>
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{
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using ActionType = AAction < FunctionType, ActionParams...>;
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@ -196,7 +191,7 @@ namespace Actions
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public:
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template<typename FunctionType, typename... ActionParams>
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sfn AddToQueue(Delegate< FunctionType> _actionToQueue, ActionParams... _paramsForAction)
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sfn AddToQueue(ro Ref(Delegate< FunctionType>) _actionToQueue, ro Ref(ActionParams)... _paramsForAction)
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{
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using GeneratedActionType = AAction<FunctionType, ActionParams...>;
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@ -44,8 +44,11 @@ auto
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#define deduce \
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auto
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#define Ref(_type) \
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_type&
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#define ro \
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const
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#define Ref(...) \
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__VA_ARGS__&
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#define rRef(_type) \
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_type&&
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@ -68,18 +71,21 @@ using ptr = Type*;
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template<typename ReturnType, typename... ParamTypes>
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using FnPtr = ReturnType(*)(ParamTypes...);
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template<typename Type>
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using SPtr = std::shared_ptr<Type>;
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template<typename Type>
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using UPtr = std::unique_ptr<Type>;
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// Delegating
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template<typename FnType>
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using Delegate = std::function<FnType>;
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template<typename ReturnType, typename... ParamTypes>
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using Func = ReturnType(ParamTypes...);
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template<typename Type>
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using UPtr = std::unique_ptr<Type>;
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template<typename Type>
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using SPtr = std::shared_ptr<Type>;
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// Strings
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@ -90,8 +96,13 @@ using RawString = ptr<CharType>;
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using std::cout;
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using std::endl;
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using DataSize = std::size_t;
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using std::ifstream ;
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using std::ios ;
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using std::string ;
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using std::stringstream;
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using DataSize = std::size_t;
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using Thread = std::thread;
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template<typename... ObjectTypes>
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@ -120,7 +131,7 @@ sfn Address(Ref(Type) _instance) -> ptr<Type>
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}
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template<typename Type>
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sfn Dref(ptr<Type> _type) -> Ref(Type)
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sfn Dref(ro ptr<Type> _type) -> Ref(Type)
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{
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return *_type;
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}
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@ -141,14 +152,14 @@ sfn MakeSPtr(rRef(ParamTypes)... _params) -> SPtr<Type>
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// Exit
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sfn Exit(ExitCode _code)
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sfn Exit(ro ExitCode _code)
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{
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exit(int(_code));
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}
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// Error Stuff
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sfn ErrorRuntime(const Ref(std::runtime_error) _error)
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sfn ErrorRuntime(ro Ref(std::runtime_error) _error)
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{
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std::cout << "Runtime error occurred: " << _error.what() << std::endl;
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325
DGL.hpp
325
DGL.hpp
@ -1,331 +1,10 @@
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#pragma once
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// GLFW, GLEW, GLM
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#include <glew.h >
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#include <glfw3.h >
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#include <glm/glm.hpp >
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#include <glm/gtc/matrix_transform.hpp>
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// DGL
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#include "DGL_FundamentalTypes.hpp"
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#include "DGL_MiscTypes.hpp"
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#include "DGL_Types.hpp"
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#include "DGL_Enum.hpp"
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#include "DGL_Shader.hpp"
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#include "DGL_Buffers.hpp"
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#include "DGL_Space.hpp"
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#include "DGL_Model.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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// Aliases
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// C++ STL
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using std::cout;
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using std::endl;
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// GLFW
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using Monitor = GLFWmonitor;
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using TimeValInt = uint64_t;
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using TimeValDec = double;
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using Window = GLFWwindow;
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using WindowRefList = std::vector< ptr<Window> >;
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// Object Instances
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WindowRefList Windows;
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// Constants
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sfn constexpr NotShared () -> ptr<Window > { return NULL; }
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sfn constexpr WindowedMode() -> ptr<Monitor> { return NULL; }
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// Forward Declares
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sfn SwapBuffers(const ptr<Window> _window) -> void;
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// Functionality
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sfn CanClose(const ptr<Window> _theWindow)
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{
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return glfwWindowShouldClose(_theWindow);
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}
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sfn CanUseRawMouse()
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{
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return glfwRawMouseMotionSupported();
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}
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sfn CreateWindow
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(
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int _width,
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int _height,
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RawString<const char> _title,
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ptr <Monitor > _monitorToFullscreen,
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ptr <Window > _windowToShareResourcesWith
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)
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-> ptr<Window>
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{
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Windows.push_back(glfwCreateWindow(_width, _height, _title, _monitorToFullscreen, _windowToShareResourcesWith));
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try
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{
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if (Windows.back() == NULL)
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{
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throw std::runtime_error("Failed to create a window");
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}
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}
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catch (std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return Windows.back();
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}
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sfn CursorPositionUpdateBind(ptr<Window> _window, FnPtr<void, double, double> _functionToCall)
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{
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glfwSetCursorPosCallback(_window, GLFWcursorposfun(_functionToCall));
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}
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sfn DestoryWindow(const ptr<Window> _window)
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{
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using ElementType = decltype(Windows.begin());
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for (ElementType element = Windows.begin(); element != Windows.end(); element++)
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{
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if (*element == _window)
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{
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glfwDestroyWindow(_window);
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Windows.erase(element);
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}
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}
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return;
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}
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sfn GetCursorPosition(ptr<Window> _window, ptr<double> _xAxis, ptr<double> _yAxis)
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{
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glfwGetCursorPos(_window, _xAxis, _yAxis);
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}
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sfn GetMouseInputMode(ptr<Window> _contextWindowRef, EMouseMode _mode)
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{
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return glfwGetInputMode(_contextWindowRef, GLenum(_mode));
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}
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sfn GetRawTime() -> TimeValInt
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{
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return glfwGetTimerValue();
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}
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sfn GetTime() -> TimeValDec
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{
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return glfwGetTime();
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}
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sfn InitalizeGLFW()
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{
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try
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{
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std::cout << "Initializing GLFW Version: " << glfwGetVersionString() << std::endl;
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/* Initialize the library */
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if (!glfwInit())
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{
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throw std::runtime_error("Failed to initialize GLFW");
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}
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}
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return;
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}
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sfn InitalizeGLEW()
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{
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try
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{
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// If using GLEW version 1.13 or earlier
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//glewExperimental = true;
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std::cout << "Initializing Glew Version: " << glewGetString(GLEW_VERSION) << std::endl;
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GLenum err = glewInit();
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if (err != GLEW_OK)
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{
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// Problem: glewInit failed, something is seriously wrong.
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std::cout << "glewInit failed: " << glewGetErrorString(err) << std::endl;
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throw std::runtime_error("Failed to initialize GLFW");
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}
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cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
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}
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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}
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sfn KeyPressed(ptr<Window> _contextWindowRef, EKeyCodes _keyToCheck) -> bool
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{
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return glfwGetKey(_contextWindowRef, int(_keyToCheck));
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}
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template<typename... CodeType, typename = EKeyCodes>
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sfn KeysPressed(ptr<Window> _contextWindowRef, CodeType... _otherKeys) -> bool
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{
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return (KeyPressed(_contextWindowRef, _otherKeys) && ...) == true;
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}
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sfn PollEvents()
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{
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glfwPollEvents();
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return;
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}
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sfn ResetCursor(ptr<Window> _window, gFloat _screenCenterWidth, gFloat _screenCenterHeight)
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{
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glfwSetCursorPos(_window, _screenCenterWidth, _screenCenterHeight);
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glfwSetCursorPos(_window, 0, 0);
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}
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sfn RunBasicWindowLoop(const ptr<Window> _window)
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{
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/* Loop until the user closes the window */
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while (not CanClose(_window))
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{
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ClearBuffer(EFrameBuffer::Color);
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SwapBuffers(_window);
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PollEvents();
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}
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return;
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}
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sfn RunBasicWindowLoop_Timed(const ptr<Window> _window, TimeValDec _interval, Delegate< Func<void>> _renderProcedure)
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{
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TimeValDec start, end, deltaSinceClear = 0.0;
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while (not CanClose(_window))
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{
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start = GetTime();
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if (deltaSinceClear > _interval)
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{
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ClearBuffer(EFrameBuffer::Color, EFrameBuffer::Depth);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
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//glMatrixMode(GL_MODELVIEW);
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//glLoadIdentity();
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_renderProcedure();
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SwapBuffers(_window);
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PollEvents();
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}
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end = GetTime();
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deltaSinceClear = deltaSinceClear + end - start;
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}
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return;
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}
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sfn SetClearColor(LinearColor _colorToSet)
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{
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glClearColor(_colorToSet.Red, _colorToSet.Green, _colorToSet.Blue, _colorToSet.Alpha);
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}
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sfn SetCurrentContext(const ptr<Window> _window)
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{
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try
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{
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glfwMakeContextCurrent(_window);
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ptr< RawString<const char> > ErrorMsg = NULL;
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int code = glfwGetError(ErrorMsg);
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if (code == GLFW_NO_WINDOW_CONTEXT)
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{
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throw std::runtime_error( Dref(ErrorMsg) );
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}
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}
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catch (const std::runtime_error _error)
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{
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ErrorRuntime(_error);
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Exit(ExitCode::Failed);
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}
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return;
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}
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template<typename ModeParam>
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sfn SetInputMode(ptr<Window> _window, EMouseMode _mouseMode, ModeParam _modeParam)
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{
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glfwSetInputMode(_window, GLenum(_mouseMode), GLenum(_modeParam));
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}
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sfn SetPolygonMode(EFace _desiredFaces, ERenderMode _desiredMode)
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{
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glPolygonMode(GLenum(_desiredFaces), GLenum(_desiredMode));
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}
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sfn SwapBuffers(const ptr<Window> _window) -> void
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{
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glfwSwapBuffers(_window);
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return;
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}
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sfn TerminateGLFW()
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{
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glfwTerminate();
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return;
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}
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// RawTape
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}
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#include "DGL_Entity.hpp"
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|
@ -4,9 +4,8 @@
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#include <glew.h>
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// DGL
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#include "DGL_FundamentalTypes.hpp"
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#include "DGL_MiscTypes.hpp"
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#include "DGL_Enum.hpp"
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#include "DGL_Types.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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@ -15,14 +14,14 @@
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namespace DGL
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{
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sfn BindBuffer(const EBufferTarget _targetType, const ID<VertexBuffer> _buffer)
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sfn BindBuffer(EBufferTarget _targetType, ID<VertexBuffer> _buffer)
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{
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glBindBuffer(GLenum(_targetType), _buffer);
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return;
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}
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sfn BindVertexArray(const gUInt _referenceToTrackArray)
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sfn BindVertexArray(gUInt _referenceToTrackArray)
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{
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glBindVertexArray(_referenceToTrackArray);
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@ -30,27 +29,28 @@ namespace DGL
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}
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template<typename TypeOfData>
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sfn BufferData(ptr<TypeOfData> _data, const EBufferTarget _targetType, const EBufferUsage _usageType)
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sfn BufferData(ro Ref(TypeOfData) _data, EBufferTarget _targetType, EBufferUsage _usageType)
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{
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glBufferData(GLenum(_targetType), sizeof(TypeOfData), _data, GLenum(_usageType));
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glBufferData(GLenum(_targetType), sizeof(TypeOfData), Address(_data), GLenum(_usageType));
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return;
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}
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sfn BufferData(DataPtr _data, gSize _sizeOfData, const EBufferTarget _targetType, const EBufferUsage _usageType)
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template<typename Type>
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sfn BufferData(ro Ref(Type) _data, gSize _sizeOfData, EBufferTarget _targetType, EBufferUsage _usageType)
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{
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glBufferData(GLenum(_targetType), _sizeOfData, _data, GLenum(_usageType));
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glBufferData(GLenum(_targetType), _sizeOfData, Address(_data), GLenum(_usageType));
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}
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template<typename... Type, typename = EFrameBuffer>
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sfn ClearBuffer(const Type... _buffersToClear)
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sfn ClearBuffer(Type... _buffersToClear)
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{
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glClear((gBitfield(_buffersToClear) | ...));
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glClear( (gBitfield(_buffersToClear) | ...) );
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return;
|
||||
}
|
||||
|
||||
sfn DisableVertexAttributeArray(const gInt _vertexAttributeArrayIndex)
|
||||
sfn DisableVertexAttributeArray(gInt _vertexAttributeArrayIndex)
|
||||
{
|
||||
glDisableVertexAttribArray(_vertexAttributeArrayIndex);
|
||||
}
|
||||
@ -60,12 +60,12 @@ namespace DGL
|
||||
glDrawArrays(GLenum(_primitive), _startingIndex, _numToRender); // Starting from vertex 0; 3 vertices total -> 1 triangle.
|
||||
}
|
||||
|
||||
sfn DrawElements(EPrimitives _primitive, gSize _numElements, EDataType _dataType, DataPtr _offfsetAddressFromFirstIndex)
|
||||
sfn DrawElements(EPrimitives _primitive, gSize _numElements, EDataType _dataType, ro DataPtr _offfsetAddressFromFirstIndex)
|
||||
{
|
||||
glDrawElements(GLenum(_primitive), _numElements, GLenum(_dataType), _offfsetAddressFromFirstIndex);
|
||||
}
|
||||
|
||||
sfn EnableVertexAttributeArray(const gInt _vertexAttributeArrayIndex)
|
||||
sfn EnableVertexAttributeArray(gInt _vertexAttributeArrayIndex)
|
||||
{
|
||||
glEnableVertexAttribArray(_vertexAttributeArrayIndex);
|
||||
}
|
||||
@ -75,9 +75,9 @@ namespace DGL
|
||||
(
|
||||
gUInt _attributeIndex ,
|
||||
EDataType _vertexComponenetType ,
|
||||
ptr<void> _firstVertexComponentLocation,
|
||||
ro ptr<void> _firstVertexComponentLocation,
|
||||
gInt _numberOfVertexComponents ,
|
||||
EBool _shouldNormalize
|
||||
gBoolean _shouldNormalize
|
||||
)
|
||||
{
|
||||
glVertexAttribPointer
|
||||
@ -85,30 +85,47 @@ namespace DGL
|
||||
_attributeIndex ,
|
||||
_numberOfVertexComponents ,
|
||||
GLenum(_vertexComponenetType),
|
||||
GLenum(_shouldNormalize ),
|
||||
_shouldNormalize ,
|
||||
sizeof(VertType ),
|
||||
_firstVertexComponentLocation
|
||||
);
|
||||
}
|
||||
|
||||
sfn GenerateBuffers(ptr<gUInt> _bufferReferencer, uInt64 _numberOfBuffersToReserve)
|
||||
sfn GenerateBuffers(Ref(gUInt) _bufferReferencer, gSize _numberOfBuffersToReserve)
|
||||
{
|
||||
glGenBuffers(_numberOfBuffersToReserve, _bufferReferencer);
|
||||
glGenBuffers(_numberOfBuffersToReserve, Address(_bufferReferencer));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GenerateVertexBuffers(ptr<gUInt> __referenceRetainerToBuffer, uInt64 _numOfObjectsToReserveFor)
|
||||
sfn GenerateVertexBuffers(Ref(gUInt) __referenceRetainerToBuffer, gSize _numOfObjectsToReserveFor)
|
||||
{
|
||||
glGenVertexArrays(_numOfObjectsToReserveFor, __referenceRetainerToBuffer);
|
||||
glGenVertexArrays(_numOfObjectsToReserveFor, Address(__referenceRetainerToBuffer));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetBufferParameterIV(EBufferTarget _target, EBufferParam _param, ptr<gInt> _data)
|
||||
sfn GetBufferParameterIV(EBufferTarget _target, EBufferParam _param, Ref(gInt) _dataStore)
|
||||
{
|
||||
glGetBufferParameteriv(GLenum(_target), GLenum(_param), _data);
|
||||
glGetBufferParameteriv(GLenum(_target), GLenum(_param), Address(_dataStore));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Used to get an offset from a specified location.
|
||||
sfn Offset(uInt64 _offsetAmount)
|
||||
{
|
||||
return DataPtr(_offsetAmount);
|
||||
}
|
||||
|
||||
sfn UnbindVertexArray()
|
||||
{
|
||||
BindVertexArray(0);
|
||||
}
|
||||
|
||||
// Provides an zero offset pointer specifier.
|
||||
constexpr sfn ZeroOffset() -> ptr<void>
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
233
DGL_Entity.hpp
Normal file
233
DGL_Entity.hpp
Normal file
@ -0,0 +1,233 @@
|
||||
#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
|
||||
{
|
||||
LinearColor CoralColor(1.0f , 0.5f , 0.31f, 1.0f);
|
||||
LinearColor GreyColor (0.60f, 0.60f, 0.60f, 1.0f);
|
||||
LinearColor LightColor(1.0f , 1.0f , 1.0f , 1.0f);
|
||||
}
|
||||
|
||||
|
||||
class Light_Basic
|
||||
{
|
||||
public:
|
||||
Light_Basic() :
|
||||
color (Colors::LightColor.Vector()),
|
||||
position (Vector3 (0.0f) ),
|
||||
scale (Vector3 (0.2f) ),
|
||||
transform (CoordSpace(1.0f) ),
|
||||
translationRadius(4.0f )
|
||||
|
||||
{}
|
||||
|
||||
sfn GetColor() -> VecColor
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
sfn GetPosition() -> Vector3
|
||||
{
|
||||
return position;
|
||||
}
|
||||
|
||||
sfn 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();
|
||||
}
|
||||
|
||||
sfn Update()
|
||||
{
|
||||
transform = CoordSpace(1.0f);
|
||||
|
||||
position.x = translationRadius * sin(GetTime());
|
||||
position.z = translationRadius * cos(GetTime());
|
||||
|
||||
transform = Translate(transform, position);
|
||||
transform = Scale (transform, scale );
|
||||
}
|
||||
|
||||
sfn Render(ro Ref(CoordSpace) _projection, ro Ref(CoordSpace) _viewport)
|
||||
{
|
||||
deduce screenspaceTransform = _projection * _viewport * transform;
|
||||
|
||||
Basic_LampShader::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());
|
||||
|
||||
Basic_LampShader::Stop();
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
VecColor color ;
|
||||
Vector3 position ;
|
||||
Vector3 scale ;
|
||||
CoordSpace transform ;
|
||||
gFloat translationRadius;
|
||||
|
||||
|
||||
// Hardcoded Model
|
||||
|
||||
struct CubeVerts
|
||||
{
|
||||
struct Vertex3
|
||||
{
|
||||
gFloat x, y, z;
|
||||
|
||||
static constexpr sfn ValueCount() -> gSize { 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) ),
|
||||
model ("" ),
|
||||
transform(CoordSpace(1.0f))
|
||||
{};
|
||||
|
||||
Entity_Basic(Ref(Model) _model, Ref(Material_Phong) _material) :
|
||||
position (Vector3(0.0f) ),
|
||||
model (_model ),
|
||||
transform(CoordSpace(1.0f)),
|
||||
material (_material )
|
||||
//type (_type )
|
||||
{};
|
||||
|
||||
sfn Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
sfn Render(ro Ref(CoordSpace) _projection, ro Ref(CoordSpace) _viewport, ro Ref(Vector3) _lightPosition, ro Ref(VecColor) _lightColor)
|
||||
{
|
||||
PhongShader::Use(_projection, _viewport, transform, _lightPosition,_lightColor, material);
|
||||
|
||||
model.Render();
|
||||
|
||||
PhongShader::Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn operator= (ro Ref(Entity_Basic) _entity)->Ref(Entity_Basic)
|
||||
{
|
||||
position = _entity.position ;
|
||||
model = _entity.model ;
|
||||
transform = _entity.transform;
|
||||
material = _entity.material ;
|
||||
|
||||
return Dref(this);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
//EEntityType type;
|
||||
|
||||
Vector3 position ;
|
||||
Model model ;
|
||||
CoordSpace transform ;
|
||||
Material_Phong material ;
|
||||
};
|
||||
}
|
355
DGL_Model.hpp
355
DGL_Model.hpp
@ -3,57 +3,37 @@
|
||||
// DGL
|
||||
#include "DGL_Buffers.hpp"
|
||||
#include "DGL_Space.hpp"
|
||||
#include "DGL_Types.hpp"
|
||||
|
||||
// C++
|
||||
// Non-Standard C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace DGL
|
||||
{
|
||||
using std::string;
|
||||
|
||||
using UVList = std ::vector < Vector2>;
|
||||
using Vec3Int = Generic::Vector3< gUInt >;
|
||||
using Vec2Int = Generic::Vector2< gUInt >;
|
||||
using VertexList = std ::vector < Vector3>;
|
||||
using VIndexList = std ::vector < gInt >;
|
||||
|
||||
|
||||
|
||||
sfn Offset(gInt _offsetAmount)
|
||||
{
|
||||
return ptr<void>(_offsetAmount);
|
||||
}
|
||||
|
||||
constexpr sfn ZeroOffset() -> ptr<void>
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
struct VertexGenerator
|
||||
{
|
||||
using ComponentList = std::vector< gFloat>;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
ComponentList comp;
|
||||
|
||||
|
||||
|
||||
// TODO: De-hard-code this generator to do any vector size.
|
||||
sfn GetVector() -> Vector3
|
||||
sfn AddComponent(gFloat _float)
|
||||
{
|
||||
return Vector3(comp.at(0), comp.at(1), comp.at(2));
|
||||
comp.push_back(_float);
|
||||
}
|
||||
|
||||
// TODO: De-hard-code this generator to do any vector size.
|
||||
sfn GetVector2() -> Vector2
|
||||
{
|
||||
return Vector2(comp.at(0), comp.at(1));
|
||||
}
|
||||
|
||||
sfn GetVector3() -> Vector3
|
||||
{
|
||||
return Vector3(comp.at(0), comp.at(1), comp.at(2));
|
||||
}
|
||||
|
||||
void Normalize()
|
||||
{
|
||||
using std::pow ;
|
||||
@ -75,6 +55,10 @@ namespace DGL
|
||||
*element /= magnitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
ComponentList comp;
|
||||
};
|
||||
|
||||
|
||||
@ -141,46 +125,122 @@ namespace DGL
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct Model
|
||||
// TODO: Add support for textures...
|
||||
class Model
|
||||
{
|
||||
ID<VertexArray > VAO;
|
||||
ID<VertexBuffer > VBO;
|
||||
ID<NormalBuffer > NBO;
|
||||
ID<TextureBuffer> TBO;
|
||||
ID<ElementBuffer> EBO;
|
||||
private:
|
||||
// Not the most efficient method to do normals, but works.
|
||||
sfn generateNormals() -> void
|
||||
{
|
||||
normals.resize(verticies.size(), Vector3(0.0f));
|
||||
|
||||
const string FilePath;
|
||||
for (int faceIndex = 0; faceIndex < faces.size(); faceIndex++)
|
||||
{
|
||||
int vertexIndex1 = faces[faceIndex].Vertexes[0],
|
||||
vertexIndex2 = faces[faceIndex].Vertexes[1],
|
||||
vertexIndex3 = faces[faceIndex].Vertexes[2];
|
||||
|
||||
VertexList Verticies ;
|
||||
VertexList VertNormals;
|
||||
Vector3 edge1 = verticies[vertexIndex2] - verticies[vertexIndex1],
|
||||
edge2 = verticies[vertexIndex3] - verticies[vertexIndex1],
|
||||
|
||||
VertexList RAWVertex ;
|
||||
VertexList VertNormalsRAW;
|
||||
normal = GetDirection(GetCrossNormal(edge1, edge2));
|
||||
|
||||
UVList TextureMap ;
|
||||
FaceList Faces ;
|
||||
VIndexList Indicies ;
|
||||
faces[faceIndex].Normals[0] = vertexIndex1;
|
||||
faces[faceIndex].Normals[1] = vertexIndex2;
|
||||
faces[faceIndex].Normals[2] = vertexIndex3;
|
||||
|
||||
normals[vertexIndex1] = normal;
|
||||
normals[vertexIndex2] = normal;
|
||||
normals[vertexIndex3] = normal;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
Model(const Ref(string) _filePath) :
|
||||
VAO(-1),
|
||||
VBO(-1),
|
||||
NBO(-1),
|
||||
EBO(-1),
|
||||
FilePath (_filePath ),
|
||||
Verticies (VertexList()),
|
||||
VertNormals(VertexList()),
|
||||
TextureMap (UVList ()),
|
||||
Faces (FaceList ())
|
||||
Model(ro Ref(string) _filePath) :
|
||||
vertexArrayID (0 ),
|
||||
vertexBufferID (0 ),
|
||||
normalBuffferID(0 ),
|
||||
textureBufferID(0 ),
|
||||
elementBufferID(0 ),
|
||||
filePath (_filePath ),
|
||||
verticies (VertexList()),
|
||||
normals (VertexList()),
|
||||
textureUVs (UVList ()),
|
||||
faces (FaceList ())
|
||||
{}
|
||||
|
||||
// TODO: Add support for textures...
|
||||
|
||||
// Hardcoded to only do the verticies and normals for now...
|
||||
sfn Buffer()
|
||||
{
|
||||
GenerateVertexBuffers(vertexArrayID , 1);
|
||||
GenerateBuffers (vertexBufferID , 1);
|
||||
GenerateBuffers (normalBuffferID, 1);
|
||||
GenerateBuffers (elementBufferID, 1);
|
||||
|
||||
|
||||
if (normals.size() == 0)
|
||||
{
|
||||
generateNormals();
|
||||
}
|
||||
|
||||
|
||||
BindVertexArray(vertexArrayID);
|
||||
|
||||
|
||||
// Vertex Position Buffering
|
||||
|
||||
BindBuffer(EBufferTarget::VertexAttributes, vertexBufferID);
|
||||
|
||||
BufferData(verticies[0], gSize(verticies.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, false);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
|
||||
|
||||
// Normal Buffering
|
||||
|
||||
if (normals.size() != 0)
|
||||
{
|
||||
BindBuffer(EBufferTarget::VertexAttributes, normalBuffferID);
|
||||
|
||||
BufferData(normals[0], gSize(normals.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, false);
|
||||
|
||||
EnableVertexAttributeArray(1);
|
||||
}
|
||||
|
||||
|
||||
// Texture buffering
|
||||
// TODO: Fix this.
|
||||
|
||||
if (textureUVs.size() != 0)
|
||||
{
|
||||
//glBindTexture(TBO, GL_TEXTURE_2D);
|
||||
|
||||
//BufferData(Address(TextureMap[0]), TextureMap.size() * sizeof(Vector2), EBufferTarget::TextureData, EBufferUsage::StaticDraw);
|
||||
|
||||
//FormatVertexAttributes<Vector2>(2, EDataType::Float, ZeroOffset(), 2, EBool::False);
|
||||
|
||||
//EnableVertexAttributeArray(2);
|
||||
}
|
||||
|
||||
|
||||
|
||||
BindBuffer(EBufferTarget::VertexIndices, elementBufferID);
|
||||
|
||||
BufferData(faces[0], gSize(faces.size() * sizeof(Face)), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
|
||||
|
||||
|
||||
UnbindVertexArray(); // Unbind vertex array.
|
||||
}
|
||||
|
||||
sfn Load()
|
||||
{
|
||||
using std::cout ;
|
||||
using std::endl ;
|
||||
using std::get ;
|
||||
using std::getline ;
|
||||
using std::ifstream ;
|
||||
@ -190,7 +250,7 @@ namespace DGL
|
||||
|
||||
|
||||
|
||||
ifstream fileBuffer; fileBuffer.open(FilePath);
|
||||
ifstream fileBuffer; fileBuffer.open(filePath);
|
||||
|
||||
|
||||
|
||||
@ -202,10 +262,10 @@ namespace DGL
|
||||
{
|
||||
_vertexStream >> componentValue >> ws;
|
||||
|
||||
vertex.comp.push_back(componentValue);
|
||||
vertex.AddComponent(componentValue);
|
||||
}
|
||||
|
||||
Verticies.push_back(vertex.GetVector());
|
||||
verticies.push_back(vertex.GetVector3());
|
||||
};
|
||||
|
||||
deduce processNormals = [&](Ref(stringstream) _normalStream)
|
||||
@ -216,12 +276,12 @@ namespace DGL
|
||||
{
|
||||
_normalStream >> componentValue >> ws;
|
||||
|
||||
normal.comp.push_back(componentValue);
|
||||
normal.AddComponent(componentValue);
|
||||
}
|
||||
|
||||
normal.Normalize();
|
||||
|
||||
VertNormals.push_back(normal.GetVector());
|
||||
normals.push_back(normal.GetVector3());
|
||||
};
|
||||
|
||||
deduce processTexture = [&](Ref(stringstream) _normalStream)
|
||||
@ -232,10 +292,10 @@ namespace DGL
|
||||
{
|
||||
_normalStream >> componentValue >> ws;
|
||||
|
||||
texture.comp.push_back(componentValue);
|
||||
texture.AddComponent(componentValue);
|
||||
}
|
||||
|
||||
TextureMap.push_back(texture.GetVector2());
|
||||
textureUVs.push_back(texture.GetVector2());
|
||||
};
|
||||
|
||||
deduce processFace = [&](Ref(stringstream) _faceStream)
|
||||
@ -248,7 +308,7 @@ namespace DGL
|
||||
|
||||
faceMade.AddVertexIndex(vertexIndex - 1);
|
||||
|
||||
Indicies.push_back(vertexIndex - 1);
|
||||
indicies.push_back(vertexIndex - 1);
|
||||
|
||||
if (_faceStream.peek() == '/')
|
||||
{
|
||||
@ -262,7 +322,7 @@ namespace DGL
|
||||
|
||||
faceMade.AddNormalIndex(normalIndex -1);
|
||||
|
||||
Indicies.push_back(normalIndex - 1);
|
||||
indicies.push_back(normalIndex - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -278,17 +338,15 @@ namespace DGL
|
||||
|
||||
faceMade.AddNormalIndex(normalIndex - 1);
|
||||
|
||||
Indicies.push_back(normalIndex - 1);
|
||||
indicies.push_back(normalIndex - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Faces.push_back(faceMade.GetFace());
|
||||
faces.push_back(faceMade.GetFace());
|
||||
};
|
||||
|
||||
|
||||
|
||||
if (fileBuffer.is_open())
|
||||
{
|
||||
stringstream stringBuffer;
|
||||
@ -325,130 +383,65 @@ namespace DGL
|
||||
}
|
||||
}
|
||||
|
||||
fileBuffer.close();
|
||||
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw std::runtime_error("Could not open file to load model.");
|
||||
}
|
||||
|
||||
fileBuffer.close();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
sfn GenerateNormals()
|
||||
{
|
||||
VertNormals.resize(Verticies.size());
|
||||
|
||||
for (int index = 0; index < Faces.size(); index++)
|
||||
{
|
||||
int vertexIndex1 = Faces[index].Vertexes[0],
|
||||
vertexIndex2 = Faces[index].Vertexes[1],
|
||||
vertexIndex3 = Faces[index].Vertexes[2];
|
||||
|
||||
Vector3 edge1 = Verticies[vertexIndex2] - Verticies[vertexIndex1],
|
||||
edge2 = Verticies[vertexIndex3] - Verticies[vertexIndex1],
|
||||
|
||||
normal = GetDirection(GetCrossNormal(edge1, edge2));
|
||||
|
||||
Faces[index].Normals[0] = vertexIndex1;
|
||||
Faces[index].Normals[1] = vertexIndex2;
|
||||
Faces[index].Normals[2] = vertexIndex3;
|
||||
|
||||
VertNormals[vertexIndex1] = normal;
|
||||
VertNormals[vertexIndex2] = normal;
|
||||
VertNormals[vertexIndex3] = normal;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template<typename Type>
|
||||
sfn RoundOff(Type _value, gInt _numDigitsToKeep) -> Type
|
||||
{
|
||||
uInt64 Rounder = pow(10, _numDigitsToKeep);
|
||||
|
||||
return round(_value * Rounder) / Rounder;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Hardcoded to only do the verticies and normals for now...
|
||||
sfn Buffer()
|
||||
{
|
||||
GenerateVertexBuffers(Address(VAO), 1);
|
||||
GenerateBuffers (Address(VBO), 1);
|
||||
GenerateBuffers (Address(NBO), 1);
|
||||
//glGenTextures (1, Address(TBO));
|
||||
GenerateBuffers (Address(EBO), 1);
|
||||
|
||||
|
||||
if (VertNormals.size() == 0)
|
||||
{
|
||||
GenerateNormals();
|
||||
}
|
||||
|
||||
|
||||
BindVertexArray(VAO);
|
||||
|
||||
BindBuffer(EBufferTarget::VertexAttributes, VBO);
|
||||
|
||||
BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
|
||||
|
||||
|
||||
if (VertNormals.size() != 0)
|
||||
{
|
||||
BindBuffer(EBufferTarget::VertexAttributes, NBO);
|
||||
|
||||
BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);
|
||||
|
||||
EnableVertexAttributeArray(1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*if (TextureMap.size() != 0)
|
||||
{
|
||||
glBindTexture(TBO, GL_TEXTURE_2D);
|
||||
|
||||
BufferData(Address(TextureMap[0]), TextureMap.size() * sizeof(Vector2), EBufferTarget::TextureData, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector2>(2, EDataType::Float, ZeroOffset(), 2, EBool::False);
|
||||
|
||||
EnableVertexAttributeArray(2);
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
BindBuffer(EBufferTarget::VertexIndices, EBO);
|
||||
|
||||
BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
|
||||
BindVertexArray(0);
|
||||
}
|
||||
|
||||
sfn Render()
|
||||
{
|
||||
BindVertexArray(VAO);
|
||||
BindVertexArray(vertexArrayID);
|
||||
|
||||
|
||||
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, Address(Size));
|
||||
|
||||
Size /= sizeof(gUInt);
|
||||
gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, SizeRef); SizeRef /= sizeof(gUInt);
|
||||
|
||||
|
||||
DrawElements(EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
|
||||
DrawElements(EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
|
||||
|
||||
BindVertexArray(0);
|
||||
|
||||
UnbindVertexArray();
|
||||
}
|
||||
|
||||
sfn operator= (ro Ref(Model) _model) -> Ref(Model)
|
||||
{
|
||||
vertexArrayID = _model.vertexArrayID ;
|
||||
vertexBufferID = _model.vertexBufferID ;
|
||||
normalBuffferID = _model.normalBuffferID;
|
||||
textureBufferID = _model.textureBufferID;
|
||||
elementBufferID = _model.elementBufferID;
|
||||
|
||||
filePath = _model.filePath;
|
||||
|
||||
verticies = _model.verticies ;
|
||||
normals = _model.normals ;
|
||||
textureUVs = _model.textureUVs;
|
||||
faces = _model.faces ;
|
||||
indicies = _model.indicies ;
|
||||
|
||||
return Dref(this);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// Components
|
||||
|
||||
ID<VertexArray > vertexArrayID ;
|
||||
ID<VertexBuffer > vertexBufferID ;
|
||||
ID<NormalBuffer > normalBuffferID;
|
||||
ID<TextureBuffer> textureBufferID;
|
||||
ID<ElementBuffer> elementBufferID;
|
||||
|
||||
string filePath;
|
||||
|
||||
VertexList verticies ;
|
||||
VertexList normals ;
|
||||
UVList textureUVs;
|
||||
FaceList faces ;
|
||||
VIndexList indicies ;
|
||||
};
|
||||
};
|
||||
|
371
DGL_Shader.hpp
371
DGL_Shader.hpp
@ -2,52 +2,23 @@
|
||||
|
||||
//DGL
|
||||
#include "DGL_Enum.hpp"
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
#include "DGL_MiscTypes.hpp"
|
||||
#include "DGL_Types.hpp"
|
||||
#include "DGL_Buffers.hpp"
|
||||
#include "DGL_Space.hpp"
|
||||
|
||||
// Non-Standard C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace DGL
|
||||
{
|
||||
// Some Raw Source Defaults:
|
||||
|
||||
RawString<const char> RawVertextShaderSource =
|
||||
"#version 330 core\n"
|
||||
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||
"}\0";
|
||||
|
||||
RawString<const char> RawFragmentShaderSource =
|
||||
"#version 400\n"
|
||||
|
||||
"out vec4 frag_colour;"
|
||||
|
||||
"void main() {"
|
||||
|
||||
" frag_colour = vec4(0.5, 0.0, 0.5, 1.0);"
|
||||
|
||||
"}";
|
||||
|
||||
|
||||
// Default Shaders
|
||||
|
||||
ID<ShaderProgram> RawShader ,
|
||||
SimpleShader ;
|
||||
|
||||
|
||||
|
||||
// Forward Declarations
|
||||
|
||||
sfn GetShaderInfo ( ID<Shader > _shader , gSize _logLength , ptr<gSize> _infoLengthRef , RawString<gChar> _infoLogRef ) -> void;
|
||||
sfn QueryShader ( ID<Shader > _shaderToQuery , EShaderInfo _shaderInfoDesired, ptr<gInt > _requestedInfoObject ) -> void;
|
||||
sfn MakeShader (Ref(ID<Shader >) _shaderIDHolder , EShaderType _typeOfShader , uInt64 _numberOfStringElements , ptr<RawString<const gChar>> _sourceCode, ptr<const gInt> _lengthsOfStrings) -> void;
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, const ID<Shader> _vertexShader , const ID<Shader> _fragShader ) -> void;
|
||||
sfn MakeShader (Ref(ID<Shader >) _shaderIDHolder , EShaderType _typeOfShader , uInt64 _numberOfStringElements , ro ptr<RawString<ro gChar>> _sourceCode, ro ptr<gInt> _lengthsOfStrings) -> void;
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder,ro ID<Shader> _vertexShader , ro ID<Shader> _fragShader ) -> void;
|
||||
|
||||
|
||||
|
||||
@ -57,7 +28,7 @@ namespace DGL
|
||||
{
|
||||
GLint uniforms;
|
||||
|
||||
glGetProgramiv(_shaderToQueryForUniforms, GL_ACTIVE_UNIFORMS, &uniforms);
|
||||
glGetProgramiv(_shaderToQueryForUniforms, GL_ACTIVE_UNIFORMS, Address(uniforms));
|
||||
|
||||
for (int uniformIndex = 0; uniformIndex < uniforms; uniformIndex++)
|
||||
{
|
||||
@ -67,7 +38,7 @@ namespace DGL
|
||||
|
||||
char name[100];
|
||||
|
||||
glGetActiveUniform(_shaderToQueryForUniforms, GLuint(uniformIndex), sizeof(name) - 1, &name_len, &num, &type, name);
|
||||
glGetActiveUniform(_shaderToQueryForUniforms, GLuint(uniformIndex), sizeof(name) - 1, Address(name_len), Address(num), Address(type), name);
|
||||
|
||||
name[name_len] = 0;
|
||||
}
|
||||
@ -82,14 +53,14 @@ namespace DGL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn BindShaderSource(ID<Shader> _shader, uInt64 _numberOfStringElements, ptr< RawString<const gChar>> _sourceCode, ptr<const gInt> _lengthsOfStrings)
|
||||
sfn BindShaderSource(ID<Shader> _shader, gSize _numberOfStringElements, ro ptr<RawString<ro gChar>> _sourceCode, ro ptr<gInt> _lengthsOfStrings)
|
||||
{
|
||||
glShaderSource(_shader, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
|
||||
glShaderSource(_shader, _numberOfStringElements, _sourceCode, _lengthsOfStrings); //Address(_sourceCode), Address(_lengthsOfStrings));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn CompileShader(const ID<Shader> _shaderToCompile)
|
||||
sfn CompileShader(ID<Shader> _shaderToCompile)
|
||||
{
|
||||
glCompileShader(_shaderToCompile);
|
||||
|
||||
@ -144,21 +115,21 @@ namespace DGL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetShaderInfo(ID<Shader> _shader, gSize _logLength, ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
sfn GetShaderInfo(ID<Shader> _shader, gSize _logLength, ro ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
{
|
||||
glGetShaderInfoLog(_shader, _logLength, _infoLengthRef, _infoLogRef);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
sfn GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, ro ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
|
||||
{
|
||||
glGetProgramInfoLog(_shaderProgram, _logLength, _infoLengthRef, _infoLogRef);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn GetUniformVariable(const ID<ShaderProgram> _programID, RawString<const char> _nameOfVariable) -> ID<Matrix>
|
||||
sfn GetUniformVariable(const ID<ShaderProgram> _programID, ro RawString<const char> _nameOfVariable) -> ID<Matrix>
|
||||
{
|
||||
return glGetUniformLocation(_programID, _nameOfVariable);
|
||||
}
|
||||
@ -184,15 +155,9 @@ namespace DGL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn LoadShaders(RawString<const char> _vertexShaderFilePath, RawString<const char> _fragmentShaderFilePath) -> ID<ShaderProgram>
|
||||
sfn LoadShaders(RawString<ro char> _vertexShaderFilePath, RawString<ro char> _fragmentShaderFilePath) -> ID<ShaderProgram>
|
||||
{
|
||||
using std::cout ;
|
||||
using std::endl ;
|
||||
using std::ifstream ;
|
||||
using std::ios ;
|
||||
using std::string ;
|
||||
using std::stringstream;
|
||||
using std::vector ;
|
||||
using std::vector;
|
||||
|
||||
|
||||
string vertexShaderCode ;
|
||||
@ -204,8 +169,6 @@ namespace DGL
|
||||
vertexShaderFileStream .open(_vertexShaderFilePath);
|
||||
fragmentShaderFileStream.open(_fragmentShaderFilePath);
|
||||
|
||||
try
|
||||
{
|
||||
if (vertexShaderFileStream.is_open() and fragmentShaderFileStream.is_open())
|
||||
{
|
||||
stringstream vertSourceStrStream;
|
||||
@ -255,21 +218,14 @@ namespace DGL
|
||||
|
||||
return generatedProgram;
|
||||
}
|
||||
catch (const std::runtime_error _error)
|
||||
{
|
||||
ErrorRuntime(_error);
|
||||
|
||||
Exit(ExitCode::Failed);
|
||||
}
|
||||
}
|
||||
|
||||
sfn MakeShader
|
||||
(
|
||||
Ref(ID<Shader>) _shaderIDHolder ,
|
||||
Ref(ID<Shader> ) _shaderIDHolder ,
|
||||
EShaderType _typeOfShader ,
|
||||
uInt64 _numberOfStringElements,
|
||||
ptr<RawString<const gChar>> _sourceCode ,
|
||||
ptr< const gInt > _lengthsOfStrings
|
||||
gSize _numberOfStringElements,
|
||||
ro ptr<RawString<ro gChar>> _sourceCode ,
|
||||
ro ptr< gInt > _lengthsOfStrings
|
||||
)
|
||||
-> void
|
||||
{
|
||||
@ -282,7 +238,7 @@ namespace DGL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, const ID<Shader> _vertexShader, const ID<Shader> _fragShader) -> void
|
||||
sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, ID<Shader> _vertexShader, ID<Shader> _fragShader) -> void
|
||||
{
|
||||
_shaderProgramIDHolder = CreateShaderProgram();
|
||||
|
||||
@ -307,6 +263,8 @@ namespace DGL
|
||||
|
||||
GetShaderProgramInfo(_shaderProgramIDHolder, infoLogLength, NULL, Address(ErrorMessage.at(0)));
|
||||
|
||||
cout << (char*)&ErrorMessage[0] << endl;
|
||||
|
||||
throw std::runtime_error(Address(ErrorMessage.at(0)));
|
||||
}
|
||||
else
|
||||
@ -322,16 +280,23 @@ namespace DGL
|
||||
}
|
||||
|
||||
// MVA: MatrixVariableArray
|
||||
sfn SetUniformVariable_MVA(const ID<Matrix> _matrixID, const gSize _numMatricies, const EBool _shouldTransposeValues, ptr<const float> _dataPtr)
|
||||
sfn SetUniformVariable_MVA(ID<Matrix> _matrixID, gSize _numMatricies, gBoolean _shouldTransposeValues, ro Ref(gFloat) _dataPtr)
|
||||
{
|
||||
glUniformMatrix4fv(_matrixID, _numMatricies, GLenum(_shouldTransposeValues), _dataPtr);
|
||||
glUniformMatrix4fv(_matrixID, _numMatricies, _shouldTransposeValues, Address(_dataPtr));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetUniformVariable_Vector3(const ID<Vec3> _ID, const gSize _numColor3, ptr<const gFloat> _dataPtr)
|
||||
sfn SetUniformVariable_Vector3(ID<Vec3> _ID, gSize _num, ro Ref(gFloat) _dataPtr)
|
||||
{
|
||||
glUniform3fv(_ID, _numColor3, _dataPtr);
|
||||
glUniform3fv(_ID, _num, Address(_dataPtr));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetUniformVariable_Float(ID<gFloat> _ID, gFloat _data)
|
||||
{
|
||||
glUniform1f(_ID, _data);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -344,15 +309,137 @@ namespace DGL
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Shader Class
|
||||
|
||||
//class Shader_PhongBasic
|
||||
//{
|
||||
//public:
|
||||
// Shader_PhongBasic()
|
||||
// {
|
||||
// LoadShader();
|
||||
// };
|
||||
|
||||
|
||||
// sfn LoadShader()
|
||||
// {
|
||||
// shaderID = LoadShaders("PhongShader_Deprecated.vert", "PhongShader_Deprecated.frag");
|
||||
|
||||
// inverseModelSpaceID = GetUniformVariable(shaderID, "InverseModelSpace");
|
||||
// modelSpaceID = GetUniformVariable(shaderID, "ModelSpace" );
|
||||
// projectionID = GetUniformVariable(shaderID, "Projection" );
|
||||
// viewportID = GetUniformVariable(shaderID, "Viewport" );
|
||||
|
||||
// objectColorID = GetUniformVariable(shaderID, "ObjectColor" );
|
||||
// lightColorID = GetUniformVariable(shaderID, "LightColor" );
|
||||
// lightPositionID = GetUniformVariable(shaderID, "LightPosition");
|
||||
// viewPositionID = GetUniformVariable(shaderID, "ViewPosition" );
|
||||
|
||||
// return;
|
||||
// }
|
||||
|
||||
// sfn Use
|
||||
// (
|
||||
// ro Ref(CoordSpace) _projection ,
|
||||
// ro Ref(CoordSpace) _viewport ,
|
||||
// ro Ref(CoordSpace) _objectTransform ,
|
||||
// ro Ref(Vector3 ) _objectColor ,
|
||||
// ro Ref(Vector3 ) _lightPosition ,
|
||||
// ro Ref(Vector3 ) _lightColor ,
|
||||
// ro Ref(Vector3 ) _viewPosition
|
||||
// )
|
||||
// {
|
||||
// CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
|
||||
|
||||
// UseProgramShader(shaderID);
|
||||
|
||||
// SetUniformVariable_MVA(inverseModelSpaceID, 1, false, inverseTransform[0][0]);
|
||||
// SetUniformVariable_MVA(modelSpaceID , 1, false, _objectTransform[0][0]);
|
||||
// SetUniformVariable_MVA(projectionID , 1, false, _projection [0][0]);
|
||||
// SetUniformVariable_MVA(viewportID , 1, false, _viewport [0][0]);
|
||||
|
||||
// SetUniformVariable_Vector3(lightPositionID, 1, _lightPosition[0]);
|
||||
|
||||
// SetUniformVariable_Vector3(objectColorID , 1, _objectColor [0]);
|
||||
// SetUniformVariable_Vector3(lightColorID , 1, _lightColor [0]);
|
||||
// SetUniformVariable_Vector3(viewPositionID, 1, _viewPosition[0]);
|
||||
|
||||
// EnableVertexAttributeArray(0);
|
||||
// EnableVertexAttributeArray(1);
|
||||
// //EnableVertexAttributeArray(2);
|
||||
|
||||
// return;
|
||||
// }
|
||||
|
||||
// sfn Stop()
|
||||
// {
|
||||
// //DisableVertexAttributeArray(2);
|
||||
// DisableVertexAttributeArray(1);
|
||||
// DisableVertexAttributeArray(0);
|
||||
|
||||
// return;
|
||||
// }
|
||||
|
||||
|
||||
// Declarations
|
||||
|
||||
//private:
|
||||
|
||||
// ID<ShaderProgram> shaderID;
|
||||
|
||||
// ID<CoordSpace> modelSpaceID, inverseModelSpaceID, viewportID, projectionID;
|
||||
|
||||
// ID<Vec3> lightPositionID, viewPositionID, objectColorID, lightColorID;
|
||||
|
||||
// gInt vertexIndexID, normalIndexID;
|
||||
//};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Old
|
||||
|
||||
// Some Raw Source Defaults:
|
||||
|
||||
RawString<const char> RawVertextShaderSource =
|
||||
"#version 330 core\n"
|
||||
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||
"}\0";
|
||||
|
||||
RawString<const char> RawFragmentShaderSource =
|
||||
"#version 400\n"
|
||||
|
||||
"out vec4 frag_colour;"
|
||||
|
||||
"void main() {"
|
||||
|
||||
" frag_colour = vec4(0.5, 0.0, 0.5, 1.0);"
|
||||
|
||||
"}";
|
||||
|
||||
|
||||
// Default Shaders
|
||||
|
||||
ID<ShaderProgram> RawShader ,
|
||||
SimpleShader ;
|
||||
|
||||
|
||||
|
||||
namespace SS_Transformed
|
||||
{
|
||||
ID<ShaderProgram> Shader;
|
||||
|
||||
ID<CoordSpace> ScreenSpaceVarID;
|
||||
|
||||
sfn UpdateShader(Ref(CoordSpace) _screenSpace)
|
||||
sfn UpdateShader(ro Ref(CoordSpace) _screenSpace)
|
||||
{
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, DGL::EBool::False, Address(_screenSpace[0][0]));
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, false, _screenSpace[0][0]);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -385,23 +472,27 @@ namespace DGL
|
||||
LightColorID = GetUniformVariable(Shader, "LightColor" );
|
||||
}
|
||||
|
||||
sfn Use(Ref(CoordSpace) _cubeTransform, Ref(Vector3) _objectColor, Ref(Vector3) _lightColor)
|
||||
{
|
||||
UseProgramShader(Shader);
|
||||
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, EBool::False, Address(_cubeTransform[0][0]));
|
||||
|
||||
SetUniformVariable_Vector3(ObjectColorID, 1, Address(_objectColor[0]));
|
||||
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
}
|
||||
|
||||
sfn Stop()
|
||||
{
|
||||
DisableVertexAttributeArray(0);
|
||||
DisableVertexAttributeArray(1);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Use(Ref(CoordSpace) _cubeTransform, Ref(Vector3) _objectColor, Ref(Vector3) _lightColor)
|
||||
{
|
||||
UseProgramShader(Shader);
|
||||
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, false, _cubeTransform[0][0]);
|
||||
|
||||
SetUniformVariable_Vector3(ObjectColorID, 1, _objectColor[0]);
|
||||
SetUniformVariable_Vector3(LightColorID , 1, _lightColor [0]);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@ -416,34 +507,50 @@ namespace DGL
|
||||
Shader = LoadShaders("SimpleTransform.vert", "BasicLamp.frag");
|
||||
|
||||
ScreenSpaceVarID = GetUniformVariable(Shader, "ScreenSpaceTransform");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetupLampRender(Ref(CoordSpace) _lampTransform)
|
||||
sfn Use(ro Ref(CoordSpace) _lampTransform)
|
||||
{
|
||||
UseProgramShader(Shader);
|
||||
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, EBool::False, Address(_lampTransform[0][0]));
|
||||
SetUniformVariable_MVA(ScreenSpaceVarID, 1, false, _lampTransform[0][0]);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Stop()
|
||||
{
|
||||
DisableVertexAttributeArray(0);
|
||||
DisableVertexAttributeArray(1);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
struct Material_Phong
|
||||
{
|
||||
VecColor Color ;
|
||||
gFloat Ambience;
|
||||
gFloat Diffuse ;
|
||||
gFloat Specular;
|
||||
};
|
||||
|
||||
namespace PhongShader
|
||||
{
|
||||
ID<ShaderProgram> ShaderID;
|
||||
|
||||
ID<CoordSpace> ModelSpaceID, InverseModelSpaceID, ViewportID, ProjectionID;
|
||||
|
||||
ID<Vec3> LightPositionID, ViewPositionID;
|
||||
ID<Vec3> LightPositionID, ObjectColorID, LightColorID;
|
||||
|
||||
ID<Vec3> ObjectColorID, LightColorID;
|
||||
ID<gFloat> AmbientStrengthID, DiffuseStrengthID, SpecularStrengthID;
|
||||
|
||||
gInt VertexIndexID, NormalIndexID;
|
||||
|
||||
sfn LoadShader()
|
||||
{
|
||||
@ -457,59 +564,99 @@ namespace DGL
|
||||
ObjectColorID = GetUniformVariable(ShaderID, "ObjectColor" );
|
||||
LightColorID = GetUniformVariable(ShaderID, "LightColor" );
|
||||
LightPositionID = GetUniformVariable(ShaderID, "LightPosition");
|
||||
ViewPositionID = GetUniformVariable(ShaderID, "ViewPosition" );
|
||||
|
||||
AmbientStrengthID = GetUniformVariable(ShaderID, "AmbientStrength" );
|
||||
DiffuseStrengthID = GetUniformVariable(ShaderID, "DiffuseStrength" );
|
||||
SpecularStrengthID = GetUniformVariable(ShaderID, "SpecularStrength");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Use
|
||||
sfn Use_Old
|
||||
(
|
||||
Ref(CoordSpace) _projection ,
|
||||
Ref(CoordSpace) _viewport ,
|
||||
Ref(CoordSpace) _objectTransform ,
|
||||
Ref(Vector3 ) _objectColor ,
|
||||
Ref(Vector3 ) _lightPosition ,
|
||||
Ref(Vector3 ) _lightColor ,
|
||||
Ref(Vector3 ) _viewPosition
|
||||
ro Ref(CoordSpace) _projection ,
|
||||
ro Ref(CoordSpace) _viewport ,
|
||||
ro Ref(CoordSpace) _objectTransform ,
|
||||
ro Ref(Vector3 ) _objectColor ,
|
||||
ro Ref(Vector3 ) _lightPosition ,
|
||||
ro Ref(Vector3 ) _lightColor ,
|
||||
ro Ref(Vector3 ) _viewPosition
|
||||
)
|
||||
{
|
||||
CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
|
||||
|
||||
UseProgramShader(ShaderID);
|
||||
|
||||
SetUniformVariable_MVA(InverseModelSpaceID, 1, EBool::False, Address(inverseTransform[0][0]));
|
||||
SetUniformVariable_MVA(ModelSpaceID , 1, EBool::False, Address(_objectTransform[0][0]));
|
||||
SetUniformVariable_MVA(ProjectionID , 1, EBool::False, Address(_projection [0][0]));
|
||||
SetUniformVariable_MVA(ViewportID , 1, EBool::False, Address(_viewport [0][0]));
|
||||
SetUniformVariable_MVA(InverseModelSpaceID, 1, false, inverseTransform[0][0]);
|
||||
SetUniformVariable_MVA(ModelSpaceID , 1, false, _objectTransform[0][0]);
|
||||
SetUniformVariable_MVA(ProjectionID , 1, false, _projection [0][0]);
|
||||
SetUniformVariable_MVA(ViewportID , 1, false, _viewport [0][0]);
|
||||
|
||||
SetUniformVariable_Vector3(LightPositionID, 1, Address(_lightPosition[0]));
|
||||
SetUniformVariable_Vector3(LightPositionID, 1, _lightPosition[0]);
|
||||
|
||||
SetUniformVariable_Vector3(ObjectColorID , 1, Address(_objectColor [0]));
|
||||
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
|
||||
SetUniformVariable_Vector3(ViewPositionID, 1, Address(_viewPosition[0]));
|
||||
SetUniformVariable_Vector3(ObjectColorID , 1, _objectColor [0]);
|
||||
SetUniformVariable_Vector3(LightColorID , 1, _lightColor [0]);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
//EnableVertexAttributeArray(2);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Use
|
||||
(
|
||||
ro Ref(CoordSpace ) _projection ,
|
||||
ro Ref(CoordSpace ) _viewport ,
|
||||
ro Ref(CoordSpace ) _objectTransform ,
|
||||
ro Ref(Vector3 ) _lightPosition ,
|
||||
ro Ref(Vector3 ) _lightColor ,
|
||||
ro Ref(Material_Phong) _material
|
||||
)
|
||||
{
|
||||
CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
|
||||
|
||||
UseProgramShader(ShaderID);
|
||||
|
||||
SetUniformVariable_MVA(InverseModelSpaceID, 1, false, inverseTransform[0][0]);
|
||||
SetUniformVariable_MVA(ModelSpaceID , 1, false, _objectTransform[0][0]);
|
||||
SetUniformVariable_MVA(ProjectionID , 1, false, _projection [0][0]);
|
||||
SetUniformVariable_MVA(ViewportID , 1, false, _viewport [0][0]);
|
||||
|
||||
SetUniformVariable_Vector3(LightPositionID, 1, _lightPosition[0]);
|
||||
|
||||
SetUniformVariable_Vector3(ObjectColorID , 1, _material.Color[0]);
|
||||
SetUniformVariable_Vector3(LightColorID , 1, _lightColor [0]);
|
||||
|
||||
SetUniformVariable_Float(AmbientStrengthID , _material.Ambience);
|
||||
SetUniformVariable_Float(DiffuseStrengthID , _material.Diffuse );
|
||||
SetUniformVariable_Float(SpecularStrengthID, _material.Specular);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Stop()
|
||||
{
|
||||
//DisableVertexAttributeArray(2);
|
||||
DisableVertexAttributeArray(1);
|
||||
DisableVertexAttributeArray(0);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
sfn LoadRawShader()
|
||||
{
|
||||
ID<Shader> VertexShader;
|
||||
ID<Shader> FragmentShader;
|
||||
ID<Shader> VertexShader = 0;
|
||||
ID<Shader> FragmentShader = 0;
|
||||
|
||||
MakeShader(VertexShader , EShaderType::Vertex , 1, Address(DGL::RawVertextShaderSource ), NULL);
|
||||
MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(DGL::RawFragmentShaderSource), NULL);
|
||||
MakeShader(VertexShader , EShaderType::Vertex , 1, Address(RawVertextShaderSource ), NULL);
|
||||
MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(RawFragmentShaderSource), NULL);
|
||||
|
||||
MakeShaderProgram(RawShader, VertexShader, FragmentShader);
|
||||
|
||||
DeleteShader(VertexShader);
|
||||
DeleteShader(VertexShader );
|
||||
DeleteShader(FragmentShader);
|
||||
|
||||
return;
|
||||
|
@ -6,19 +6,16 @@
|
||||
#include <glm/ext/matrix_transform.hpp >
|
||||
|
||||
// DGL
|
||||
#include "DGL_FundamentalTypes.hpp"
|
||||
#include "DGL_MiscTypes.hpp"
|
||||
|
||||
|
||||
#include "DGL_Types.hpp"
|
||||
|
||||
// Non-Standard C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace DGL
|
||||
{
|
||||
using CoordSpace = Matrix4x4;
|
||||
using Projection = Matrix4x4;
|
||||
|
||||
|
||||
|
||||
// Function
|
||||
@ -34,7 +31,7 @@ namespace DGL
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
sfn CreateLookAtView(const Generic::Vector3<Type> _viewPosition, const Generic::Vector3<Type> _lookAtPosition, const Generic::Vector3<Type> _upDirection) -> Matrix4x4
|
||||
sfn CreateLookAtView(ro Ref(Generic::Vector3<Type>) _viewPosition, ro Ref(Generic::Vector3<Type>) _lookAtPosition, ro Ref(Generic::Vector3<Type>) _upDirection) -> Matrix4x4
|
||||
{
|
||||
return glm::lookAt(_viewPosition, _lookAtPosition, _upDirection);
|
||||
}
|
||||
@ -45,43 +42,43 @@ namespace DGL
|
||||
}
|
||||
|
||||
template<typename FloatType>
|
||||
sfn CreatePerspective(const FloatType _fieldOfView, const FloatType _aspectRatio, const FloatType _nearPlane, const FloatType _farPlane)
|
||||
sfn CreatePerspective(FloatType _fieldOfView, FloatType _aspectRatio, FloatType _nearPlane, FloatType _farPlane)
|
||||
{
|
||||
return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane);
|
||||
}
|
||||
|
||||
sfn GetCrossNormal(Vector3 _subj, Vector3 _ref) -> Vector3
|
||||
sfn GetCrossNormal(ro Ref(Vector3) _subj, ro Ref(Vector3) _ref) -> Vector3
|
||||
{
|
||||
return glm::cross(_subj, _ref);
|
||||
}
|
||||
|
||||
sfn GetDirection(Vector3 _vectorSpecified)
|
||||
sfn GetDirection(ro Ref(Vector3) _vectorSpecified)
|
||||
{
|
||||
return glm::normalize(_vectorSpecified);
|
||||
}
|
||||
|
||||
sfn Inverse(const Matrix4x4 _matrix)
|
||||
sfn Inverse(ro Ref(Matrix4x4) _matrix)
|
||||
{
|
||||
return glm::inverse(_matrix);
|
||||
}
|
||||
|
||||
sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4
|
||||
sfn Rotate(ro Ref(Matrix4x4) _matrix, gFloat _rotationAngleAmount, ro Ref(Vector3) _axis) -> Matrix4x4
|
||||
{
|
||||
return glm::rotate(_matrix, _rotationAngleAmount, _axis);
|
||||
}
|
||||
|
||||
sfn Scale(const Matrix4x4 _matrix, Vector3 _scaleBy)
|
||||
sfn Scale(ro Ref(Matrix4x4) _matrix, ro Ref(Vector3) _scaleBy)
|
||||
{
|
||||
return glm::scale(_matrix, _scaleBy);
|
||||
}
|
||||
|
||||
template<typename Type>
|
||||
sfn ToRadians(const Ref(Type) _degrees) -> Type
|
||||
sfn ToRadians(Type _degrees) -> Type
|
||||
{
|
||||
return glm::radians(_degrees);
|
||||
}
|
||||
|
||||
sfn Translate(const Matrix4x4 _matrix, Vector3 _translationAmount)
|
||||
sfn Translate(ro Ref(Matrix4x4) _matrix, ro Ref(Vector3) _translationAmount)
|
||||
{
|
||||
return glm::translate(_matrix, _translationAmount);
|
||||
}
|
||||
@ -109,7 +106,7 @@ namespace DGL
|
||||
UpDirection ( 0, 1, 0),
|
||||
FrontDirection( 0, 0, 1) ;
|
||||
|
||||
gFloat ScreenWidth = 720.0f, ScreenHeight = 540.0f, ScreenCenterWidth = ScreenWidth / 2, ScreenCenterHeight = ScreenHeight / 2;
|
||||
gInt ScreenWidth = 720, ScreenHeight = 540, ScreenCenterWidth = ScreenWidth / 2, ScreenCenterHeight = ScreenHeight / 2;
|
||||
}
|
||||
|
||||
struct Camera
|
||||
@ -129,11 +126,11 @@ namespace DGL
|
||||
(
|
||||
gFloat _aspectRatio ,
|
||||
gFloat _fieldOfView ,
|
||||
ClippingPlanes _clippingPlanes,
|
||||
Vector3 _position ,
|
||||
Vector3 _lookAtPosition,
|
||||
Vector3 _upDirection ,
|
||||
Vector3 _frontDirection
|
||||
ro Ref(ClippingPlanes) _clippingPlanes,
|
||||
ro Ref(Vector3 ) _position ,
|
||||
ro Ref(Vector3 ) _lookAtPosition,
|
||||
ro Ref(Vector3 ) _upDirection ,
|
||||
ro Ref(Vector3 ) _frontDirection
|
||||
) :
|
||||
AspectRatio (_aspectRatio ),
|
||||
FieldOfView (_fieldOfView ),
|
||||
@ -143,11 +140,11 @@ namespace DGL
|
||||
UpDirection (_upDirection ),
|
||||
FrontDirection(_frontDirection)
|
||||
{
|
||||
Yaw = -90.0f; Pitch = 0; Roll = 0;
|
||||
Yaw = -90.0f; Pitch = 0.0f; Roll = 0.0f;
|
||||
|
||||
UpdateCamera();
|
||||
|
||||
Orthographic = CreateOrthographic(0.0f, DefaultSpace::ScreenWidth, 0.0f, DefaultSpace::ScreenHeight, ClipSpace.Near, ClipSpace.Far);
|
||||
Orthographic = CreateOrthographic(0.0f, gFloat(DefaultSpace::ScreenWidth), 0.0f, gFloat(DefaultSpace::ScreenHeight), ClipSpace.Near, ClipSpace.Far);
|
||||
|
||||
Perspective = CreatePerspective<gFloat>(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far);
|
||||
}
|
||||
@ -202,7 +199,7 @@ namespace DGL
|
||||
return;
|
||||
}
|
||||
|
||||
sfn Move(Vector3 _translationAmount, Ref(gFloat) _deltaTime)
|
||||
sfn Move(ro Ref(Vector3) _translationAmount, gFloat _deltaTime)
|
||||
{
|
||||
Position += _translationAmount * _deltaTime;
|
||||
|
||||
@ -266,12 +263,12 @@ namespace DGL
|
||||
{
|
||||
Camera WorldCamera
|
||||
(
|
||||
AspectRatio,
|
||||
FieldOfView,
|
||||
AspectRatio ,
|
||||
FieldOfView ,
|
||||
ClippingPlanes(NearClippingPlane, FarClippingPlane),
|
||||
CameraPosition,
|
||||
LookAtPosition,
|
||||
UpDirection,
|
||||
CameraPosition ,
|
||||
LookAtPosition ,
|
||||
UpDirection ,
|
||||
FrontDirection
|
||||
);
|
||||
|
||||
|
117
DGL_Types.hpp
Normal file
117
DGL_Types.hpp
Normal file
@ -0,0 +1,117 @@
|
||||
/*
|
||||
Title : Ducktaped GL: Types
|
||||
Author: Edward R. Gonzalez
|
||||
|
||||
Description:
|
||||
Provides type definitions and aliases for the various types used in DGL library.
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
// GLEW
|
||||
#include <glew.h>
|
||||
|
||||
// GLFW
|
||||
#include <glfw3.h>
|
||||
|
||||
// GLM
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
// C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace DGL
|
||||
{
|
||||
// OpenGL
|
||||
|
||||
// Fundamental Types
|
||||
|
||||
using gBitfield = GLbitfield;
|
||||
using gBoolean = GLboolean ;
|
||||
using gChar = GLchar ;
|
||||
using gFloat = GLfloat ;
|
||||
using gFloatClamped = GLclampf ;
|
||||
using gInt = GLint ;
|
||||
using gUInt = GLuint ;
|
||||
using gSize = GLsizei ;
|
||||
using gVoid = GLvoid ;
|
||||
|
||||
using DataPtr = ptr<gVoid>;
|
||||
|
||||
// Type used to indicate the context of an integer used as an ID for an object managed by OpenGL.
|
||||
template<typename ReferenceType>
|
||||
using ID = gUInt;
|
||||
|
||||
// ID Reference Types
|
||||
|
||||
class ElementBuffer;
|
||||
class Matrix ;
|
||||
class NormalBuffer ;
|
||||
class Shader ;
|
||||
class ShaderProgram;
|
||||
class TextureBuffer;
|
||||
class Vec3 ;
|
||||
class VertexArray ;
|
||||
class VertexBuffer ;
|
||||
|
||||
|
||||
|
||||
// GLM
|
||||
|
||||
namespace Generic
|
||||
{
|
||||
template<typename Type>
|
||||
using Vector3 = glm::tvec3<Type>;
|
||||
|
||||
template<typename Type>
|
||||
using Vector2 = glm::tvec2<Type>;
|
||||
}
|
||||
|
||||
using Matrix4x4 = glm::mat4;
|
||||
|
||||
using CoordSpace = Matrix4x4;
|
||||
using Projection = Matrix4x4;
|
||||
|
||||
|
||||
using Vector2 = glm::vec2;
|
||||
using Vector3 = glm::vec3;
|
||||
using Vector4 = glm::vec4;
|
||||
|
||||
using UVList = std::vector < Vector2>;
|
||||
|
||||
using Vec2Int = Generic::Vector2< gUInt >;
|
||||
using Vec3Int = Generic::Vector3< gUInt >;
|
||||
using VertexList = std ::vector < Vector3>;
|
||||
|
||||
|
||||
// GLFW
|
||||
|
||||
using Monitor = GLFWmonitor ;
|
||||
using TimeValInt = uint64_t ;
|
||||
using TimeValDec = double ;
|
||||
using Window = GLFWwindow ;
|
||||
using WindowRefList = std::vector< ptr<Window> >;
|
||||
|
||||
|
||||
// DGL
|
||||
|
||||
using VecColor = Vector3;
|
||||
|
||||
struct LinearColor
|
||||
{
|
||||
gFloatClamped Red, Green, Blue, Alpha;
|
||||
|
||||
LinearColor(gFloatClamped _red, gFloatClamped _green, gFloatClamped _blue, gFloatClamped _alpha) :
|
||||
Red(_red), Green(_green), Blue(_blue), Alpha(_alpha) {};
|
||||
|
||||
sfn Vector() -> Vector3
|
||||
{
|
||||
return Vector3(Red, Green, Blue);
|
||||
}
|
||||
};
|
||||
|
||||
using VIndexList = std ::vector < gInt >;
|
||||
}
|
301
DGL_Utilities.hpp
Normal file
301
DGL_Utilities.hpp
Normal file
@ -0,0 +1,301 @@
|
||||
#pragma once
|
||||
|
||||
// GLFW, GLEW, GLM
|
||||
#include <glew.h >
|
||||
#include <glfw3.h >
|
||||
#include <glm/glm.hpp >
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
// DGL
|
||||
#include "DGL_Types.hpp"
|
||||
#include "DGL_Enum.hpp"
|
||||
#include "DGL_Shader.hpp"
|
||||
#include "DGL_Buffers.hpp"
|
||||
#include "DGL_Space.hpp"
|
||||
#include "DGL_Model.hpp"
|
||||
|
||||
// Non-Standard C+
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
namespace DGL
|
||||
{
|
||||
// Object Instances
|
||||
|
||||
WindowRefList Windows;
|
||||
|
||||
|
||||
// Constants
|
||||
|
||||
sfn constexpr NotShared () -> ptr<Window > { return NULL; }
|
||||
sfn constexpr WindowedMode() -> ptr<Monitor> { return NULL; }
|
||||
|
||||
|
||||
|
||||
// Forward Declarations
|
||||
|
||||
sfn SwapBuffers(ro ptr<Window> _window) -> void;
|
||||
|
||||
|
||||
// Functionality
|
||||
|
||||
sfn CanClose(ro ptr<Window> _theWindow)
|
||||
{
|
||||
return glfwWindowShouldClose(_theWindow);
|
||||
}
|
||||
|
||||
sfn CanUseRawMouse()
|
||||
{
|
||||
return glfwRawMouseMotionSupported();
|
||||
}
|
||||
|
||||
sfn CreateWindow
|
||||
(
|
||||
int _width ,
|
||||
int _height ,
|
||||
ro RawString<ro char> _title ,
|
||||
ro ptr <Monitor> _monitorToFullscreen ,
|
||||
ro ptr <Window > _windowToShareResourcesWith
|
||||
)
|
||||
-> ptr<Window>
|
||||
{
|
||||
Windows.push_back(glfwCreateWindow(_width, _height, _title, _monitorToFullscreen, _windowToShareResourcesWith));
|
||||
|
||||
if (Windows.back() == NULL)
|
||||
{
|
||||
throw std::runtime_error("Failed to create a window");
|
||||
}
|
||||
|
||||
return Windows.back();
|
||||
}
|
||||
|
||||
sfn CursorPositionUpdateBind(ro ptr<Window> _window, ro FnPtr<void, double, double> _functionToCall)
|
||||
{
|
||||
glfwSetCursorPosCallback(_window, GLFWcursorposfun(_functionToCall));
|
||||
}
|
||||
|
||||
sfn DestoryWindow(ro ptr<Window> _window)
|
||||
{
|
||||
using ElementType = decltype(Windows.begin());
|
||||
|
||||
for (ElementType element = Windows.begin(); element != Windows.end(); element++)
|
||||
{
|
||||
if (Dref(element._Ptr) == _window)
|
||||
{
|
||||
glfwDestroyWindow(_window);
|
||||
|
||||
Windows.erase(element);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn EnableDepth()
|
||||
{
|
||||
// TODO: Clean.
|
||||
|
||||
// Enable depth test
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Accept fragment if it closer to the camera than the former one
|
||||
glDepthFunc(GL_LESS);
|
||||
}
|
||||
|
||||
sfn GetCursorPosition(ro ptr<Window> _window, ro ptr<double> _xAxis, ro ptr<double> _yAxis)
|
||||
{
|
||||
glfwGetCursorPos(_window, _xAxis, _yAxis);
|
||||
}
|
||||
|
||||
sfn GetMouseInputMode(ro ptr<Window> _contextWindowRef, EMouseMode _mode)
|
||||
{
|
||||
return glfwGetInputMode(_contextWindowRef, GLenum(_mode));
|
||||
}
|
||||
|
||||
sfn GetRawTime() -> TimeValInt
|
||||
{
|
||||
return glfwGetTimerValue();
|
||||
}
|
||||
|
||||
sfn GetTime() -> TimeValDec
|
||||
{
|
||||
return glfwGetTime();
|
||||
}
|
||||
|
||||
sfn InitalizeGLFW()
|
||||
{
|
||||
std::cout << "Initializing GLFW Version: " << glfwGetVersionString() << std::endl;
|
||||
|
||||
/* Initialize the library */
|
||||
if (!glfwInit())
|
||||
{
|
||||
throw std::runtime_error("Failed to initialize GLFW");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn InitalizeGLEW()
|
||||
{
|
||||
// If using GLEW version 1.13 or earlier
|
||||
//glewExperimental = true;
|
||||
|
||||
std::cout << "Initializing Glew Version: " << glewGetString(GLEW_VERSION) << std::endl;
|
||||
|
||||
GLenum err = glewInit();
|
||||
|
||||
if (err != GLEW_OK)
|
||||
{
|
||||
// Problem: glewInit failed, something is seriously wrong.
|
||||
std::cout << "glewInit failed: " << glewGetErrorString(err) << std::endl;
|
||||
|
||||
throw std::runtime_error("Failed to initialize GLFW");
|
||||
}
|
||||
|
||||
cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
|
||||
}
|
||||
|
||||
sfn KeyPressed(ro ptr<Window> _contextWindowRef, EKeyCodes _keyToCheck) -> bool
|
||||
{
|
||||
return glfwGetKey(_contextWindowRef, int(_keyToCheck));
|
||||
}
|
||||
|
||||
template<typename... CodeType, typename = EKeyCodes>
|
||||
sfn KeysPressed(ro ptr<Window> _contextWindowRef, CodeType... _otherKeys) -> bool
|
||||
{
|
||||
return (KeyPressed(_contextWindowRef, _otherKeys) && ...) == true;
|
||||
}
|
||||
|
||||
sfn PollEvents()
|
||||
{
|
||||
glfwPollEvents();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn ResetCursor(ro ptr<Window> _window, gUInt _screenCenterWidth, gUInt _screenCenterHeight)
|
||||
{
|
||||
//glfwSetCursorPos(_window, _screenCenterWidth, _screenCenterHeight);
|
||||
|
||||
ECursorMode cursorMode = ECursorMode(GetMouseInputMode(_window, EMouseMode::Cursor));
|
||||
|
||||
if (cursorMode == ECursorMode::Normal || cursorMode == ECursorMode::Hidden) // Normal Cursor Mode
|
||||
{
|
||||
glfwSetCursorPos(_window, double(_screenCenterWidth), double(_screenCenterHeight));
|
||||
}
|
||||
else // Raw Cursor mode
|
||||
{
|
||||
glfwSetCursorPos(_window, 0, 0);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetClearColor(ro Ref(LinearColor) _colorToSet)
|
||||
{
|
||||
glClearColor(_colorToSet.Red, _colorToSet.Green, _colorToSet.Blue, _colorToSet.Alpha);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetCurrentContext(ro ptr<Window> _window)
|
||||
{
|
||||
glfwMakeContextCurrent(_window);
|
||||
|
||||
ptr< RawString<const char> > ErrorMsg = NULL;
|
||||
|
||||
int code = glfwGetError(ErrorMsg);
|
||||
|
||||
if (code == GLFW_NO_WINDOW_CONTEXT)
|
||||
{
|
||||
throw std::runtime_error(Dref(ErrorMsg));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
template<typename ModeParam>
|
||||
sfn SetInputMode(ro ptr<Window> _window, EMouseMode _mouseMode, ModeParam _modeParam)
|
||||
{
|
||||
glfwSetInputMode(_window, GLenum(_mouseMode), GLenum(_modeParam));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SetPolygonMode(EFace _desiredFaces, ERenderMode _desiredMode)
|
||||
{
|
||||
glPolygonMode(GLenum(_desiredFaces), GLenum(_desiredMode));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn SwapBuffers(ro ptr<Window> _window) -> void
|
||||
{
|
||||
glfwSwapBuffers(_window);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn TerminateGLFW()
|
||||
{
|
||||
glfwTerminate();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Old Tape
|
||||
|
||||
[[deprecated]]
|
||||
sfn RunBasicWindowLoop(ro ptr<Window> _window)
|
||||
{
|
||||
/* Loop until the user closes the window */
|
||||
while (not CanClose(_window))
|
||||
{
|
||||
ClearBuffer(EFrameBuffer::Color);
|
||||
|
||||
SwapBuffers(_window);
|
||||
|
||||
PollEvents();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
[[deprecated]]
|
||||
sfn RunBasicWindowLoop_Timed(ro ptr<Window> _window, TimeValDec _interval, ro Delegate< Func<void>> _renderProcedure)
|
||||
{
|
||||
TimeValDec start, end, deltaSinceClear = 0.0;
|
||||
|
||||
while (not CanClose(_window))
|
||||
{
|
||||
start = GetTime();
|
||||
|
||||
if (deltaSinceClear > _interval)
|
||||
{
|
||||
|
||||
ClearBuffer(EFrameBuffer::Color, EFrameBuffer::Depth);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
|
||||
|
||||
//glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
//glLoadIdentity();
|
||||
|
||||
_renderProcedure();
|
||||
|
||||
SwapBuffers(_window);
|
||||
|
||||
PollEvents();
|
||||
}
|
||||
|
||||
end = GetTime();
|
||||
|
||||
deltaSinceClear = deltaSinceClear + end - start;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
174
Execution.cpp
174
Execution.cpp
@ -1,21 +1,29 @@
|
||||
// Cpp STL
|
||||
/*
|
||||
|
||||
// Project
|
||||
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// DGL
|
||||
#include "DGL.hpp"
|
||||
#include "Actions.hpp"
|
||||
#include "Testing.hpp"
|
||||
|
||||
// Utility
|
||||
#include "Actions.hpp"
|
||||
|
||||
// Non-Standard C++
|
||||
#include "Cpp_Alias.hpp"
|
||||
|
||||
|
||||
|
||||
namespace Execution
|
||||
{
|
||||
inline namespace Alias
|
||||
inline namespace LibraryReferences
|
||||
{
|
||||
// DGL
|
||||
|
||||
using DGL::Camera ;
|
||||
using DGL::EBool ;
|
||||
using DGL::ECursorMode ;
|
||||
using DGL::EDirection ;
|
||||
using DGL::EFrameBuffer ;
|
||||
@ -23,21 +31,27 @@ namespace Execution
|
||||
using DGL::EMouseMode ;
|
||||
using DGL::EPrimitives ;
|
||||
using DGL::ERotationAxis;
|
||||
|
||||
using DGL::Camera ;
|
||||
using DGL::Entity_Basic ;
|
||||
using DGL::gFloat ;
|
||||
using DGL::Light_Basic ;
|
||||
using DGL::LinearColor ;
|
||||
using DGL::Material_Phong;
|
||||
using DGL::Matrix ;
|
||||
using DGL::Matrix4x4 ;
|
||||
using DGL::Model ;
|
||||
using DGL::TimeValDec ;
|
||||
using DGL::Vector3 ;
|
||||
using DGL::Window ;
|
||||
|
||||
using DGL::SimpleShader;
|
||||
|
||||
using DGL::BindVertexArray ;
|
||||
using DGL::CanUseRawMouse ;
|
||||
using DGL::ClearBuffer ;
|
||||
using DGL::CreateWindow ;
|
||||
using DGL::BindVertexArray ;
|
||||
using DGL::DestoryWindow ;
|
||||
using DGL::DisableVertexAttributeArray;
|
||||
using DGL::EnableDepth ;
|
||||
using DGL::EnableVertexAttributeArray ;
|
||||
using DGL::GetCursorPosition ;
|
||||
using DGL::GetTime ;
|
||||
@ -80,7 +94,7 @@ namespace Execution
|
||||
TimeValDec CycleStart , // Snapshot of cycle loop start time.
|
||||
CycleEnd , // Snapshot of cycle loop end time.
|
||||
DeltaTime , // Delta between last cycle start and end.
|
||||
InputInterval = 1.0f / 400.0f, // Interval per second to complete the input process of the cycle.
|
||||
InputInterval = 1.0f / 480.0f, // Interval per second to complete the input process of the cycle.
|
||||
PhysicsInterval = 1.0f / 240.0f, // Interval per second to complete the physics process of the cycle.
|
||||
RenderInterval = 1.0f / 144.0f ; // Interval per second to complete the render process of the cycle.
|
||||
|
||||
@ -99,41 +113,76 @@ namespace Execution
|
||||
|
||||
ActionQueue ActionsToComplete; // Actions queue to run during the physics process of the cycle.
|
||||
|
||||
Model objectModel("torus.obj"); // Hardcoded to specified obj file for now.
|
||||
|
||||
Material_Phong ObjectMaterial;
|
||||
|
||||
Light_Basic Light ; // Hardcoded light. Rotates around object.
|
||||
Entity_Basic ObjectToView; // Object that will be currently in the middle with the light source rotating.
|
||||
|
||||
|
||||
|
||||
|
||||
// Functionality
|
||||
|
||||
// Temp fix for now... not sure how to make proper action handling that can reference member function delegates...
|
||||
|
||||
sfn RotateCamera(ERotationAxis _rotationAxis, gFloat _rotationAmount, gFloat _delta)
|
||||
|
||||
// Input Action common functions...
|
||||
|
||||
sfn RotateCamera(ERotationAxis _rotationAxis, gFloat _rotationAmount, double _delta)
|
||||
{
|
||||
WorldCamera.Rotate(_rotationAxis, _rotationAmount, _delta);
|
||||
WorldCamera.Rotate(_rotationAxis, _rotationAmount, gFloat(_delta));
|
||||
}
|
||||
|
||||
deduce RotateCamDelegate = Delegate<decltype(RotateCamera)>(RotateCamera);
|
||||
|
||||
sfn MoveCamera(EDirection _direction, gFloat _translationAmount, gFloat _delta)
|
||||
|
||||
sfn MoveCamera(EDirection _direction, gFloat _translationAmount, double _delta)
|
||||
{
|
||||
WorldCamera.Move(_direction, _translationAmount, _delta);
|
||||
WorldCamera.Move(_direction, _translationAmount, gFloat(_delta));
|
||||
}
|
||||
|
||||
deduce MoveCamDelegate = Delegate<decltype(MoveCamera)>(MoveCamera);
|
||||
|
||||
// End of temp stuff...
|
||||
|
||||
// This is here cause its super repetitive..
|
||||
sfn ModifyCamSpeed(bool _isPositive, double _delta)
|
||||
{
|
||||
if (_isPositive)
|
||||
{
|
||||
CamMoveSpeed += CamMoveSpeed * gFloat(_delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
CamMoveSpeed -= CamMoveSpeed * gFloat(_delta);
|
||||
}
|
||||
}
|
||||
|
||||
deduce ModifyCamSpeedDelegate = Delegate<decltype(ModifyCamSpeed)>(ModifyCamSpeed);
|
||||
deduce SetPolyModeDelegate = Delegate<decltype(SetPolygonMode)>(SetPolygonMode);
|
||||
|
||||
|
||||
// End of common input functions...
|
||||
|
||||
|
||||
|
||||
// Currently Does everything required before entering the cycler.
|
||||
sfn PrepWorkspace()
|
||||
{
|
||||
// Baseline
|
||||
|
||||
InitalizeGLFW();
|
||||
|
||||
DefaultWindow = CreateWindow(ScreenWidth, ScreenHeight, "Assignment 1: Lighting Test", WindowedMode(), NotShared());
|
||||
DefaultWindow = CreateWindow(ScreenWidth, ScreenHeight, "Assignment 1: Loading Model...", WindowedMode(), NotShared());
|
||||
|
||||
SetCurrentContext(DefaultWindow);
|
||||
|
||||
InitalizeGLEW(); // Glew must initialize only after a context is set.
|
||||
|
||||
EnableDepth();
|
||||
|
||||
SetPolygonMode(DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
|
||||
|
||||
// Cursor stuff
|
||||
|
||||
SetInputMode(DefaultWindow, DGL::EMouseMode::Cursor, DGL::ECursorMode::Disable);
|
||||
@ -147,25 +196,23 @@ namespace Execution
|
||||
|
||||
// End of cursor stuff...
|
||||
|
||||
// Shaders
|
||||
|
||||
LoadDefaultShaders();
|
||||
|
||||
//PrepareRenderObjects();
|
||||
// Entities
|
||||
|
||||
SetPolygonMode(DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
|
||||
Light.Load();
|
||||
|
||||
RAW_MakeCube();
|
||||
objectModel.Load ();
|
||||
objectModel.Buffer();
|
||||
|
||||
RAW_MakeLightVAO();
|
||||
ObjectMaterial.Color = DGL::Colors::GreyColor.Vector();
|
||||
ObjectMaterial.Ambience = 0.01f ;
|
||||
ObjectMaterial.Diffuse = 1.0f ;
|
||||
ObjectMaterial.Specular = 0.4f ;
|
||||
|
||||
ProperCube::Setup();
|
||||
|
||||
|
||||
// TODO: Clean THIS
|
||||
|
||||
// Enable depth test
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Accept fragment if it closer to the camera than the former one
|
||||
glDepthFunc(GL_LESS);
|
||||
ObjectToView = Entity_Basic(objectModel, ObjectMaterial);
|
||||
}
|
||||
|
||||
|
||||
@ -176,7 +223,7 @@ namespace Execution
|
||||
|
||||
Cycler is hardcoded to exit if escape key is pressed.
|
||||
*/
|
||||
sfn Cycler(Delegate< Func<void, ptr<Window>> > _inputProcedure, Delegate< Func<void>> _physicsProcedure, Delegate< Func<void>> _renderProcedure)
|
||||
sfn Cycler(ro Ref(Delegate< Func<void, ptr<Window>> >) _inputProcedure, ro Ref(Delegate< Func<void>>) _physicsProcedure, ro Ref(Delegate< Func<void>>) _renderProcedure)
|
||||
{
|
||||
while (Exist)
|
||||
{
|
||||
@ -199,8 +246,6 @@ namespace Execution
|
||||
{
|
||||
ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
|
||||
}
|
||||
|
||||
InputDelta = 0.0;
|
||||
}
|
||||
|
||||
if (PhysicsDelta >= PhysicsInterval)
|
||||
@ -228,6 +273,11 @@ namespace Execution
|
||||
RenderDelta = 0.0;
|
||||
}
|
||||
|
||||
if (InputDelta >= InputInterval)
|
||||
{
|
||||
InputDelta = 0.0;
|
||||
}
|
||||
|
||||
CycleEnd = GetTime();
|
||||
|
||||
DeltaTime = CycleEnd - CycleStart;
|
||||
@ -240,24 +290,10 @@ namespace Execution
|
||||
return;
|
||||
}
|
||||
|
||||
sfn ModifyCamSpeed(bool _isPositive, gFloat _delta)
|
||||
{
|
||||
if (_isPositive)
|
||||
{
|
||||
CamMoveSpeed += CamMoveSpeed * _delta;
|
||||
}
|
||||
else
|
||||
{
|
||||
CamMoveSpeed -= CamMoveSpeed * _delta;
|
||||
}
|
||||
}
|
||||
|
||||
deduce ModifyCamSpeedDelegate = Delegate<decltype(ModifyCamSpeed)>(ModifyCamSpeed);
|
||||
deduce SetPolyModeDelegate = Delegate<decltype(SetPolygonMode)>(SetPolygonMode);
|
||||
|
||||
sfn InputProcedure(ptr<Window> _currentWindowContext)
|
||||
{
|
||||
if (KeysPressed(_currentWindowContext, EKeyCodes::LeftShift, EKeyCodes::F1))
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::F1))
|
||||
{
|
||||
ECursorMode cursorMode = ECursorMode(GetMouseInputMode(DefaultWindow, EMouseMode::Cursor));
|
||||
|
||||
@ -304,12 +340,12 @@ namespace Execution
|
||||
{
|
||||
if (CursorX != 0)
|
||||
{
|
||||
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, CursorX * CamRotationSpeed, PhysicsDelta);
|
||||
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, gFloat(CursorX) * CamRotationSpeed, PhysicsDelta);
|
||||
}
|
||||
|
||||
if (CursorY != 0)
|
||||
{
|
||||
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, CursorY * CamRotationSpeed, PhysicsDelta);
|
||||
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, gFloat(CursorY) * CamRotationSpeed, PhysicsDelta);
|
||||
}
|
||||
}
|
||||
|
||||
@ -365,15 +401,25 @@ namespace Execution
|
||||
}
|
||||
|
||||
|
||||
std::string windowTitle = "Assignment 1", deltaStr = "Delta: ", inputDeltaStr = "Input Delta: ", physicsDeltaStr = "Physics Delta: ", renderDeltaStr = "RenderDeltaStr: ";
|
||||
std::string
|
||||
windowTitle = "Assignment 1" ,
|
||||
deltaStr = "Delta: " ,
|
||||
inputDeltaStr = "Input Delta: " ,
|
||||
physicsDeltaStr = "Physics Delta: " ,
|
||||
renderDeltaStr = "RenderDeltaStr: " ;
|
||||
|
||||
std::stringstream somethingtoupdate;
|
||||
|
||||
sfn UpdateThisShit()
|
||||
sfn UpdateWindowDeltaTitle()
|
||||
{
|
||||
somethingtoupdate.str("");
|
||||
|
||||
somethingtoupdate << windowTitle << " " << deltaStr << DeltaTime << " " << inputDeltaStr << InputDelta << " " << physicsDeltaStr << PhysicsDelta << " " << renderDeltaStr << RenderDelta;
|
||||
somethingtoupdate
|
||||
<< windowTitle << " "
|
||||
<< deltaStr << DeltaTime << " "
|
||||
<< inputDeltaStr << InputDelta << " "
|
||||
<< physicsDeltaStr << PhysicsDelta << " "
|
||||
<< renderDeltaStr << RenderDelta ;
|
||||
}
|
||||
|
||||
sfn PhysicsProcedure()
|
||||
@ -382,26 +428,20 @@ namespace Execution
|
||||
|
||||
UpdateScreenspace();
|
||||
|
||||
DGL::SS_Transformed::UpdateShader(Screenspace);
|
||||
Light.Update();
|
||||
|
||||
//RAW_RotateLitCube(PhysicsDelta);
|
||||
ObjectToView.Update();
|
||||
|
||||
RAW_UpdateLightTransform(PhysicsDelta);
|
||||
|
||||
ProperCube::Rotate(PhysicsDelta);
|
||||
|
||||
UpdateThisShit();
|
||||
UpdateWindowDeltaTitle();
|
||||
}
|
||||
|
||||
|
||||
|
||||
sfn RenderProcedure() -> void
|
||||
{
|
||||
glfwSetWindowTitle(DefaultWindow, somethingtoupdate.str().c_str());
|
||||
|
||||
RAW_RenderLight(WorldCamera.Perspective, WorldCamera.Viewport);
|
||||
Light.Render(WorldCamera.Perspective, WorldCamera.Viewport);
|
||||
|
||||
ProperCube::Render(WorldCamera.Perspective, WorldCamera.Viewport, WorldCamera.Position);
|
||||
ObjectToView.Render(WorldCamera.Perspective, WorldCamera.Viewport, Light.GetPosition(), Light.GetColor());
|
||||
}
|
||||
|
||||
|
||||
@ -414,6 +454,10 @@ namespace Execution
|
||||
|
||||
Cycler(InputProcedure, PhysicsProcedure, RenderProcedure);
|
||||
|
||||
// TODO: There should be more to properly close...
|
||||
|
||||
DestoryWindow(DefaultWindow);
|
||||
|
||||
TerminateGLFW();
|
||||
|
||||
return ExitCode::Success;
|
||||
@ -421,7 +465,7 @@ namespace Execution
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Currently only can do one execution route.
|
||||
int main(void)
|
||||
{
|
||||
return int(Execution::Execute());
|
||||
|
@ -5,11 +5,13 @@ out vec4 FragColor;
|
||||
in vec3 FragPosition ;
|
||||
in vec3 Normal ;
|
||||
in vec3 LightViewPosition;
|
||||
in vec3 LightRawPos ;
|
||||
|
||||
uniform vec3 ObjectColor;
|
||||
uniform vec3 ObjectColor ;
|
||||
uniform vec3 LightColor ;
|
||||
uniform vec3 ViewPosition;
|
||||
|
||||
uniform float AmbientStrength ;
|
||||
uniform float DiffuseStrength ;
|
||||
uniform float SpecularStrength;
|
||||
|
||||
|
||||
|
||||
@ -17,30 +19,26 @@ void main()
|
||||
{
|
||||
// Ambient
|
||||
|
||||
float ambientStrength = 0.1;
|
||||
|
||||
vec3 ambient = ambientStrength * LightColor ;
|
||||
vec3 ambient = AmbientStrength * LightColor ;
|
||||
|
||||
// Diffuse
|
||||
|
||||
vec3 direction = normalize(Normal );
|
||||
vec3 lightDirection = normalize(LightViewPosition - FragPosition);
|
||||
|
||||
float diffuseStrength = max(dot(direction, lightDirection), 0.0);
|
||||
vec3 diffuse = diffuseStrength * LightColor ;
|
||||
float diffuseMagnitude = max(dot(direction, lightDirection), 0.0);
|
||||
|
||||
vec3 diffuse = DiffuseStrength * diffuseMagnitude * LightColor;
|
||||
|
||||
// Specular
|
||||
|
||||
float specularStrength = 0.5;
|
||||
|
||||
// vec3 viewDirection = normalize(ViewPosition - FragPosition);
|
||||
vec3 viewDirection = normalize(-FragPosition);
|
||||
|
||||
vec3 reflectionDirection = reflect(-lightDirection, direction);
|
||||
|
||||
float spec = pow(max(dot(viewDirection, reflectionDirection), 0.0), 32);
|
||||
|
||||
vec3 specular = specularStrength * spec * LightColor;
|
||||
vec3 specular = SpecularStrength * spec * LightColor;
|
||||
|
||||
// Combining
|
||||
|
||||
|
@ -1,13 +1,16 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 VertPosition;
|
||||
layout (location = 1) in vec3 VertNormal ;
|
||||
layout (location = 2) in vec3 VertTexture ;
|
||||
#define VertexIndex 0
|
||||
#define NormalIndex 1
|
||||
#define TextureIndex 2
|
||||
|
||||
layout (location = VertexIndex ) in vec3 VertPosition;
|
||||
layout (location = NormalIndex ) in vec3 VertNormal ;
|
||||
layout (location = TextureIndex) in vec3 VertTexture ;
|
||||
|
||||
out vec3 FragPosition ;
|
||||
out vec3 Normal ;
|
||||
out vec3 LightViewPosition;
|
||||
out vec3 LightRawPos;
|
||||
|
||||
uniform mat4 InverseModelSpace;
|
||||
|
||||
@ -25,9 +28,7 @@ void main()
|
||||
|
||||
FragPosition = vec3(Viewport * ModelSpace * vec4(VertPosition, 1.0));
|
||||
|
||||
Normal = mat3(transpose(inverse(Viewport * ModelSpace))) * VertNormal;
|
||||
Normal = mat3(transpose(inverse(InverseModelSpace))) * VertNormal;
|
||||
|
||||
LightViewPosition = vec3(Viewport * vec4(LightPosition, 1.0));
|
||||
|
||||
LightRawPos = LightPosition;
|
||||
}
|
107
Testing.hpp
107
Testing.hpp
@ -182,14 +182,14 @@ TriTexCoords textureCoords =
|
||||
|
||||
sfn RAW_SetupBuffers()
|
||||
{
|
||||
DGL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
|
||||
DGL::GenerateBuffers (Address(VertexBufferObj), 1);
|
||||
DGL::GenerateBuffers (Address(ElemBufferObj ), 1);
|
||||
DGL::GenerateVertexBuffers(VertexArrayObj , 1);
|
||||
DGL::GenerateBuffers (VertexBufferObj, 1);
|
||||
DGL::GenerateBuffers (ElemBufferObj , 1);
|
||||
}
|
||||
|
||||
sfn RAW_SetupTriangleBuffer()
|
||||
{
|
||||
DGL::GenerateBuffers(Address(VertexBufferObj), 1);
|
||||
DGL::GenerateBuffers(VertexBufferObj, 1);
|
||||
}
|
||||
|
||||
sfn RAW_BindAndBufferDataToIDs()
|
||||
@ -200,11 +200,11 @@ sfn RAW_BindAndBufferDataToIDs()
|
||||
|
||||
//GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
DGL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<RectangleCompressed>(rectCompress, EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
|
||||
|
||||
DGL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<RectangleIndices>(rectIndices, EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
}
|
||||
|
||||
DGL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
|
||||
@ -229,7 +229,7 @@ sfn CreateWindow_BasicLoop()
|
||||
|
||||
DGL::SetCurrentContext(windowObj);
|
||||
|
||||
DGL::RunBasicWindowLoop(windowObj);
|
||||
//DGL::RunBasicWindowLoop(windowObj);
|
||||
}
|
||||
|
||||
sfn CreateWindow_TimedRender()
|
||||
@ -272,41 +272,7 @@ struct CubeElements
|
||||
Edge3 front, right, back, left, bottom, top;
|
||||
};
|
||||
|
||||
CubeVerts 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}
|
||||
};
|
||||
|
||||
CubeElements 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 } }
|
||||
};
|
||||
|
||||
|
||||
using DGL::CoordSpace;
|
||||
@ -324,24 +290,24 @@ ID<ElementBuffer> CubeModelElements;
|
||||
|
||||
sfn RAW_MakeCube()
|
||||
{
|
||||
DGL::GenerateVertexBuffers(Address(CubeVAO ), 1);
|
||||
DGL::GenerateBuffers (Address(CubeModelBuffer ), 1);
|
||||
DGL::GenerateBuffers (Address(CubeModelElements), 1);
|
||||
DGL::GenerateVertexBuffers(CubeVAO , 1);
|
||||
DGL::GenerateBuffers (CubeModelBuffer , 1);
|
||||
DGL::GenerateBuffers (CubeModelElements, 1);
|
||||
|
||||
DGL::BindVertexArray(CubeVAO);
|
||||
|
||||
|
||||
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer);
|
||||
|
||||
DGL::BufferData<CubeVerts>(Address(DefaultCube), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<CubeVerts>(DefaultCube, EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices, CubeModelElements);
|
||||
|
||||
DGL::BufferData<CubeElements>(Address(DefaultCubeElements), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<CubeElements>(DefaultCubeElements, EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
|
||||
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), false);
|
||||
|
||||
DGL::EnableVertexAttributeArray(0);
|
||||
}
|
||||
@ -350,18 +316,19 @@ sfn RAW_RenderCube()
|
||||
{
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices, CubeModelElements);
|
||||
|
||||
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, Address(Size));
|
||||
gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, SizeRef);
|
||||
|
||||
Size /= sizeof(unsigned int);
|
||||
SizeRef /= sizeof(unsigned int);
|
||||
|
||||
DGL::DrawElements(DGL::EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
|
||||
DGL::DrawElements(DGL::EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
|
||||
}
|
||||
|
||||
|
||||
LinearColor CoralColor(1.0f, 0.5f, 0.31f, 1.0f);
|
||||
LinearColor SomeColor(0.60f, 0.60f, 0.60f, 1.0f);
|
||||
LinearColor LightColor(1.0f, 1.0f, 1.0f , 1.0f);
|
||||
|
||||
Vector3 LightPosition(1.2f, 1.0f, 1.75f);
|
||||
Vector3 LightPosition(0, 0, 0);
|
||||
|
||||
Vector3 LightScale = Vector3(0.2f);
|
||||
|
||||
@ -369,18 +336,20 @@ Vector3 result = LightColor.Vector() * CoralColor.Vector();
|
||||
|
||||
CoordSpace LightTransform = Matrix4x4(1.0f);
|
||||
|
||||
gFloat TranslationScale = 4.0f;
|
||||
|
||||
ID<VertexArray> LightVAO;
|
||||
|
||||
sfn RAW_MakeLightVAO()
|
||||
{
|
||||
DGL::GenerateVertexBuffers(Address(LightVAO), 1);
|
||||
DGL::GenerateVertexBuffers(LightVAO, 1);
|
||||
|
||||
DGL::BindVertexArray(LightVAO);
|
||||
|
||||
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer );
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices , CubeModelElements);
|
||||
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), false);
|
||||
|
||||
DGL::EnableVertexAttributeArray(0);
|
||||
|
||||
@ -390,7 +359,7 @@ sfn RAW_MakeLightVAO()
|
||||
|
||||
sfn RAW_UpdateLightTransform(gFloat _delta)
|
||||
{
|
||||
static bool test = true;
|
||||
/*static bool test = true;
|
||||
|
||||
LightTransform = CoordSpace(1.0f);
|
||||
|
||||
@ -417,7 +386,17 @@ sfn RAW_UpdateLightTransform(gFloat _delta)
|
||||
|
||||
LightTransform = DGL::Translate(LightTransform, LightPosition);
|
||||
LightTransform = DGL::Scale (LightTransform, LightScale );
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
LightTransform = CoordSpace(1.0f);
|
||||
|
||||
LightPosition.x = TranslationScale * sin(DGL::GetTime());
|
||||
|
||||
LightPosition.z = TranslationScale * cos(DGL::GetTime());
|
||||
|
||||
LightTransform = DGL::Translate(LightTransform, LightPosition);
|
||||
LightTransform = DGL::Scale (LightTransform, LightScale );
|
||||
}
|
||||
|
||||
|
||||
@ -427,7 +406,7 @@ sfn RAW_RenderLight(CoordSpace _projection, CoordSpace _viewport)
|
||||
{
|
||||
deduce screenspaceTransform = _projection * _viewport * LightTransform;
|
||||
|
||||
DGL::Basic_LampShader::SetupLampRender(screenspaceTransform);
|
||||
DGL::Basic_LampShader::Use(screenspaceTransform);
|
||||
|
||||
DGL::BindVertexArray(LightVAO);
|
||||
|
||||
@ -450,21 +429,21 @@ ID<VertexArray> LitCubeVAO;
|
||||
|
||||
sfn RAW_MakeLitCube()
|
||||
{
|
||||
DGL::GenerateVertexBuffers(Address(LitCubeVAO), 1);
|
||||
DGL::GenerateVertexBuffers(LitCubeVAO, 1);
|
||||
|
||||
DGL::BindVertexArray(LitCubeVAO);
|
||||
|
||||
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer );
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices , CubeModelElements);
|
||||
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
|
||||
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), false);
|
||||
|
||||
DGL::EnableVertexAttributeArray(0);
|
||||
}
|
||||
|
||||
sfn RAW_RotateLitCube(gFloat _delta)
|
||||
{
|
||||
LitCubeTransform = DGL::Rotate(LitCubeTransform, RotationRate * _delta, Vector3(0.0f, 1.0f, 0.0f));
|
||||
//LitCubeTransform = DGL::Rotate(LitCubeTransform, RotationRate * _delta, Vector3(0.0f, 1.0f, 0.0f));
|
||||
}
|
||||
|
||||
sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
|
||||
@ -473,8 +452,6 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
|
||||
|
||||
Vector3 lightColor = LightColor.Vector();
|
||||
|
||||
//DGL::PhongShader::SetupRender(screenspaceTransform, LitCubeTransform, CubeColor, LightPosition, lightColor);
|
||||
|
||||
DGL::BindVertexArray(LitCubeVAO);
|
||||
|
||||
RAW_RenderCube();
|
||||
@ -486,11 +463,11 @@ using DGL::NormalBuffer;
|
||||
|
||||
namespace ProperCube
|
||||
{
|
||||
Model model("topology.obj");
|
||||
Model model("blenderCube2.obj");
|
||||
|
||||
Vector3 position = Vector3(0.0f);
|
||||
|
||||
Vector3 color = CoralColor.Vector();
|
||||
Vector3 color = SomeColor.Vector();
|
||||
|
||||
CoordSpace transform = Matrix4x4(1.0f);
|
||||
|
||||
@ -498,7 +475,7 @@ namespace ProperCube
|
||||
|
||||
sfn Rotate(gFloat _delta)
|
||||
{
|
||||
transform = DGL::Rotate(transform, 0.75f * _delta, Vector3(0, 1, 0));
|
||||
//transform = DGL::Rotate(transform, 0.75f * _delta, Vector3(0, 1, 0));
|
||||
}
|
||||
|
||||
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport, Ref(Vector3) _cameraPosition)
|
||||
@ -507,7 +484,7 @@ namespace ProperCube
|
||||
|
||||
Vector3 lightColor = LightColor.Vector();
|
||||
|
||||
DGL::PhongShader::Use
|
||||
DGL::PhongShader::Use_Old
|
||||
(
|
||||
_projection ,
|
||||
_viewport ,
|
||||
|
24
blenderCube2.obj
Normal file
24
blenderCube2.obj
Normal file
@ -0,0 +1,24 @@
|
||||
# Blender v2.80 (sub 74) OBJ File: ''
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 1.000000 1.000000 -1.000000
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
v 1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 -1.000000 1.000000
|
||||
s off
|
||||
f 5 3 1
|
||||
f 3 8 4
|
||||
f 7 6 8
|
||||
f 2 8 6
|
||||
f 1 4 2
|
||||
f 5 2 6
|
||||
f 5 7 3
|
||||
f 3 7 8
|
||||
f 7 5 6
|
||||
f 2 4 8
|
||||
f 1 3 4
|
||||
f 5 1 2
|
Loading…
Reference in New Issue
Block a user