mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-11-10 04:24:52 -08:00
Got tired of everything and just used loctite ultra gel control on the generate normals.
Locktite ultra is the shit.
This commit is contained in:
parent
8715347088
commit
d4bfec3944
@ -1,175 +0,0 @@
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<Filter>Shaders</Filter>
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<Filter>Shaders</Filter>
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@ -1,6 +0,0 @@
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// OpenGL
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#include <glew.h >
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#include <glm/detail/type_vec3.hpp>
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#include <glm/detail/type_vec2.hpp>
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// Duck Tape
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@ -19,6 +20,9 @@ namespace DGL
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{
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template<typename Type>
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using Vector3 = glm::tvec3<Type>;
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template<typename Type>
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using Vector2 = glm::tvec2<Type>;
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}
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using DataPtr = ptr<GLvoid>;
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@ -35,6 +39,7 @@ namespace DGL
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class Shader ;
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class ShaderProgram;
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class VertexArray ;
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class TextureBuffer;
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class ElementBuffer;
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239
DGL_Model.hpp
239
DGL_Model.hpp
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#pragma once
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// DGL
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#include "DGL_Buffers.hpp"
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#include "DGL_Space.hpp"
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// C++
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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using std::string;
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using UVList = std ::vector < Vector2>;
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using Vec3Int = Generic::Vector3< gUInt >;
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using Vec2Int = Generic::Vector2< gUInt >;
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using VertexList = std ::vector < Vector3>;
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using VIndexList = std ::vector < gInt >;
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sfn Offset(gInt _offsetAmount)
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{
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return ptr<void>(_offsetAmount);
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return 0;
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}
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using std::string;
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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< gUInt >;
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using VIndexList = std ::vector < gInt >;
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struct VertexGenerator
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{
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using ComponentList = std::vector< gFloat>;
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ComponentList comp;
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// TODO: De-hard-code this generator to do any vector size.
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sfn GetVector() -> Vector3
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{
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return Vector3(comp.at(0), comp.at(1), comp.at(2));
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}
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sfn GetVector2() -> Vector2
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{
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return Vector2(comp.at(0), comp.at(1));
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}
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void Normalize()
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{
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using std::pow ;
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*element /= magnitude;
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}
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}
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// TODO: De-hard-code this generator to do any vector size.
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sfn GetVector() -> Vector3
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{
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return Vector3(comp.at(0), comp.at(1), comp.at(2));
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}
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};
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struct Face
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{
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VecInt Vertexes,
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Normals;
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//UVs[3];
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Vec3Int Vertexes, Normals;
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};
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using FaceList = std::vector<Face>;
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struct FaceGenerator
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{
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using ComponentList = std::vector< gUInt>;
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@ -103,9 +117,12 @@ namespace DGL
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{
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generated.Vertexes[index] = vertIndexes[index];
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if (uvIndexes.size() > 0)
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if (index < 2)
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{
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//generated.UVs[index] = uvIndexes[index];
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if (uvIndexes.size() > 0)
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{
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//generated.UVs[index] = uvIndexes[index];
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}
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}
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if (normals.size() > 0)
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@ -114,39 +131,39 @@ 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.UVs = { 0, 0 };
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}
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return generated;
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}
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};
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struct Model
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{
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struct VN
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{
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Vector3 Vertex, Normal;
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VN(Vector3 _v, Vector3 _n) : Vertex(_v), Normal(_n) {};
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};
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using VNList = std::vector<VN>;
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ID<VertexArray > VAO;
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ID<VertexBuffer > VBO;
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ID<NormalBuffer > NBO;
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ID<TextureBuffer> TBO;
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ID<ElementBuffer> EBO;
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const string FilePath;
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VertexList Verticies ;
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VertexList VertNormals ;
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VertexList Verticies ;
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||||
VertexList VertNormals;
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VertexList RAWVertex ;
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VertexList RAWVertex ;
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VertexList VertNormalsRAW;
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UVList TextureMap ;
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FaceList Faces ;
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VIndexList Indicies ;
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Model(const Ref(string) _filePath) :
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VAO(-1),
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VBO(-1),
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@ -164,17 +181,18 @@ namespace DGL
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{
|
||||
using std::cout ;
|
||||
using std::endl ;
|
||||
using std::get ;
|
||||
using std::getline ;
|
||||
using std::ifstream ;
|
||||
using std::ios ;
|
||||
using std::stringstream;
|
||||
using std::getline;
|
||||
using std::ws;
|
||||
using std::get;
|
||||
using std::ws ;
|
||||
|
||||
|
||||
ifstream fileBuffer;
|
||||
|
||||
fileBuffer.open(FilePath);
|
||||
ifstream fileBuffer; fileBuffer.open(FilePath);
|
||||
|
||||
|
||||
|
||||
deduce processVertex = [&](Ref(stringstream) _vertexStream)
|
||||
{
|
||||
@ -206,6 +224,20 @@ namespace DGL
|
||||
VertNormals.push_back(normal.GetVector());
|
||||
};
|
||||
|
||||
deduce processTexture = [&](Ref(stringstream) _normalStream)
|
||||
{
|
||||
VertexGenerator texture; gFloat componentValue;
|
||||
|
||||
while (not _normalStream.eof())
|
||||
{
|
||||
_normalStream >> componentValue >> ws;
|
||||
|
||||
texture.comp.push_back(componentValue);
|
||||
}
|
||||
|
||||
TextureMap.push_back(texture.GetVector2());
|
||||
};
|
||||
|
||||
deduce processFace = [&](Ref(stringstream) _faceStream)
|
||||
{
|
||||
FaceGenerator faceMade; gUInt vertexIndex, textureIndex, normalIndex;
|
||||
@ -255,6 +287,8 @@ namespace DGL
|
||||
Faces.push_back(faceMade.GetFace());
|
||||
};
|
||||
|
||||
|
||||
|
||||
if (fileBuffer.is_open())
|
||||
{
|
||||
stringstream stringBuffer;
|
||||
@ -281,6 +315,10 @@ namespace DGL
|
||||
{
|
||||
processNormals(lineStream);
|
||||
}
|
||||
else if (lineSig == "vt")
|
||||
{
|
||||
processTexture(lineStream);
|
||||
}
|
||||
else if (lineSig == "f")
|
||||
{
|
||||
processFace(lineStream);
|
||||
@ -294,10 +332,39 @@ namespace DGL
|
||||
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
|
||||
{
|
||||
@ -306,42 +373,7 @@ namespace DGL
|
||||
return round(_value * Rounder) / Rounder;
|
||||
}
|
||||
|
||||
sfn GenerateNormals()
|
||||
{
|
||||
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[vertexIndex2],
|
||||
|
||||
normal = GetDirection(GetCrossNormal(edge2, edge1));
|
||||
|
||||
|
||||
normal[0] = normal[0]; // RoundOff(normal[0], 7);
|
||||
normal[1] = normal[1]; // RoundOff(normal[1], 7);
|
||||
normal[2] = normal[1]; // RoundOff(normal[2], 7);
|
||||
|
||||
|
||||
bool normalExists = false;
|
||||
|
||||
for (int normIndex = 0; normIndex < VertNormals.size(); normIndex++)
|
||||
{
|
||||
if (normal == VertNormals[normIndex])
|
||||
{
|
||||
normalExists = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!normalExists)
|
||||
{
|
||||
VertNormals.push_back(normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hardcoded to only do the verticies and normals for now...
|
||||
sfn Buffer()
|
||||
@ -349,49 +381,15 @@ namespace DGL
|
||||
GenerateVertexBuffers(Address(VAO), 1);
|
||||
GenerateBuffers (Address(VBO), 1);
|
||||
GenerateBuffers (Address(NBO), 1);
|
||||
//glGenTextures (1, Address(TBO));
|
||||
GenerateBuffers (Address(EBO), 1);
|
||||
|
||||
|
||||
/*if (VertNormals.size() == 0)
|
||||
if (VertNormals.size() == 0)
|
||||
{
|
||||
GenerateNormals();
|
||||
}*/
|
||||
|
||||
/*for (int index = 0; index < Faces.size(); index++)
|
||||
{
|
||||
cout << "FaceID: " << index << endl << endl;
|
||||
|
||||
for (int vertIndex = 0; vertIndex < 3; vertIndex++)
|
||||
{
|
||||
cout << "Vert Index: " << Faces[index].Vertexes[vertIndex] << endl;
|
||||
cout << "Face Index: " << Faces[index].Normals[vertIndex] << endl;
|
||||
|
||||
RAWVertex.push_back
|
||||
(
|
||||
Verticies[Faces[index].Vertexes[vertIndex]]
|
||||
);
|
||||
|
||||
RAWVertex.push_back
|
||||
(
|
||||
VertNormals[Faces[index].Normals[vertIndex]]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
BindVertexArray(VAO);
|
||||
|
||||
BindBuffer(EBufferTarget::VertexAttributes, VBO);
|
||||
|
||||
BufferData(Address(RAWVertex[0]), RAWVertex.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
|
||||
|
||||
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
|
||||
FormatVertexAttributes<Vector3>(1, EDataType::Float, Offset(sizeof(Vector3)), 3, EBool::False);
|
||||
|
||||
EnableVertexAttributeArray(1);*/
|
||||
|
||||
BindVertexArray(VAO);
|
||||
|
||||
@ -404,6 +402,7 @@ namespace DGL
|
||||
EnableVertexAttributeArray(0);
|
||||
|
||||
|
||||
|
||||
if (VertNormals.size() != 0)
|
||||
{
|
||||
BindBuffer(EBufferTarget::VertexAttributes, NBO);
|
||||
@ -416,6 +415,20 @@ namespace DGL
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*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);
|
||||
@ -427,13 +440,11 @@ namespace DGL
|
||||
{
|
||||
BindVertexArray(VAO);
|
||||
|
||||
BindBuffer(EBufferTarget::VertexAttributes, VBO);
|
||||
|
||||
|
||||
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, Address(Size));
|
||||
|
||||
Size /= sizeof(gInt);
|
||||
Size /= sizeof(gUInt);
|
||||
|
||||
//DrawArrays(EPrimitives::Triangles, 0, RAWVertex.size());
|
||||
|
||||
DrawElements(EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
|
||||
|
||||
|
@ -488,10 +488,12 @@ namespace DGL
|
||||
|
||||
EnableVertexAttributeArray(0);
|
||||
EnableVertexAttributeArray(1);
|
||||
//EnableVertexAttributeArray(2);
|
||||
}
|
||||
|
||||
sfn Stop()
|
||||
{
|
||||
//DisableVertexAttributeArray(2);
|
||||
DisableVertexAttributeArray(1);
|
||||
DisableVertexAttributeArray(0);
|
||||
}
|
||||
|
@ -386,7 +386,7 @@ namespace Execution
|
||||
|
||||
//RAW_RotateLitCube(PhysicsDelta);
|
||||
|
||||
RAW_LightRotate(PhysicsDelta);
|
||||
RAW_UpdateLightTransform(PhysicsDelta);
|
||||
|
||||
ProperCube::Rotate(PhysicsDelta);
|
||||
|
||||
|
@ -2,12 +2,10 @@
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
in vec3 FragPosition ;
|
||||
in vec3 Normal ;
|
||||
in vec3 LightViewPosition;
|
||||
in vec3 LightRawPos;
|
||||
|
||||
in vec3 LightRawPos ;
|
||||
|
||||
uniform vec3 ObjectColor;
|
||||
uniform vec3 LightColor ;
|
||||
@ -25,7 +23,7 @@ void main()
|
||||
|
||||
// Diffuse
|
||||
|
||||
vec3 direction = normalize(Normal );
|
||||
vec3 direction = normalize(Normal );
|
||||
vec3 lightDirection = normalize(LightViewPosition - FragPosition);
|
||||
|
||||
float diffuseStrength = max(dot(direction, lightDirection), 0.0);
|
||||
@ -35,8 +33,8 @@ void main()
|
||||
|
||||
float specularStrength = 0.5;
|
||||
|
||||
vec3 viewDirection = normalize(ViewPosition - FragPosition);
|
||||
// vec3 viewDirection = normalize(-FragPosition);
|
||||
// vec3 viewDirection = normalize(ViewPosition - FragPosition);
|
||||
vec3 viewDirection = normalize(-FragPosition);
|
||||
|
||||
vec3 reflectionDirection = reflect(-lightDirection, direction);
|
||||
|
||||
|
@ -2,9 +2,7 @@
|
||||
|
||||
layout (location = 0) in vec3 VertPosition;
|
||||
layout (location = 1) in vec3 VertNormal ;
|
||||
|
||||
varying vec3 vPosInterp;
|
||||
varying vec3 vNormalInterp;
|
||||
layout (location = 2) in vec3 VertTexture ;
|
||||
|
||||
out vec3 FragPosition ;
|
||||
out vec3 Normal ;
|
||||
|
27
Testing.hpp
27
Testing.hpp
@ -18,6 +18,11 @@ using DGL::LinearColor;
|
||||
using DGL::Vector3;
|
||||
using DGL::ZeroOffset;
|
||||
|
||||
struct RAWBS
|
||||
{
|
||||
float bullshit[6 * 6 * 2 *3];
|
||||
};
|
||||
|
||||
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
@ -356,7 +361,7 @@ sfn RAW_RenderCube()
|
||||
LinearColor CoralColor(1.0f, 0.5f, 0.31f, 1.0f);
|
||||
LinearColor LightColor(1.0f, 1.0f, 1.0f , 1.0f);
|
||||
|
||||
Vector3 LightPosition(1.2f, 2.0f, 0.5f);
|
||||
Vector3 LightPosition(1.2f, 1.0f, 1.75f);
|
||||
|
||||
Vector3 LightScale = Vector3(0.2f);
|
||||
|
||||
@ -383,10 +388,8 @@ sfn RAW_MakeLightVAO()
|
||||
LightTransform = DGL::Scale (LightTransform, LightScale );
|
||||
}
|
||||
|
||||
sfn RAW_LightRotate(gFloat _delta)
|
||||
sfn RAW_UpdateLightTransform(gFloat _delta)
|
||||
{
|
||||
//LightTransform = DGL::Rotate(LightTransform, 0.1f, Vector3(1, 0, 0));
|
||||
|
||||
static bool test = true;
|
||||
|
||||
LightTransform = CoordSpace(1.0f);
|
||||
@ -478,10 +481,12 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
|
||||
}
|
||||
|
||||
|
||||
using DGL::NormalBuffer;
|
||||
|
||||
|
||||
namespace ProperCube
|
||||
{
|
||||
Model model("cube.obj");
|
||||
Model model("topology.obj");
|
||||
|
||||
Vector3 position = Vector3(0.0f);
|
||||
|
||||
@ -489,9 +494,11 @@ namespace ProperCube
|
||||
|
||||
CoordSpace transform = Matrix4x4(1.0f);
|
||||
|
||||
|
||||
|
||||
sfn Rotate(gFloat _delta)
|
||||
{
|
||||
//transform = DGL::Rotate(transform, 1.5f * _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)
|
||||
@ -511,21 +518,17 @@ namespace ProperCube
|
||||
_cameraPosition
|
||||
);
|
||||
|
||||
//DGL::Basic_LightingShader::Use(screenspaceTransform, color, lightColor);
|
||||
|
||||
model.Render();
|
||||
|
||||
DGL::Basic_LightingShader::Stop();
|
||||
|
||||
DGL::PhongShader::Stop();
|
||||
}
|
||||
|
||||
using DGL::Offset;
|
||||
|
||||
sfn Setup()
|
||||
{
|
||||
model.Load();
|
||||
|
||||
//model.GenVN();
|
||||
|
||||
model.Buffer();
|
||||
|
||||
//transform = DGL::Scale(transform, Vector3(0.01));
|
||||
|
46
blenderCube.obj
Normal file
46
blenderCube.obj
Normal file
@ -0,0 +1,46 @@
|
||||
# Blender v2.80 (sub 74) OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib blenderCube.mtl
|
||||
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
|
||||
vt 0.375000 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.125000 0.750000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.875000 0.750000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn 0.0000 -1.0000 0.0000
|
||||
vn 1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
usemtl Material
|
||||
s off
|
||||
f 1/1/1 5/2/1 7/3/1 3/4/1
|
||||
f 4/5/2 3/6/2 7/7/2 8/8/2
|
||||
f 8/8/3 7/7/3 5/9/3 6/10/3
|
||||
f 6/10/4 2/11/4 4/12/4 8/13/4
|
||||
f 2/14/5 1/15/5 3/16/5 4/17/5
|
||||
f 6/18/6 5/19/6 1/20/6 2/11/6
|
Loading…
Reference in New Issue
Block a user