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https://github.com/Ed94/DuctTaped_GL.git
synced 2024-12-22 15:04:47 -08:00
Model buffer doesn't like me, needs superglue.
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@ -123,8 +123,8 @@ namespace DGL
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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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Escape = GLFW_KEY_ESCAPE,
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UpArrow = GLFW_KEY_UP,
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Escape = GLFW_KEY_ESCAPE ,
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UpArrow = GLFW_KEY_UP ,
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DnArrow = GLFW_KEY_DOWN
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};
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@ -23,7 +23,7 @@ namespace DGL
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using VertexList = std ::vector < Vector3>;
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using UVList = std ::vector < Vector2>;
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using VecInt = Generic::Vector3< gInt >;
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using VecInt = Generic::Vector3< gUInt >;
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@ -70,7 +70,7 @@ namespace DGL
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struct Face
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{
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VecInt Vertexes, Normals;
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VecInt Vertexes, uvIndex, Normals;
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};
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struct FaceGenerator
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@ -109,7 +109,7 @@ namespace DGL
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{
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for (int index = 0; index < uvIndexes.size(); index++)
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{
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//generated.UVs[index] = uvIndexes.at(index);
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generated.uvIndex[index] = uvIndexes.at(index);
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}
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}
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if (normals.size() != 0)
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@ -120,6 +120,15 @@ namespace DGL
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}
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}
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if (uvIndexes.size() == 0)
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{
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generated.uvIndex = VecInt(0, 0, 0);
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}
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if (normals.size() == 0)
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{
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generated.Normals = VecInt(0, 0, 0);
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}
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return generated;
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}
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};
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@ -322,24 +331,26 @@ namespace DGL
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BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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if (VertNormals.size() != 0)
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{
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BindBuffer(EBufferTarget::VertexAttributes, NBO);
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BindBuffer(EBufferTarget::VertexAttributes, NBO);
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BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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}
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BindBuffer(EBufferTarget::VertexIndices, EBO);
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BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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//BufferData(Address(Indicies[0]), Indicies.size() * sizeof(gUInt), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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//BufferData(Address(Indicies[0]), Indicies.size() * sizeof(gInt), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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EnableVertexAttributeArray(0);
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FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
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//EnableVertexAttributeArray(1);
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//FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);
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/*EnableVertexAttributeArray(1);
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FormatVertexAttributes<gInt>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);*/
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BindVertexArray(0);
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}
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@ -350,11 +361,11 @@ namespace DGL
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BindBuffer(EBufferTarget::VertexIndices, EBO);
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gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, Address(Size));
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gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, Address(Size));
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Size /= sizeof(Face);
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Size /= sizeof(gFloat);
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DrawElements(DGL::EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
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DrawElements(EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
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BindVertexArray(0);
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}
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@ -80,16 +80,16 @@ namespace Execution
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TimeValDec CycleStart , // Snapshot of cycle loop start time.
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CycleEnd , // Snapshot of cycle loop end time.
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DeltaTime , // Delta between last cycle start and end.
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InputInterval = 1.0f / 240.0f, // Interval per second to complete the input process of the cycle.
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PhysicsInterval = 1.0f / 120.0f, // Interval per second to complete the physics process of hte cycle.
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RenderInterval = 1.0f / 60.0f ; // Interval per second to complete the render process of the cycle.
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InputInterval = 1.0f / 576.0f, // Interval per second to complete the input process of the cycle.
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PhysicsInterval = 1.0f / 288.0f, // Interval per second to complete the physics process of the cycle.
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RenderInterval = 1.0f / 144.0f ; // Interval per second to complete the render process of the cycle.
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ptr<Window> DefaultWindow; // Default window to use for execution.
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double CursorX, CursorY; // Cursor axis position on the window.
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gFloat CamMoveSpeed = 8.0f, // Rate at which the camera should move.
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CamRotationSpeed = 5.0f ; // Rate at which the camera should rotate.
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CamRotationSpeed = 27.0f ; // Rate at which the camera should rotate.
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TimeValDec InputDelta = 0.0, // Current delta since last input process.
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PhysicsDelta = 0.0, // Current delta since last physics process.
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@ -120,13 +120,6 @@ namespace Execution
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// End of temp stuff...
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//sfn PrepareRenderObjects() -> void
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//{
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//
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//}
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// Currently Does everything required before entering the cycler.
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sfn PrepWorkspace()
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{
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@ -241,7 +234,7 @@ namespace Execution
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return;
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}
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sfn ModCamSpeed(bool _isPositive)
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sfn ModifyCamSpeed(bool _isPositive)
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{
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if (_isPositive)
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{
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@ -253,9 +246,7 @@ namespace Execution
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}
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}
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deduce ModCamSpeedDelegate = Delegate<decltype(ModCamSpeed)>(ModCamSpeed);
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deduce ModifyCamSpeedDelegate = Delegate<decltype(ModifyCamSpeed)>(ModifyCamSpeed);
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deduce SetPolyModeDelegate = Delegate<decltype(SetPolygonMode)>(SetPolygonMode);
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sfn InputProcedure(ptr<Window> _currentWindowContext)
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@ -264,26 +255,29 @@ namespace Execution
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{
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ECursorMode cursorMode = ECursorMode(GetMouseInputMode(DefaultWindow, EMouseMode::Cursor));
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deduce delegate = Delegate<decltype(SetInputMode<ECursorMode>)>(SetInputMode<ECursorMode>);
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deduce delegate = Delegate<decltype(SetInputMode<ECursorMode>)>(SetInputMode<ECursorMode>);
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deduce delegateRaw = Delegate<decltype(SetInputMode<EBool >)>(SetInputMode<EBool >);
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if (cursorMode == ECursorMode::Normal || cursorMode == ECursorMode::Hidden)
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{
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ActionsToComplete.AddToQueue(delegate, _currentWindowContext, EMouseMode::Cursor, ECursorMode::Disable);
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ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Disable);
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ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::True );
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}
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else
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{
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ActionsToComplete.AddToQueue(delegate, _currentWindowContext, EMouseMode::Cursor, ECursorMode::Normal);
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ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Normal);
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ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::False );
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}
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::UpArrow))
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{
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ActionsToComplete.AddToQueue(ModCamSpeedDelegate, true);
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ActionsToComplete.AddToQueue(ModifyCamSpeedDelegate, true);
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}
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if (KeysPressed(_currentWindowContext, EKeyCodes::DnArrow))
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{
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ActionsToComplete.AddToQueue(ModCamSpeedDelegate, false);
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ActionsToComplete.AddToQueue(ModifyCamSpeedDelegate, false);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::F2))
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@ -298,12 +292,12 @@ namespace Execution
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if (CursorX != 0)
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{
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, CursorX * CamMoveSpeed, PhysicsDelta);
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, CursorX * CamRotationSpeed, PhysicsDelta);
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}
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if (CursorY != 0)
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{
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, CursorY * CamMoveSpeed, PhysicsDelta);
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, CursorY * CamRotationSpeed, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::E))
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@ -337,6 +331,18 @@ namespace Execution
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}
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}
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std::string windowTitle = "Assignment 1", deltaStr = "Delta: ", inputDeltaStr = "Input Delta: ", physicsDeltaStr = "Physics Delta: ", renderDeltaStr = "RenderDeltaStr: ";
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std::stringstream somethingtoupdate;
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sfn UpdateThisShit()
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{
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somethingtoupdate.str("");
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somethingtoupdate << windowTitle << " " << deltaStr << DeltaTime << " " << inputDeltaStr << InputDelta << " " << physicsDeltaStr << PhysicsDelta << " " << renderDeltaStr << RenderDelta;
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}
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sfn PhysicsProcedure()
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{
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WorldCamera.UpdateCamera();
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@ -347,14 +353,22 @@ namespace Execution
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//RAW_RotateLitCube(PhysicsDelta);
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ProperCube::Rotate();
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ProperCube::Rotate(PhysicsDelta);
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UpdateThisShit();
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}
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sfn RenderProcedure() -> void
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{
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glfwSetWindowTitle(DefaultWindow, somethingtoupdate.str().c_str());
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EnableVertexAttributeArray(VertexAttributeIndex);
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EnableVertexAttributeArray(1);
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//UseProgramShader(DGL::SS_Transformed::Shader);
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//BindVertexArray(VertexArrayObj);
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@ -467,9 +467,9 @@ namespace ProperCube
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CoordSpace transform = Matrix4x4(1.0f);
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sfn Rotate()
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sfn Rotate(gFloat _delta)
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{
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transform = DGL::Rotate(transform, 0.035f, Vector3(0, 1, 0));
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transform = DGL::Rotate(transform, 3.5f * _delta, Vector3(0, 1, 0));
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}
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sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport)
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