mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-12-22 15:04:47 -08:00
"Drips in Elmer's Glue", Cameras are hard.
This commit is contained in:
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@ -21,6 +21,10 @@ This merely removes the need to use operators I don't like and wraps them in eas
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include <chrono>
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#include <thread>
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#include <memory>
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#include <functional>
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@ -53,6 +57,12 @@ 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 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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// Strings
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template<typename CharType>
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56
DGL.hpp
56
DGL.hpp
@ -19,7 +19,7 @@
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namespace GL
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namespace DGL
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{
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// Aliases
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@ -109,6 +109,16 @@ namespace GL
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return;
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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 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 DrawArrays(EPrimitives _primitive, gInt _startingIndex, gInt _numToRender)
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{
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glDrawArrays(GLenum(_primitive), _startingIndex, _numToRender); // Starting from vertex 0; 3 vertices total -> 1 triangle.
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@ -119,6 +129,22 @@ namespace GL
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glDrawElements(GLenum(_primitive), _numElements, GLenum(_dataType), _offfsetAddressFromFirstIndex);
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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 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 GetTime() -> TimeValDec
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{
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return glfwGetTime();
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@ -129,6 +155,19 @@ namespace GL
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return glfwGetTimerValue();
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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 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 InitalizeGLFW()
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{
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try
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@ -202,7 +241,7 @@ namespace GL
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return;
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}
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sfn RunBasicWindowLoop_Timed(const ptr<Window> _window, TimeValDec _interval, FnPtr<void> _renderProcedure)
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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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@ -236,6 +275,17 @@ namespace GL
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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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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 RunTimingLoop()
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{
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return;
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@ -266,7 +316,7 @@ namespace GL
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return;
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}
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sfn SetPolygonMode(EFace _desiredFaces, EMode _desiredMode)
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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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@ -13,7 +13,7 @@
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namespace GL
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namespace DGL
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{
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sfn BindBuffer(const EBufferTarget _targetType, const ID<Buffer> _buffer)
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{
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60
DGL_Enum.hpp
60
DGL_Enum.hpp
@ -5,14 +5,40 @@
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namespace GL
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namespace DGL
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{
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enum class EAxis
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{
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X, Y, Z
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};
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enum class ERotationAxis
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{
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Pitch, Yaw, Roll
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};
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enum class EBool
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{
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True = GL_TRUE ,
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False = GL_FALSE
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};
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enum class EMouseMode
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{
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Cursor = GLFW_CURSOR ,
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RawMouse = GLFW_RAW_MOUSE_MOTION ,
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StickyKeys = GLFW_STICKY_KEYS ,
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StickMouse = GLFW_STICKY_MOUSE_BUTTONS,
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LockKey = GLFW_LOCK_KEY_MODS ,
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};
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enum class ECursorMode
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{
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Normal = GLFW_CURSOR_NORMAL ,
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Hidden = GLFW_CURSOR_HIDDEN ,
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Disable = GLFW_CURSOR_DISABLED
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};
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enum class EBufferTarget
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{
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VertexAttributes = GL_ARRAY_BUFFER ,
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@ -66,6 +92,16 @@ namespace GL
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Double = GL_DOUBLE
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};
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enum class EDirection
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{
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Up ,
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Down ,
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Left ,
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Right ,
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Forward ,
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Backward
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};
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enum class EFace
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{
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Front = GL_FRONT ,
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@ -81,6 +117,24 @@ namespace GL
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Stencil = GL_STENCIL_BUFFER_BIT
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};
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enum class EKeyCodes
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{
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F1 = GLFW_KEY_F1 ,
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A = GLFW_KEY_A ,
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D = GLFW_KEY_D ,
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E = GLFW_KEY_E ,
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Q = GLFW_KEY_Q ,
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S = GLFW_KEY_S ,
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W = GLFW_KEY_W ,
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LeftShift = GLFW_KEY_LEFT_SHIFT
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};
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enum class EKeyState
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{
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Pressed = GLFW_PRESS ,
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Released = GLFW_RELEASE
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};
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enum class ELODBias
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{
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Max = GL_MAX_TEXTURE_LOD_BIAS
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@ -102,13 +156,15 @@ namespace GL
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LinearToLinear = GL_LINEAR_MIPMAP_LINEAR
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};
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enum class EMode
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enum class ERenderMode
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{
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Point = GL_POINT,
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Line = GL_LINE ,
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Fill = GL_FILL
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};
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enum class EPrimitives
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{
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Points = GL_POINTS,
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namespace GL
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namespace DGL
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{
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// Fundamental Types
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using gChar = GLchar ;
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using gBitfield = GLbitfield;
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using gFloat = GLfloat ;
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using gFloatClamped = GLclampf ;
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using gInt = GLint ;
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using gUInt = GLuint ;
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using gSize = GLsizei ;
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namespace GL
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namespace DGL
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{
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namespace Generic
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{
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@ -26,6 +26,15 @@ namespace GL
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template<typename ReferenceType>
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using ID = gUInt;
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struct LinearColor
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{
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gFloatClamped Red, Green, Blue, Alpha;
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LinearColor(gFloatClamped _red, gFloatClamped _green, gFloatClamped _blue, gFloatClamped _alpha) :
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Red(_red), Green(_green), Blue(_blue), Alpha(_alpha) {};
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};
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// ID Reference Types
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class Buffer;
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namespace GL
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namespace DGL
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{
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struct Primitive
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namespace GL
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namespace DGL
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{
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// Some Raw Source Defaults:
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@ -155,6 +155,8 @@ namespace GL
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sfn GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, ptr<gSize> _infoLengthRef, RawString<gChar> _infoLogRef) -> void
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{
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glGetProgramInfoLog(_shaderProgram, _logLength, _infoLengthRef, _infoLogRef);
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return;
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}
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sfn GetUniformVariable(const ID<ShaderProgram> _programID, RawString<const char> _nameOfVariable) -> ID<Matrix>
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@ -172,11 +174,15 @@ namespace GL
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sfn QueryShader(ID<Shader> _shaderToQuery, EShaderInfo _shaderInfoDesired, ptr<gInt> _requestedInfoObject) -> void
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{
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glGetShaderiv(_shaderToQuery, GLenum(_shaderInfoDesired), _requestedInfoObject);
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return;
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}
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sfn QueryShaderProgram(ID<ShaderProgram> _shaderToQuery, EShaderProgramInfo _shaderProgramInfoDesired, ptr<gInt> _requestedInfoObject) -> void
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{
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glGetProgramiv(_shaderToQuery, GLenum(_shaderProgramInfoDesired), _requestedInfoObject);
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return;
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}
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sfn LoadShaders(RawString<const char> _vertexShaderFilePath, RawString<const char> _fragmentShaderFilePath) -> ID<ShaderProgram>
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@ -263,25 +269,31 @@ namespace GL
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ID<Shader> VertexShader ;
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ID<Shader> FragmentShader;
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MakeShader(VertexShader , EShaderType::Vertex , 1, Address(GL::RawVertextShaderSource ), NULL);
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MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(GL::RawFragmentShaderSource), NULL);
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MakeShader(VertexShader , EShaderType::Vertex , 1, Address(DGL::RawVertextShaderSource ), NULL);
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MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(DGL::RawFragmentShaderSource), NULL);
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GL::MakeShaderProgram(RawShader, VertexShader, FragmentShader);
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DGL::MakeShaderProgram(RawShader, VertexShader, FragmentShader);
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GL::DeleteShader(VertexShader );
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GL::DeleteShader(FragmentShader);
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DGL::DeleteShader(VertexShader );
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DGL::DeleteShader(FragmentShader);
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return;
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}
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sfn LoadSimpleShader()
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{
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SimpleShader = LoadShaders("SimpleVertexShader.vert", "SimpleFragmentShader.frag");
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return;
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}
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sfn LoadSimpleShader_Transformed()
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{
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SimpleShader_Transformed = LoadShaders("SimpleTransform.vert", "SingleColor.frag");
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ScreenSpaceVarID = GL::GetUniformVariable(GL::SimpleShader_Transformed, "modelViewProjection");
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ScreenSpaceVarID = DGL::GetUniformVariable(DGL::SimpleShader_Transformed, "modelViewProjection");
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return;
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}
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sfn LoadDefaultShaders()
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@ -289,6 +301,8 @@ namespace GL
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LoadRawShader ();
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LoadSimpleShader ();
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LoadSimpleShader_Transformed();
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return;
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}
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sfn MakeShader
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@ -306,6 +320,8 @@ namespace GL
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BindShaderSource(_shaderIDHolder, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
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CompileShader(_shaderIDHolder);
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return;
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}
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sfn MakeShaderProgram(Ref(ID<ShaderProgram>) _shaderProgramIDHolder, const ID<Shader> _vertexShader, const ID<Shader> _fragShader) -> void
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@ -350,6 +366,8 @@ namespace GL
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sfn SetUniformVariable_MatrixVariableArray(const ID<Matrix> _matrixID, const gSize _numMatricies, const EBool _shouldTransposeValues, ptr<const float> _dataPtr)
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{
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glUniformMatrix4fv(_matrixID, _numMatricies, GLenum(_shouldTransposeValues), _dataPtr);
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return;
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}
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sfn UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
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|
237
DGL_Space.hpp
237
DGL_Space.hpp
@ -10,7 +10,7 @@
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namespace GL
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namespace DGL
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{
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using CoordSpace = Matrix4x4;
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using Projection = Matrix4x4;
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@ -18,6 +18,16 @@ namespace GL
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// Function
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sfn Cosine(gFloat _angleInRadians)
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{
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return glm::cos(_angleInRadians);
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}
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sfn Sine(gFloat _angleInRadians)
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{
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return glm::sin(_angleInRadians);
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}
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template<typename Type>
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sfn CreateLookAtView(const Generic::Vector3<Type> _viewPosition, const Generic::Vector3<Type> _lookAtPosition, const Generic::Vector3<Type> _upDirection) -> Matrix4x4
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{
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@ -35,6 +45,11 @@ namespace GL
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return glm::perspective(_fieldOfView, _aspectRatio, _nearPlane, _farPlane);
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}
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sfn Translate(const Matrix4x4 _matrix, Vector3 _translationAmount)
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{
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return glm::translate(_matrix, _translationAmount);
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}
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sfn Rotate(const Matrix4x4 _matrix, gFloat _rotationAngleAmount, Vector3 _axis) -> Matrix4x4
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{
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return glm::rotate(_matrix, _rotationAngleAmount, _axis);
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@ -46,6 +61,18 @@ namespace GL
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return glm::radians(_degrees);
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}
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sfn GetCrossNormal(Vector3 _subj, Vector3 _ref) -> Vector3
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{
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return glm::cross(_subj, _ref);
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}
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sfn GetDirection(Vector3 _vectorSpecified)
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{
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return glm::normalize(_vectorSpecified);
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}
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struct ClippingPlanes
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{
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gFloat Near, Far;
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@ -61,24 +88,28 @@ namespace GL
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NearClippingPlane = 0.1f ,
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FarClippingPlane = 100.0f ;
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Vector3 CameraPosition(-3, 0, 0),
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Vector3 CameraPosition( 0, 0, 2),
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LookAtPosition( 0, 0, 0),
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UpDirection ( 0, 1, 0) ;
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RightDirection( 1, 0, 0),
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UpDirection ( 0, 1, 0),
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FrontDirection( 0, 0, 1) ;
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gFloat ScreenWidth = 720.0f, ScreenHeight = 450.0f;
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gFloat ScreenWidth = 720.0f, ScreenHeight = 540.0f, ScreenCenterWidth = ScreenWidth / 2, ScreenCenterHeight = ScreenHeight / 2;
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}
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using std::cout; using std::endl;
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struct Camera
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{
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gFloat AspectRatio, FieldOfView;
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gFloat AspectRatio, FieldOfView, Yaw, Pitch, Roll;
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ClippingPlanes ClipSpace;
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CoordSpace ViewPort;
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CoordSpace Viewport;
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Projection Orthographic, Perspective;
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Vector3 Position, LookAtPosition, UpDirection;
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Vector3 Position, LookAtPosition, UpDirection, FrontDirection, RightDirection;
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Camera
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@ -88,29 +119,211 @@ namespace GL
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ClippingPlanes _clippingPlanes,
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Vector3 _position ,
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Vector3 _lookAtPosition,
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Vector3 _upDirection
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Vector3 _upDirection ,
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Vector3 _frontDirection
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) :
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AspectRatio (_aspectRatio ),
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FieldOfView (_fieldOfView ),
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ClipSpace (_clippingPlanes),
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Position (_position ),
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LookAtPosition(_lookAtPosition),
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UpDirection (_upDirection )
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UpDirection (_upDirection ),
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FrontDirection(_frontDirection)
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{
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ViewPort = CreateLookAtView(Position, LookAtPosition, UpDirection);
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std::cout << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;
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Yaw = -90.0f; Pitch = 0; Roll = 0;
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//Yaw = 0;
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UpdateCamera();
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std::cout << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;
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Orthographic = CreateOrthographic(0.0f, DefaultSpace::ScreenWidth, 0.0f, DefaultSpace::ScreenHeight, ClipSpace.Near, ClipSpace.Far);
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Perspective = CreatePerspective<gFloat>(ToRadians(FieldOfView), AspectRatio, ClipSpace.Near, ClipSpace.Far);
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}
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sfn Move(EDirection _direction, gFloat _translationAmount, gFloat _deltaTime)
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{
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switch (_direction)
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{
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case EDirection::Up:
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{
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Position += UpDirection * _translationAmount * _deltaTime;
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LookAtPosition += UpDirection * _translationAmount * _deltaTime;
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break;
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||||
}
|
||||
case EDirection::Down:
|
||||
{
|
||||
Position -= UpDirection * _translationAmount * _deltaTime;
|
||||
|
||||
LookAtPosition -= UpDirection * _translationAmount * _deltaTime;
|
||||
|
||||
break;
|
||||
}
|
||||
case EDirection::Left:
|
||||
{
|
||||
Position += GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
|
||||
|
||||
//LookAtPosition += GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
|
||||
|
||||
break;
|
||||
}
|
||||
case EDirection::Right:
|
||||
{
|
||||
Position -= GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
|
||||
|
||||
//LookAtPosition -= GetDirection(GetCrossNormal(FrontDirection, UpDirection)) * _translationAmount * _deltaTime;
|
||||
|
||||
break;
|
||||
}
|
||||
case EDirection::Forward:
|
||||
{
|
||||
Position -= FrontDirection * _translationAmount * _deltaTime;
|
||||
|
||||
LookAtPosition -= FrontDirection * _translationAmount * _deltaTime;
|
||||
|
||||
break;
|
||||
}
|
||||
case EDirection::Backward:
|
||||
{
|
||||
Position += FrontDirection * _translationAmount * _deltaTime;
|
||||
|
||||
LookAtPosition += FrontDirection * _translationAmount * _deltaTime;
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
throw std::logic_error("Direction move not defined.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sfn Move(Vector3 _translationAmount, Ref(gFloat) _deltaTime)
|
||||
{
|
||||
Position += _translationAmount * _deltaTime;
|
||||
}
|
||||
|
||||
sfn Rotate(ERotationAxis _pivot, gFloat _rotationAmount, gFloat _deltaTime)
|
||||
{
|
||||
switch (_pivot)
|
||||
{
|
||||
case ERotationAxis::Pitch:
|
||||
{
|
||||
Pitch -= _rotationAmount * _deltaTime;
|
||||
|
||||
if (Pitch > 89.9f)
|
||||
{
|
||||
Pitch = 89.9f;
|
||||
}
|
||||
else if (Pitch < -89.9f)
|
||||
{
|
||||
Pitch = -89.9f;
|
||||
}
|
||||
|
||||
//std::cout << "Pitch: " << Pitch << std::endl;
|
||||
|
||||
break;
|
||||
}
|
||||
case ERotationAxis::Roll:
|
||||
{
|
||||
Roll += _rotationAmount * _deltaTime;
|
||||
|
||||
if (Roll > 89.9f)
|
||||
{
|
||||
Roll = 89.9f;
|
||||
}
|
||||
else if (Roll < -89.9f)
|
||||
{
|
||||
Roll = -89.9f;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case ERotationAxis::Yaw:
|
||||
{
|
||||
Yaw += _rotationAmount * _deltaTime;
|
||||
|
||||
/*if (Yaw > 89.9f)
|
||||
{
|
||||
Yaw = 89.9f;
|
||||
}
|
||||
else if (Yaw < -89.9f)
|
||||
{
|
||||
Pitch = -89.9f;
|
||||
}*/
|
||||
|
||||
//std::cout << "Yaw: " << Yaw << std::endl;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*std::cout << "Front Direction: " << FrontDirection.x << ", " << FrontDirection.y << ", " << FrontDirection.z << std::endl;
|
||||
std::cout << "Right Direction: " << RightDirection.x << ", " << RightDirection.y << ", " << RightDirection.z << std::endl;
|
||||
std::cout << "Up Direction: " << UpDirection.x << ", " << UpDirection.y << ", " << UpDirection.z << std::endl;*/
|
||||
}
|
||||
|
||||
|
||||
sfn UpdateCamera() -> void
|
||||
{
|
||||
//cout << Pitch << Yaw << Roll << endl;
|
||||
|
||||
//cout << "Cosine: " << Cosine(ToRadians(Yaw)) << endl;
|
||||
|
||||
FrontDirection.x = Cosine(ToRadians(Yaw )) * Cosine(ToRadians(Pitch));
|
||||
FrontDirection.y = Sine (ToRadians(Pitch)) ;
|
||||
FrontDirection.z = Sine (ToRadians(Yaw )) * Cosine(ToRadians(Pitch));
|
||||
|
||||
FrontDirection = GetDirection(FrontDirection );
|
||||
RightDirection = GetDirection(GetCrossNormal(FrontDirection, DefaultSpace::UpDirection ));
|
||||
UpDirection = GetDirection(GetCrossNormal(RightDirection, FrontDirection));
|
||||
|
||||
//Matrix4x4 mRoll = glm::rotate(mRoll , Roll , DefaultSpace::FrontDirection);
|
||||
//Matrix4x4 mPitch = glm::rotate(mPitch, Pitch, DefaultSpace::RightDirection);
|
||||
//Matrix4x4 mYaw = glm::rotate(mYaw , Roll , DefaultSpace::UpDirection );
|
||||
|
||||
//Matrix4x4 rotation = mPitch * mYaw;
|
||||
|
||||
Viewport = CreateLookAtView(Position, LookAtPosition - FrontDirection, UpDirection);
|
||||
|
||||
//glm::mat4 translate = glm::mat4(1.0f);
|
||||
|
||||
//translate = glm::translate(translate, -LookAtPosition);
|
||||
|
||||
//Viewport = rotation * translate;
|
||||
}
|
||||
};
|
||||
|
||||
namespace DefaultSpace
|
||||
{
|
||||
Camera WorldCamera(AspectRatio, FieldOfView, ClippingPlanes(NearClippingPlane, FarClippingPlane), CameraPosition, LookAtPosition, UpDirection);
|
||||
Camera WorldCamera
|
||||
(
|
||||
AspectRatio,
|
||||
FieldOfView,
|
||||
ClippingPlanes(NearClippingPlane, FarClippingPlane),
|
||||
CameraPosition,
|
||||
LookAtPosition,
|
||||
UpDirection,
|
||||
FrontDirection
|
||||
);
|
||||
|
||||
CoordSpace WorldSpace(Matrix4x4(1.0f));
|
||||
|
||||
CoordSpace Screenspace = WorldCamera.Perspective * WorldCamera.ViewPort * WorldSpace;
|
||||
CoordSpace Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace;
|
||||
|
||||
sfn UpdateScreenspace()
|
||||
{
|
||||
//Screenspace = WorldCamera.Perspective * WorldCamera.Viewport * WorldSpace;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
312
Execution.cpp
312
Execution.cpp
@ -1,9 +1,4 @@
|
||||
// Cpp STL
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
#include <memory>
|
||||
|
||||
|
||||
|
||||
// Project
|
||||
#include "DGL.hpp"
|
||||
@ -23,6 +18,8 @@ namespace Execution
|
||||
|
||||
using std::thread;
|
||||
|
||||
|
||||
|
||||
template<typename Type>
|
||||
using UPtr = std::unique_ptr<Type>;
|
||||
|
||||
@ -36,53 +33,92 @@ namespace Execution
|
||||
|
||||
// GL
|
||||
|
||||
using GL::TimeValDec;
|
||||
using GL::Window ;
|
||||
using GL::Matrix ;
|
||||
using GL::Matrix4x4 ;
|
||||
using GL::Vector3 ;
|
||||
using GL::gFloat ;
|
||||
using DGL::TimeValDec;
|
||||
using DGL::Window ;
|
||||
using DGL::Matrix ;
|
||||
using DGL::Matrix4x4 ;
|
||||
using DGL::Vector3 ;
|
||||
using DGL::gFloat ;
|
||||
|
||||
|
||||
bool Exist = true;
|
||||
|
||||
TimeValDec CycleStart, CycleEnd, DeltaTime, InputPollingInterval = 1.0f / 240.0f, RenderInterval = 1.0f / 60.0f;
|
||||
TimeValDec CycleStart, CycleEnd, DeltaTime, InputPollingInterval = 1.0f / 240.0f, PhysicsInterval = 1.0f / 120.0f, RenderInterval = 1.0f / 60.0f;
|
||||
|
||||
UPtr<thread> BasicLoop, BasicTimedLoop;
|
||||
|
||||
ptr<Window> DefaultWindow;
|
||||
|
||||
|
||||
gFloat CamMoveSpeed = 3.0f, CamRotationSpeed = 1.0f;
|
||||
|
||||
|
||||
|
||||
enum class CameraActions
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
enum class EMovement
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
template<typename Device>
|
||||
struct ActionBind
|
||||
{
|
||||
|
||||
|
||||
Delegate< Func<void>> Action;
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct Keyboard
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
struct ActionBinds
|
||||
{
|
||||
static ActionBind<Keyboard> MoveFoward;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Testing
|
||||
|
||||
// Foward Declares
|
||||
// Forward Declares
|
||||
|
||||
sfn RenderProcedure () -> void;
|
||||
sfn PrepareRenderObjects() -> void;
|
||||
|
||||
sfn CreateWindow_BasicLoop()
|
||||
{
|
||||
GL::InitalizeGLFW();
|
||||
DGL::InitalizeGLFW();
|
||||
|
||||
deduce windowObj = GL::CreateWindow(720, 450, "Assignment 1: RawLoop", GL::WindowedMode(), GL::NotShared());
|
||||
deduce windowObj = DGL::CreateWindow(720, 540, "Assignment 1: RawLoop", DGL::WindowedMode(), DGL::NotShared());
|
||||
|
||||
GL::SetCurrentContext(windowObj);
|
||||
DGL::SetCurrentContext(windowObj);
|
||||
|
||||
GL::RunBasicWindowLoop(windowObj);
|
||||
DGL::RunBasicWindowLoop(windowObj);
|
||||
}
|
||||
|
||||
sfn CreateWindow_TimedRender()
|
||||
{
|
||||
GL::InitalizeGLFW();
|
||||
DGL::InitalizeGLFW();
|
||||
|
||||
deduce windowObj = GL::CreateWindow(720, 540, "Assignment 1: Timed Render", GL::WindowedMode(), GL::NotShared());
|
||||
deduce windowObj = DGL::CreateWindow(720, 540, "Assignment 1: Timed Render", DGL::WindowedMode(), DGL::NotShared());
|
||||
|
||||
GL::SetCurrentContext(windowObj);
|
||||
DGL::SetCurrentContext(windowObj);
|
||||
|
||||
GL::InitalizeGLEW();
|
||||
DGL::InitalizeGLEW();
|
||||
|
||||
PrepareRenderObjects();
|
||||
|
||||
GL::RunBasicWindowLoop_Timed(windowObj, 1.0 / 60.0, Address(RenderProcedure));
|
||||
DGL::RunBasicWindowLoop_Timed(windowObj, 1.0 / 60.0, Address(RenderProcedure));
|
||||
}
|
||||
|
||||
sfn PrepareRenderObjects() -> void
|
||||
@ -91,70 +127,248 @@ namespace Execution
|
||||
|
||||
RAW_BindAndBufferDataToIDs();
|
||||
|
||||
GL::LoadDefaultShaders();
|
||||
DGL::LoadDefaultShaders();
|
||||
|
||||
GL::FormatVertexAttributes<Vertex3>(VertexAttributeIndex, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::True);
|
||||
DGL::FormatVertexAttributes<Vertex3>(VertexAttributeIndex, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
|
||||
|
||||
GL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
|
||||
DGL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
|
||||
|
||||
GL::BindVertexArray(0);
|
||||
DGL::BindVertexArray(0);
|
||||
}
|
||||
|
||||
sfn Cycler(FnPtr<void> _inputProcedure, FnPtr<void> _renderProcedure)
|
||||
using DGL::EFrameBuffer;
|
||||
using DGL::LinearColor;
|
||||
using DGL::DefaultSpace::WorldCamera;
|
||||
|
||||
using std::cout; using std::endl;
|
||||
|
||||
using DGL::KeyPressed;
|
||||
using DGL::EKeyCodes;
|
||||
|
||||
using DGL::DefaultSpace::WorldCamera;
|
||||
using DGL::EDirection;
|
||||
|
||||
|
||||
struct CamShouldMove
|
||||
{
|
||||
bool Up, Down, Left, Right, Forward, Backward;
|
||||
|
||||
short int numActive;
|
||||
};
|
||||
|
||||
CamShouldMove CamMoveRequests = { false, false, false, false, false, false, 0 };
|
||||
|
||||
double CursorX, CursorY;
|
||||
|
||||
using DGL::DefaultSpace::ScreenCenterWidth; using DGL::DefaultSpace::ScreenCenterHeight;
|
||||
|
||||
|
||||
TimeValDec InputDelta = 0.0, PhysicsDelta = 0.0, RenderDelta = 0.0;
|
||||
|
||||
using DGL::DefaultSpace::Screenspace;
|
||||
|
||||
sfn Cycler(Delegate< Func<void, ptr<Window>> > _inputProcedure, Delegate< Func<void>> _renderProcedure)
|
||||
{
|
||||
while (Exist)
|
||||
{
|
||||
CycleStart = GL::GetTime();
|
||||
CycleStart = DGL::GetTime();
|
||||
|
||||
if (DeltaTime >= InputPollingInterval)
|
||||
if (InputDelta >= InputPollingInterval)
|
||||
{
|
||||
GL::PollEvents();
|
||||
DGL::PollEvents();
|
||||
|
||||
_inputProcedure();
|
||||
glfwGetCursorPos(DefaultWindow, Address(CursorX), Address(CursorY));
|
||||
|
||||
_inputProcedure(DefaultWindow);
|
||||
|
||||
DGL::ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
|
||||
|
||||
InputDelta = 0.0;
|
||||
}
|
||||
|
||||
if (DeltaTime >= RenderInterval)
|
||||
if (PhysicsDelta >= PhysicsInterval)
|
||||
{
|
||||
if (CamMoveRequests.Up ) WorldCamera.Move(EDirection::Up , CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
if (CamMoveRequests.Down ) WorldCamera.Move(EDirection::Down , CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
if (CamMoveRequests.Left ) WorldCamera.Move(EDirection::Left , CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
if (CamMoveRequests.Right ) WorldCamera.Move(EDirection::Right , CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
if (CamMoveRequests.Forward ) WorldCamera.Move(EDirection::Forward , CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
if (CamMoveRequests.Backward) WorldCamera.Move(EDirection::Backward, CamMoveSpeed / CamMoveRequests.numActive, PhysicsDelta);
|
||||
|
||||
WorldCamera.UpdateCamera();
|
||||
|
||||
//WorldCamera.Position.y = 0.0;
|
||||
//WorldCamera.LookAtPosition.y = 0.0;
|
||||
|
||||
DGL::DefaultSpace::UpdateScreenspace();
|
||||
|
||||
CamMoveRequests = { false, false, false, false, false, false, 0 };
|
||||
|
||||
PhysicsDelta = 0.0;
|
||||
}
|
||||
|
||||
if (RenderDelta >= RenderInterval)
|
||||
{
|
||||
DGL::ClearBuffer(EFrameBuffer::Color, EFrameBuffer::Depth);
|
||||
|
||||
DGL::SetClearColor(LinearColor(0.12f, 0.12f, 0.12f, 1.0f));
|
||||
|
||||
_renderProcedure();
|
||||
|
||||
DGL::SwapBuffers(DefaultWindow);
|
||||
|
||||
RenderDelta = 0.0;
|
||||
}
|
||||
|
||||
CycleEnd = GL::GetTime();
|
||||
CycleEnd = DGL::GetTime();
|
||||
|
||||
DeltaTime = DeltaTime + CycleEnd - CycleStart;
|
||||
DeltaTime = CycleEnd - CycleStart;
|
||||
|
||||
InputDelta += DeltaTime;
|
||||
PhysicsDelta += DeltaTime;
|
||||
RenderDelta += DeltaTime;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
sfn InputProcedure()
|
||||
{
|
||||
using DGL::EMouseMode; using DGL::ECursorMode;
|
||||
|
||||
using DGL::DefaultSpace::ScreenCenterWidth; using DGL::DefaultSpace::ScreenCenterHeight;
|
||||
|
||||
sfn InputProcedure(ptr<Window> _currentWindowContext)
|
||||
{
|
||||
if (KeysPressed(_currentWindowContext, EKeyCodes::LeftShift, EKeyCodes::F1))
|
||||
{
|
||||
ECursorMode cursorMode = ECursorMode(GetMouseInputMode(DefaultWindow, EMouseMode::Cursor));
|
||||
|
||||
if (cursorMode == ECursorMode::Normal || cursorMode == ECursorMode::Hidden)
|
||||
{
|
||||
SetInputMode(_currentWindowContext, EMouseMode::Cursor, ECursorMode::Disable);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetInputMode(_currentWindowContext, EMouseMode::Cursor, ECursorMode::Normal);
|
||||
}
|
||||
}
|
||||
|
||||
if (CursorX != 0)//!= ScreenCenterWidth)
|
||||
{
|
||||
WorldCamera.Rotate(DGL::ERotationAxis::Yaw, CursorX * CamMoveSpeed, InputDelta);
|
||||
|
||||
//cout << "Cursor X: " << CursorX << endl;
|
||||
}
|
||||
|
||||
if (CursorY != 0)
|
||||
{
|
||||
WorldCamera.Rotate(DGL::ERotationAxis::Pitch, CursorY * CamMoveSpeed, InputDelta);
|
||||
|
||||
//cout << "Cursor Y: " << CursorX << endl;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::E))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Up, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Up = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::Q))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Down, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Down = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::A))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Left, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Left = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::D))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Right, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Right = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::W))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Forward, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Forward = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
|
||||
if (KeyPressed(_currentWindowContext, EKeyCodes::S))
|
||||
{
|
||||
WorldCamera.Move(EDirection::Backward, CamMoveSpeed, InputDelta);
|
||||
|
||||
CamMoveRequests.Backward = true;
|
||||
|
||||
CamMoveRequests.numActive++;
|
||||
}
|
||||
}
|
||||
|
||||
sfn RenderProcedure() -> void
|
||||
{
|
||||
GL::EnableVertexAttributeArray(VertexAttributeIndex);
|
||||
DGL::EnableVertexAttributeArray(VertexAttributeIndex);
|
||||
|
||||
GL::SetPolygonMode(GL::EFace::Front_and_Back, GL::EMode::Fill);
|
||||
DGL::SetPolygonMode(DGL::EFace::Front_and_Back, DGL::ERenderMode::Line);
|
||||
|
||||
GL::DefaultSpace::WorldSpace = GL::Rotate(GL::DefaultSpace::WorldSpace, 0.0035f, Vector3(0.0f, 0.5f, 0.0f));
|
||||
DGL::DefaultSpace::WorldSpace = DGL::Rotate(DGL::DefaultSpace::WorldSpace, 0.0035f, Vector3(0.0f, 0.5f, 0.0f));
|
||||
|
||||
GL::DefaultSpace::Screenspace = GL::DefaultSpace::WorldCamera.Perspective * GL::DefaultSpace::WorldCamera.ViewPort * GL::DefaultSpace::WorldSpace;
|
||||
DGL::DefaultSpace::Screenspace = DGL::DefaultSpace::WorldCamera.Perspective * DGL::DefaultSpace::WorldCamera.Viewport * DGL::DefaultSpace::WorldSpace;
|
||||
|
||||
GL::UseProgramShader(GL::SimpleShader_Transformed);
|
||||
DGL::UseProgramShader(DGL::SimpleShader_Transformed);
|
||||
|
||||
GL::SetUniformVariable_MatrixVariableArray(GL::ScreenSpaceVarID, 1, GL::EBool::False, Address(GL::DefaultSpace::Screenspace[0][0]));
|
||||
DGL::SetUniformVariable_MatrixVariableArray(DGL::ScreenSpaceVarID, 1, DGL::EBool::False, Address(DGL::DefaultSpace::Screenspace[0][0]));
|
||||
|
||||
GL::BindVertexArray(VertexArrayObj);
|
||||
DGL::BindVertexArray(VertexArrayObj);
|
||||
|
||||
GL::DrawArrays(GL::EPrimitives::Triangles, 0, TriangleRaw::VertexCount());
|
||||
DGL::DrawArrays(DGL::EPrimitives::Triangles, 0, TriangleRaw::VertexCount());
|
||||
|
||||
GL::DisableVertexAttributeArray(VertexAttributeIndex);
|
||||
DGL::DrawElements(DGL::EPrimitives::Triangles, 6, EDataType::UnsignedInt, ZeroOffset());
|
||||
|
||||
//GL::BindVertexArray(0);
|
||||
|
||||
DGL::DisableVertexAttributeArray(VertexAttributeIndex);
|
||||
}
|
||||
|
||||
sfn PrepWorkspace()
|
||||
{
|
||||
using DGL::DefaultSpace::ScreenWidth ;
|
||||
using DGL::DefaultSpace::ScreenHeight;
|
||||
|
||||
DGL::InitalizeGLFW();
|
||||
|
||||
DefaultWindow = DGL::CreateWindow(ScreenWidth, ScreenHeight, "Assignment 1: Cam Movement Test", DGL::WindowedMode(), DGL::NotShared());
|
||||
|
||||
DGL::SetCurrentContext(DefaultWindow);
|
||||
|
||||
DGL::SetInputMode(DefaultWindow, DGL::EMouseMode::Cursor, DGL::ECursorMode::Disable);
|
||||
|
||||
DGL::ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
|
||||
|
||||
if (DGL::CanUseRawMouse())
|
||||
{
|
||||
DGL::SetInputMode(DefaultWindow, DGL::EMouseMode::RawMouse, DGL::EBool::True);
|
||||
}
|
||||
|
||||
DGL::InitalizeGLEW();
|
||||
|
||||
PrepareRenderObjects();
|
||||
}
|
||||
|
||||
|
||||
@ -162,13 +376,11 @@ namespace Execution
|
||||
|
||||
sfn Execute() -> ExitCode
|
||||
{
|
||||
/*PrepWorkspace();*/
|
||||
PrepWorkspace();
|
||||
|
||||
//Cycler(Address(InputProcedure), Address(RenderProcedure));
|
||||
Cycler(InputProcedure, RenderProcedure);
|
||||
|
||||
CreateWindow_TimedRender();
|
||||
|
||||
GL::TerminateGLFW();
|
||||
DGL::TerminateGLFW();
|
||||
|
||||
return ExitCode::Success;
|
||||
}
|
||||
|
@ -88,7 +88,7 @@ public:
|
||||
checkCompileErrors(geometry, "GEOMETRY");
|
||||
}
|
||||
|
||||
GL::MakeShaderProgram(ID, vertex, fragment);
|
||||
DGL::MakeShaderProgram(ID, vertex, fragment);
|
||||
|
||||
// shader Program
|
||||
/* ID = glCreateProgram();
|
||||
|
@ -6,14 +6,14 @@
|
||||
|
||||
|
||||
|
||||
using GL::gFloat;
|
||||
using GL::VertexBuffer;
|
||||
using GL::EBufferTarget;
|
||||
using GL::EBufferUsage;
|
||||
using GL::Buffer;
|
||||
using GL::ID;
|
||||
using GL::gInt;
|
||||
using GL::gSize;
|
||||
using DGL::gFloat;
|
||||
using DGL::VertexBuffer;
|
||||
using DGL::EBufferTarget;
|
||||
using DGL::EBufferUsage;
|
||||
using DGL::Buffer;
|
||||
using DGL::ID;
|
||||
using DGL::gInt;
|
||||
using DGL::gSize;
|
||||
|
||||
|
||||
|
||||
@ -37,9 +37,9 @@ struct TriangleRaw
|
||||
|
||||
TriangleRaw EquilateralTriangleVerticies =
|
||||
{
|
||||
{ -1.0f, -1.0f, 0.0f },
|
||||
{ 1.0f, -1.0f, 0.0f },
|
||||
{ 0.0f, 1.0f, 0.0f }
|
||||
{ -1.0f, -1.0f, 0.0f }, // Vert1
|
||||
{ 1.0f, -1.0f, 0.0f }, // Vert2
|
||||
{ 0.0f, 1.0f, 0.0f } // Vert 3
|
||||
};
|
||||
|
||||
|
||||
@ -87,10 +87,10 @@ struct RectangleIndices
|
||||
|
||||
RectangleCompressed rectCompress =
|
||||
{
|
||||
{ 0.5f, 0.5f, 0.0f },
|
||||
{ 0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, -0.5f, 0.0f },
|
||||
{ -0.5f, 0.5f, 0.0f }
|
||||
{ 1.0f, 1.0f, 0.0f },
|
||||
{ 1.0f, -1.0f, 0.0f },
|
||||
{ -1.0f, -1.0f, 0.0f },
|
||||
{ -1.0f, 1.0f, 0.0f }
|
||||
};
|
||||
|
||||
RectangleIndices rectIndices =
|
||||
@ -99,7 +99,7 @@ RectangleIndices rectIndices =
|
||||
{ 1, 2, 3 }
|
||||
};
|
||||
|
||||
using GL::ElementBuffer;
|
||||
using DGL::ElementBuffer;
|
||||
|
||||
ID<ElementBuffer> ElemBufferObj;
|
||||
|
||||
@ -124,35 +124,35 @@ TriTexCoords textureCoords =
|
||||
|
||||
sfn RAW_SetupBuffers()
|
||||
{
|
||||
GL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
|
||||
GL::GenerateBuffers (Address(VertexBufferObj), 1);
|
||||
GL::GenerateBuffers (Address(ElemBufferObj ), 1);
|
||||
DGL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
|
||||
DGL::GenerateBuffers (Address(VertexBufferObj), 1);
|
||||
DGL::GenerateBuffers (Address(ElemBufferObj ), 1);
|
||||
}
|
||||
|
||||
sfn RAW_SetupTriangleBuffer()
|
||||
{
|
||||
GL::GenerateBuffers(Address(VertexBufferObj), 1);
|
||||
DGL::GenerateBuffers(Address(VertexBufferObj), 1);
|
||||
}
|
||||
|
||||
sfn RAW_BindAndBufferDataToIDs()
|
||||
{
|
||||
GL::BindVertexArray(VertexArrayObj);
|
||||
DGL::BindVertexArray(VertexArrayObj);
|
||||
|
||||
GL::BindBuffer(EBufferTarget::VertexAttributes, VertexBufferObj);
|
||||
DGL::BindBuffer(EBufferTarget::VertexAttributes, VertexBufferObj);
|
||||
|
||||
GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
//GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
//GL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
//GL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
|
||||
DGL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
|
||||
|
||||
//GL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
DGL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
|
||||
}
|
||||
|
||||
GL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
|
||||
DGL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
|
||||
|
||||
using GL::EBool ;
|
||||
using GL::EDataType;
|
||||
using DGL::EBool ;
|
||||
using DGL::EDataType;
|
||||
|
||||
constexpr sfn ZeroOffset() -> ptr<void>
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user