Applied gorilla tape for models... Still need to add scotch for buffering it.

This commit is contained in:
Edward R. Gonzalez 2020-02-17 01:28:24 -05:00
parent 4baabf7acc
commit d9100a3ff5
22 changed files with 80313 additions and 89 deletions

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@ -1,6 +1,10 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
@ -8,6 +12,9 @@ in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);

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@ -31,7 +31,7 @@ namespace Actions
public:
AAction(ActionType _actionToAssign, ActionParams... _params) :
action(_actionToAssign),
params(_params...)
params(_params... )
{};
private:

14
BasicLamp.frag Normal file
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@ -0,0 +1,14 @@
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0); // set all 4 vector values to 1.0
}

15
BasicLighting.frag Normal file
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@ -0,0 +1,15 @@
#version 330 core
out vec4 FragColor;
uniform vec3 ObjectColor;
uniform vec3 LightColor ;
void main()
{
FragColor = vec4(LightColor * ObjectColor, 1.0);
}

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@ -15,10 +15,12 @@ This merely removes the need to use operators I don't like and wraps them in eas
#include <algorithm >
#include <chrono >
#include <cstdarg >
#include <cstddef>
#include <exception >
#include <fstream >
#include <functional>
#include <iostream >
#include <cmath >
#include <memory >
#include <queue >
#include <sstream >
@ -149,3 +151,4 @@ sfn ErrorRuntime(const Ref(std::runtime_error) _error)
return;
}

15
DGL.hpp
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@ -13,6 +13,7 @@
#include "DGL_Shader.hpp"
#include "DGL_Buffers.hpp"
#include "DGL_Space.hpp"
#include "DGL_Model.hpp"
// Non-Standard C++
#include "Cpp_Alias.hpp"
@ -119,15 +120,7 @@ namespace DGL
return;
}
sfn DrawArrays(EPrimitives _primitive, gInt _startingIndex, gInt _numToRender)
{
glDrawArrays(GLenum(_primitive), _startingIndex, _numToRender); // Starting from vertex 0; 3 vertices total -> 1 triangle.
}
sfn DrawElements(EPrimitives _primitive, gSize _numElements, EDataType _dataType, DataPtr _offfsetAddressFromFirstIndex)
{
glDrawElements(GLenum(_primitive), _numElements, GLenum(_dataType), _offfsetAddressFromFirstIndex);
}
sfn GetCursorPosition(ptr<Window> _window, ptr<double> _xAxis, ptr<double> _yAxis)
{
@ -329,4 +322,10 @@ namespace DGL
return;
}
// RawTape
}

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@ -15,7 +15,7 @@
namespace DGL
{
sfn BindBuffer(const EBufferTarget _targetType, const ID<Buffer> _buffer)
sfn BindBuffer(const EBufferTarget _targetType, const ID<VertexBuffer> _buffer)
{
glBindBuffer(GLenum(_targetType), _buffer);
@ -37,6 +37,11 @@ namespace DGL
return;
}
sfn BufferData(DataPtr _data, gSize _sizeOfData, const EBufferTarget _targetType, const EBufferUsage _usageType)
{
glBufferData(GLenum(_targetType), _sizeOfData, _data, GLenum(_usageType));
}
template<typename... Type, typename = EFrameBuffer>
sfn ClearBuffer(const Type... _buffersToClear)
{
@ -50,6 +55,16 @@ namespace DGL
glDisableVertexAttribArray(_vertexAttributeArrayIndex);
}
sfn DrawArrays(EPrimitives _primitive, gInt _startingIndex, gInt _numToRender)
{
glDrawArrays(GLenum(_primitive), _startingIndex, _numToRender); // Starting from vertex 0; 3 vertices total -> 1 triangle.
}
sfn DrawElements(EPrimitives _primitive, gSize _numElements, EDataType _dataType, DataPtr _offfsetAddressFromFirstIndex)
{
glDrawElements(GLenum(_primitive), _numElements, GLenum(_dataType), _offfsetAddressFromFirstIndex);
}
sfn EnableVertexAttributeArray(const gInt _vertexAttributeArrayIndex)
{
glEnableVertexAttribArray(_vertexAttributeArrayIndex);
@ -89,4 +104,11 @@ namespace DGL
return;
}
sfn GetBufferParameterIV(EBufferTarget _target, EBufferParam _param, ptr<gInt> _data)
{
glGetBufferParameteriv(GLenum(_target), GLenum(_param), _data);
return;
}
}

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@ -18,6 +18,14 @@ namespace DGL
False = GL_FALSE
};
enum class EBufferParam
{
AccessPolicy = GL_BUFFER_ACCESS,
IsMapped = GL_BUFFER_MAPPED,
Size = GL_BUFFER_SIZE ,
UsagePattern = GL_BUFFER_USAGE
};
enum class EBufferTarget
{
VertexAttributes = GL_ARRAY_BUFFER ,
@ -106,6 +114,8 @@ namespace DGL
enum class EKeyCodes
{
F1 = GLFW_KEY_F1 ,
F2 = GLFW_KEY_F2 ,
F3 = GLFW_KEY_F3 ,
A = GLFW_KEY_A ,
D = GLFW_KEY_D ,
E = GLFW_KEY_E ,
@ -113,7 +123,9 @@ namespace DGL
S = GLFW_KEY_S ,
W = GLFW_KEY_W ,
LeftShift = GLFW_KEY_LEFT_SHIFT,
Escape = GLFW_KEY_ESCAPE
Escape = GLFW_KEY_ESCAPE,
UpArrow = GLFW_KEY_UP,
DnArrow = GLFW_KEY_DOWN
};
enum class EKeyState

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@ -26,6 +26,24 @@ namespace DGL
template<typename ReferenceType>
using ID = gUInt;
// ID Reference Types
class VertexBuffer ;
class NormalBuffer;
class Vec3 ;
class Matrix ;
class Shader ;
class ShaderProgram;
class VertexArray ;
class ElementBuffer;
using Matrix4x4 = glm::mat4;
using Vector2 = glm::vec2;
using Vector3 = glm::vec3;
using Vector4 = glm::vec4;
struct LinearColor
{
@ -33,19 +51,10 @@ namespace DGL
LinearColor(gFloatClamped _red, gFloatClamped _green, gFloatClamped _blue, gFloatClamped _alpha) :
Red(_red), Green(_green), Blue(_blue), Alpha(_alpha) {};
sfn Vector() -> Vector3
{
return Vector3(Red, Green, Blue);
}
};
// ID Reference Types
class Buffer ;
class Matrix ;
class Shader ;
class ShaderProgram;
class VertexBuffer ;
class ElementBuffer;
using Matrix4x4 = glm::mat4;
using Vector3 = glm::vec3;
using Vector4 = glm::vec4;
}

362
DGL_Model.hpp Normal file
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@ -0,0 +1,362 @@
#pragma once
#include "DGL_Buffers.hpp"
#include "DGL_Space.hpp"
#include "Cpp_Alias.hpp"
namespace DGL
{
sfn Offset(gInt _offsetAmount)
{
return ptr<void>(_offsetAmount);
}
constexpr sfn ZeroOffset() -> ptr<void>
{
return 0;
}
using std::string;
using VertexList = std ::vector < Vector3>;
using UVList = std ::vector < Vector2>;
using VecInt = Generic::Vector3< gInt >;
struct VertexGenerator
{
using ComponentList = std::vector< gFloat>;
ComponentList comp;
void Normalize()
{
using std::pow ;
using std::sqrt;
using Element = ComponentList::iterator;
gFloat magnitude = 0.0f;
for (Element element = comp.begin(); element != comp.end(); element++)
{
magnitude += pow(*element, 2.0f);
}
magnitude = sqrt(magnitude);
for (Element element = comp.begin(); element != comp.end(); element++)
{
*element /= magnitude;
}
}
// TODO: De-hard-code this generator to do any vector size.
sfn GetVector() -> Vector3
{
return Vector3(comp.at(0), comp.at(1), comp.at(2));
}
};
/*struct Face
{
VecInt Vertexes, UVs, Normals;
};*/
struct Face
{
VecInt Vertexes, Normals;
};
struct FaceGenerator
{
using ComponentList = std::vector< gInt>;
ComponentList vertIndexes, uvIndexes, normals;
sfn AddVertexIndex(gInt _index)
{
vertIndexes.push_back(_index);
}
sfn AddUVIndex(gInt _index)
{
uvIndexes.push_back(_index);
}
sfn AddNormalIndex(gInt _index)
{
normals.push_back(_index);
}
sfn GetFace() -> Face
{
Face generated;
if (vertIndexes.size() != 0)
{
for (int index = 0; index < vertIndexes.size(); index++)
{
generated.Vertexes[index] = vertIndexes.at(index);
}
}
if (uvIndexes.size() != 0)
{
for (int index = 0; index < uvIndexes.size(); index++)
{
//generated.UVs[index] = uvIndexes.at(index);
}
}
if (normals.size() != 0)
{
for (int index = 0; index < normals.size(); index++)
{
generated.Normals[index] = normals.at(index);
}
}
return generated;
}
};
struct Model
{
using FaceList = std::vector< Face>;
using VIndexList = std::vector< gInt>;
struct VN
{
Vector3 Vertex, Normal;
VN(Vector3 _v, Vector3 _n) : Vertex(_v), Normal(_n) {};
};
using VNList = std::vector<VN>;
ID<VertexArray > VAO;
ID<VertexBuffer > VBO;
ID<NormalBuffer > NBO;
ID<ElementBuffer> EBO;
const string FilePath;
VertexList Verticies ;
VertexList VertNormals;
UVList TextureMap ;
FaceList Faces ;
VIndexList Indicies ;
Model(const Ref(string) _filePath) :
VAO(-1),
VBO(-1),
NBO(-1),
EBO(-1),
FilePath (_filePath ),
Verticies (VertexList()),
VertNormals(VertexList()),
TextureMap (UVList ()),
Faces (FaceList ())
{}
// TODO: Add support for textures...
sfn Load()
{
using std::cout ;
using std::endl ;
using std::ifstream ;
using std::ios ;
using std::stringstream;
using std::getline;
using std::ws;
using std::get;
ifstream fileBuffer;
fileBuffer.open(FilePath);
deduce processVertex = [&](Ref(stringstream) _vertexStream)
{
VertexGenerator vertex; gFloat componentValue;
while (not _vertexStream.eof())
{
_vertexStream >> componentValue >> ws;
vertex.comp.push_back(componentValue);
}
Verticies.push_back(vertex.GetVector());
};
deduce processNormals = [&](Ref(stringstream) _normalStream)
{
VertexGenerator normal; gFloat componentValue;
while (not _normalStream.eof())
{
_normalStream >> componentValue >> ws;
normal.comp.push_back(componentValue);
}
normal.Normalize();
VertNormals.push_back(normal.GetVector());
};
deduce processFace = [&](Ref(stringstream) _faceStream)
{
FaceGenerator faceMade; gInt vertexIndex, textureIndex, normalIndex;
while (not _faceStream.eof())
{
_faceStream >> vertexIndex >> ws;
faceMade.AddVertexIndex(vertexIndex - 1);
Indicies.push_back(vertexIndex - 1);
if (_faceStream.peek() == '/')
{
_faceStream.get();
if (_faceStream.peek() == '/')
{
_faceStream.get();
_faceStream >> normalIndex >> ws;
faceMade.AddNormalIndex(normalIndex - 1);
Indicies.push_back(normalIndex - 1);
}
else
{
_faceStream >> textureIndex >> ws;
faceMade.AddUVIndex(textureIndex - 1);
if (_faceStream.peek() == '/')
{
_faceStream.get();
_faceStream >> normalIndex >> ws;
faceMade.AddNormalIndex(normalIndex - 1);
Indicies.push_back(normalIndex - 1);
}
}
}
}
Faces.push_back(faceMade.GetFace());
};
if (fileBuffer.is_open())
{
stringstream stringBuffer;
stringBuffer << fileBuffer.rdbuf();
string line;
while (not stringBuffer.eof())
{
getline(stringBuffer, line);
stringstream lineStream(line);
string lineSig;
lineStream >> lineSig >> ws;
if (lineSig == "v")
{
processVertex(lineStream);
}
else if (lineSig == "vn")
{
processNormals(lineStream);
}
else if (lineSig == "f")
{
processFace(lineStream);
}
}
return;
}
else
{
throw std::runtime_error("Could not open file to load model.");
}
fileBuffer.close();
}
// Hardcoded to only do the verticies and normals for now...
sfn Buffer()
{
GenerateVertexBuffers(Address(VAO), 1);
GenerateBuffers (Address(VBO), 1);
GenerateBuffers (Address(NBO), 1);
GenerateBuffers (Address(EBO), 1);
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO);
BufferData(Address(Verticies[0]), Verticies.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
BindBuffer(EBufferTarget::VertexAttributes, NBO);
BufferData(Address(VertNormals[0]), VertNormals.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
BindBuffer(EBufferTarget::VertexIndices, EBO);
BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
//BufferData(Address(Indicies[0]), Indicies.size() * sizeof(gInt), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
EnableVertexAttributeArray(0);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
//EnableVertexAttributeArray(1);
//FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, EBool::False);
BindVertexArray(0);
}
sfn Render()
{
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexIndices, EBO);
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, Address(Size));
Size /= sizeof(Face);
DrawElements(DGL::EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
BindVertexArray(0);
}
};
};

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@ -1,13 +0,0 @@
#pragma once
#include "DGL_Space.hpp"
namespace DGL
{
struct Primitive
{
};
}

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@ -328,6 +328,13 @@ namespace DGL
return;
}
sfn SetUniformVariable_Vector3(const ID<Vec3> _ID, const gSize _numColor3, ptr<const gFloat> _dataPtr)
{
glUniform3fv(_ID, _numColor3, _dataPtr);
return;
}
sfn UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
{
glUseProgram(_shaderProgramToUse);
@ -359,12 +366,105 @@ namespace DGL
}
}
namespace Basic_LightingShader
{
ID<ShaderProgram> Shader;
ID<CoordSpace> ScreenSpaceVarID;
ID<Vec3> ObjectColorID, LightColorID;
sfn LoadShader()
{
Shader = LoadShaders("SimpleTransform.vert", "BasicLighting.frag");
ScreenSpaceVarID = GetUniformVariable(Shader, "ScreenSpaceTransform");
ObjectColorID = GetUniformVariable(Shader, "ObjectColor");
LightColorID = GetUniformVariable(Shader, "LightColor" );
}
sfn SetupRender(Ref(CoordSpace) _cubeTransform, Ref(Vector3) _objectColor, Ref(Vector3) _lightColor)
{
UseProgramShader(Shader);
SetUniformVariable_MVA(ScreenSpaceVarID, 1, EBool::False, Address(_cubeTransform[0][0]));
SetUniformVariable_Vector3(ObjectColorID, 1, Address(_objectColor[0]));
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
}
}
namespace Basic_LampShader
{
ID<ShaderProgram> Shader;
ID<CoordSpace> ScreenSpaceVarID;
sfn LoadShader()
{
Shader = LoadShaders("SimpleTransform.vert", "BasicLamp.frag");
ScreenSpaceVarID = GetUniformVariable(Shader, "ScreenSpaceTransform");
}
sfn SetupLampRender(Ref(CoordSpace) _lampTransform)
{
UseProgramShader(Shader);
SetUniformVariable_MVA(ScreenSpaceVarID, 1, EBool::False, Address(_lampTransform[0][0]));
}
}
namespace PhongShader
{
ID<ShaderProgram> ShaderID;
ID<CoordSpace> ModelScreenSpaceID, ModelSpaceID;
ID<Vec3> LightPositionID;
ID<Vec3> ObjectColorID, LightColorID;
sfn LoadShader()
{
ShaderID = LoadShaders("PhongShader.vert", "PhongShader.frag");
ModelScreenSpaceID = GetUniformVariable(ShaderID, "ModelScreenSpace");
ModelSpaceID = GetUniformVariable(ShaderID, "ModelSpace" );
ObjectColorID = GetUniformVariable(ShaderID, "ObjectColor" );
LightColorID = GetUniformVariable(ShaderID, "LightColor" );
LightPositionID = GetUniformVariable(ShaderID, "LightPositionID");
}
sfn SetupRender
(
Ref(CoordSpace) _screenSapceTransform,
Ref(CoordSpace) _objectTransform ,
Ref(Vector3 ) _objectColor ,
Ref(Vector3 ) _lightPosition ,
Ref(Vector3 ) _lightColor
)
{
UseProgramShader(ShaderID);
SetUniformVariable_MVA(ModelScreenSpaceID, 1, EBool::False, Address(_screenSapceTransform[0][0]));
SetUniformVariable_MVA(ModelSpaceID , 1, EBool::False, Address(_objectTransform [0][0]));
SetUniformVariable_Vector3(LightPositionID, 1, Address(_lightPosition[0]));
SetUniformVariable_Vector3(ObjectColorID, 1, Address(_objectColor[0]));
SetUniformVariable_Vector3(LightColorID , 1, Address(_lightColor [0]));
}
}
sfn LoadRawShader()
{
ID<Shader> VertexShader;
ID<Shader> FragmentShader;
MakeShader(VertexShader, EShaderType::Vertex, 1, Address(DGL::RawVertextShaderSource), NULL);
MakeShader(VertexShader , EShaderType::Vertex , 1, Address(DGL::RawVertextShaderSource ), NULL);
MakeShader(FragmentShader, EShaderType::Fragment, 1, Address(DGL::RawFragmentShaderSource), NULL);
MakeShaderProgram(RawShader, VertexShader, FragmentShader);
@ -384,9 +484,12 @@ namespace DGL
sfn LoadDefaultShaders()
{
LoadRawShader ();
LoadSimpleShader();
SS_Transformed::LoadShader ();
LoadRawShader ();
LoadSimpleShader();
SS_Transformed ::LoadShader ();
Basic_LampShader ::LoadShader ();
Basic_LightingShader::LoadShader ();
PhongShader ::LoadShader ();
return;
}

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@ -65,6 +65,11 @@ namespace DGL
return glm::rotate(_matrix, _rotationAngleAmount, _axis);
}
sfn Scale(const Matrix4x4 _matrix, Vector3 _scaleBy)
{
return glm::scale(_matrix, _scaleBy);
}
template<typename Type>
sfn ToRadians(const Ref(Type) _degrees) -> Type
{
@ -90,8 +95,8 @@ namespace DGL
gFloat
AspectRatio = 16.0f / 10.0f,
FieldOfView = 90.0f ,
NearClippingPlane = 0.1f ,
FarClippingPlane = 100.0f ;
NearClippingPlane = 0.01f ,
FarClippingPlane = 1000.0f ;
Vector3 CameraPosition( 0, 0, 2),
LookAtPosition( 0, 0, 0),
@ -216,32 +221,21 @@ namespace DGL
Pitch = -89.9f;
}
break;
return;
}
case ERotationAxis::Roll:
{
Roll += _rotationAmount * _deltaTime;
if (Roll > 89.9f)
{
Roll = 89.9f;
}
else if (Roll < -89.9f)
{
Roll = -89.9f;
}
break;
return;
}
case ERotationAxis::Yaw:
{
Yaw += _rotationAmount * _deltaTime;
break;
return;
}
}
return;
}

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@ -43,6 +43,7 @@ namespace Execution
using DGL::GetTime ;
using DGL::InitalizeGLEW ;
using DGL::InitalizeGLFW ;
using DGL::LoadDefaultShaders ;
using DGL::KeyPressed ;
using DGL::NotShared ;
using DGL::PollEvents ;
@ -119,6 +120,12 @@ namespace Execution
// End of temp stuff...
//sfn PrepareRenderObjects() -> void
//{
//
//}
// Currently Does everything required before entering the cycler.
sfn PrepWorkspace()
@ -144,11 +151,26 @@ namespace Execution
// End of cursor stuff...
PrepareRenderObjects();
LoadDefaultShaders();
//PrepareRenderObjects();
SetPolygonMode(DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
}
RAW_MakeCube();
RAW_MakeLightVAO();
ProperCube::Setup();
// TODO: Clean THIS
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
}
/*
@ -219,7 +241,22 @@ namespace Execution
return;
}
sfn ModCamSpeed(bool _isPositive)
{
if (_isPositive)
{
CamMoveSpeed++;
}
else
{
CamMoveSpeed--;
}
}
deduce ModCamSpeedDelegate = Delegate<decltype(ModCamSpeed)>(ModCamSpeed);
deduce SetPolyModeDelegate = Delegate<decltype(SetPolygonMode)>(SetPolygonMode);
sfn InputProcedure(ptr<Window> _currentWindowContext)
{
@ -239,6 +276,26 @@ namespace Execution
}
}
if (KeyPressed(_currentWindowContext, EKeyCodes::UpArrow))
{
ActionsToComplete.AddToQueue(ModCamSpeedDelegate, true);
}
if (KeysPressed(_currentWindowContext, EKeyCodes::DnArrow))
{
ActionsToComplete.AddToQueue(ModCamSpeedDelegate, false);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::F2))
{
ActionsToComplete.AddToQueue(SetPolyModeDelegate, DGL::EFace::Front_and_Back, DGL::ERenderMode::Line);
}
if (KeyPressed(_currentWindowContext, EKeyCodes::F3))
{
ActionsToComplete.AddToQueue(SetPolyModeDelegate, DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
}
if (CursorX != 0)
{
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, CursorX * CamMoveSpeed, PhysicsDelta);
@ -280,8 +337,6 @@ namespace Execution
}
}
sfn PhysicsProcedure()
{
WorldCamera.UpdateCamera();
@ -289,21 +344,33 @@ namespace Execution
UpdateScreenspace();
DGL::SS_Transformed::UpdateShader(Screenspace);
//RAW_RotateLitCube(PhysicsDelta);
ProperCube::Rotate();
}
sfn RenderProcedure() -> void
{
EnableVertexAttributeArray(VertexAttributeIndex);
UseProgramShader(DGL::SS_Transformed::Shader);
EnableVertexAttributeArray(1);
//UseProgramShader(DGL::SS_Transformed::Shader);
BindVertexArray(VertexArrayObj);
//BindVertexArray(VertexArrayObj);
DrawElements(EPrimitives::Triangles, 6, EDataType::UnsignedInt, ZeroOffset());
//DrawElements(EPrimitives::Triangles, 6, EDataType::UnsignedInt, ZeroOffset());
RAW_RenderLight(WorldCamera.Perspective, WorldCamera.Viewport);
//RAW_RenderLitCube(WorldCamera.Perspective, WorldCamera.Viewport);
ProperCube::Render(WorldCamera.Perspective, WorldCamera.Viewport);
DisableVertexAttributeArray(VertexAttributeIndex);
DisableVertexAttributeArray(1);
}

34
PhongShader.frag Normal file
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@ -0,0 +1,34 @@
#version 330 core
out vec4 FragColor;
//in vec3 FragPosition;
//in vec3 Normal ;
uniform vec3 ObjectColor;
//uniform vec3 LightPosition;
uniform vec3 LightColor ;
void main()
{
float AmbientStrength = 0.1;
vec3 ambient = AmbientStrength * LightColor ;
// vec3 Direction = normalize(Normal );
// vec3 LightDirection = normalize(LightPosition - FragPosition);
//
// float DiffuseStrength = max(dot(Normal, LightDirection), 0.0);
// vec3 diffuse = DiffuseStrength * LightColor ;
vec3 result = (ambient ) * ObjectColor;
FragColor = vec4(result, 1.0);
}

26
PhongShader.vert Normal file
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@ -0,0 +1,26 @@
#version 330 core
layout (location = 0) in vec3 VertPosition;
//layout (location = 1) in vec3 VertNormal ;
//out vec3 FragPosition;
//out vec3 Normal ;
uniform mat4 ModelScreenSpace ;
uniform mat4 ModelSpace ;
uniform mat4 InverseModelSpace;
void main()
{
gl_Position = ModelScreenSpace * vec4(VertPosition, 1.0);
// FragPosition = vec3(ModelSpace * vec4(VertPosition, 1.0));
// Normal = mat3(transpose(InverseModelSpace));
}

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@ -1,15 +1,13 @@
#version 330 core
layout (location = 0) in vec3 aPos;
// uniform mat4 model;
// uniform mat4 view;
// uniform mat4 projection;
uniform mat4 ScreenSpaceTransform;
void main()
{
//gl_Position = projection * view * model * vec4(aPos, 1.0);
gl_Position = ScreenSpaceTransform * vec4(aPos, 1.0);
}

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@ -7,20 +7,71 @@
using DGL::gFloat;
using DGL::VertexBuffer;
using DGL::VertexArray;
using DGL::EBufferTarget;
using DGL::EBufferUsage;
using DGL::Buffer;
using DGL::VertexBuffer;
using DGL::ID;
using DGL::gInt;
using DGL::gSize;
using DGL::LinearColor;
using DGL::Vector3;
using DGL::ZeroOffset;
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
//DGL::DefaultSpace::WorldSpace = DGL::Rotate(DGL::DefaultSpace::WorldSpace, 0.015f, Vector3(0.0f, 1.0f, 0.0f));
// This will identify our vertex buffer
ID<Buffer> VertexBufferObj;
ID<VertexBuffer> VertexBufferObj;
struct Vertex3
{
@ -67,7 +118,7 @@ RectangleRaw SquareVerticies =
}
};
ID<VertexBuffer> VertexArrayObj;
ID<VertexArray> VertexArrayObj;
struct RectangleCompressed
{
@ -156,10 +207,7 @@ DGL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
using DGL::EBool;
using DGL::EDataType;
constexpr sfn ZeroOffset() -> ptr<void>
{
return 0;
}
// Testing
@ -189,24 +237,268 @@ sfn CreateWindow_TimedRender()
DGL::InitalizeGLEW();
PrepareRenderObjects();
//PrepareRenderObjects();
//DGL::RunBasicWindowLoop_Timed(windowObj, 1.0 / 60.0, Address(RenderProcedure));
}
sfn PrepareRenderObjects() -> void
struct Edge3
{
RAW_SetupBuffers();
TriIndex a, b;
};
RAW_BindAndBufferDataToIDs();
struct VertPhong
{
Vertex3 locationPad,
normalPad ;
};
DGL::LoadDefaultShaders();
struct CubeVerts
{
Vertex3
f1, f2, f3, f4, // Front
b1, b2, b3, b4; // Back
};
DGL::FormatVertexAttributes<Vertex3>(VertexAttributeIndex, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
struct CubeElements
{
Edge3 front, right, back, left, bottom, top;
};
DGL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
CubeVerts DefaultCube =
{
// Front
{-1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
DGL::BindVertexArray(0);
// Back
{-1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, -1.0f},
{ 1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f}
};
CubeElements DefaultCubeElements =
{
// Front
{ { 0, 1, 2 }, { 2, 3, 0 } },
// Right
{ { 1, 5, 6 }, { 6, 2, 1 } },
// Back
{ { 7, 6, 5 }, { 5, 4, 7 } },
// Left
{ { 4, 0, 3 }, { 3, 7, 4 } },
// Bottom
{ { 4, 5, 1 }, { 1, 0, 4 } },
// Top
{ { 3, 2, 6 }, { 6, 7, 3 } }
};
using DGL::CoordSpace;
using DGL::Matrix4x4;
using DGL::Model;
ID<VertexArray> CubeVAO;
ID<VertexBuffer > CubeModelBuffer ;
ID<ElementBuffer> CubeModelElements;
sfn RAW_MakeCube()
{
DGL::GenerateVertexBuffers(Address(CubeVAO ), 1);
DGL::GenerateBuffers (Address(CubeModelBuffer ), 1);
DGL::GenerateBuffers (Address(CubeModelElements), 1);
DGL::BindVertexArray(CubeVAO);
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer);
DGL::BufferData<CubeVerts>(Address(DefaultCube), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
DGL::BindBuffer(EBufferTarget::VertexIndices, CubeModelElements);
DGL::BufferData<CubeElements>(Address(DefaultCubeElements), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
DGL::EnableVertexAttributeArray(0);
//DGL::FormatVertexAttributes<VertPhong>(1, EDataType::Float, Offset(Vertex3::ValueCount()), Vertex3::ValueCount(), EBool::False);
//DGL::EnableVertexAttributeArray(1);
/*glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);*/
/*glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);*/
//DGL::BindBuffer(EBufferTarget::VertexAttributes, 0); // Dunno. Prob unbinding...
}
sfn RAW_RenderCube()
{
DGL::BindBuffer(EBufferTarget::VertexIndices, CubeModelElements);
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, Address(Size));
Size /= sizeof(unsigned int);
DGL::DrawElements(DGL::EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());
}
LinearColor CoralColor(1.0f, 0.5f, 0.31f, 1.0f);
LinearColor LightColor(1.0f, 1.0f, 1.0f , 1.0f);
Vector3 LightPosition(1.2f, 1.0f, 2.0f);
Vector3 LightScale = Vector3(0.2f);
Vector3 result = LightColor.Vector() * CoralColor.Vector();
CoordSpace LightTransform = Matrix4x4(1.0f);
ID<VertexArray> LightVAO;
sfn RAW_MakeLightVAO()
{
DGL::GenerateVertexBuffers(Address(LightVAO), 1);
DGL::BindVertexArray(LightVAO);
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer );
DGL::BindBuffer(EBufferTarget::VertexIndices , CubeModelElements);
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
DGL::EnableVertexAttributeArray(0);
LightTransform = DGL::Translate(LightTransform, LightPosition);
LightTransform = DGL::Scale (LightTransform, LightScale );
}
using DGL::GetBufferParameterIV;
sfn RAW_RenderLight(CoordSpace _projection, CoordSpace _viewport)
{
deduce screenspaceTransform = _projection * _viewport * LightTransform;
DGL::Basic_LampShader::SetupLampRender(screenspaceTransform);
DGL::BindVertexArray(LightVAO);
RAW_RenderCube();
}
Vector3 LitCubePosition = Vector3(0.0f);
Vector3 CubeColor = CoralColor.Vector();
CoordSpace LitCubeTransform = Matrix4x4(1.0f);
gFloat RotationRate = 0.015f;
ID<VertexArray> LitCubeVAO;
sfn RAW_MakeLitCube()
{
DGL::GenerateVertexBuffers(Address(LitCubeVAO), 1);
DGL::BindVertexArray(LitCubeVAO);
DGL::BindBuffer(EBufferTarget::VertexAttributes, CubeModelBuffer );
DGL::BindBuffer(EBufferTarget::VertexIndices , CubeModelElements);
DGL::FormatVertexAttributes<Vertex3>(0, EDataType::Float, ZeroOffset(), Vertex3::ValueCount(), EBool::False);
DGL::EnableVertexAttributeArray(0);
}
sfn RAW_RotateLitCube(gFloat _delta)
{
LitCubeTransform = DGL::Rotate(LitCubeTransform, RotationRate * _delta, Vector3(0.0f, 1.0f, 0.0f));
}
sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
{
CoordSpace screenspaceTransform = _projection * _viewport * LitCubeTransform;
Vector3 lightColor = LightColor.Vector();
DGL::PhongShader::SetupRender(screenspaceTransform, LitCubeTransform, CubeColor, LightPosition, lightColor);
DGL::BindVertexArray(LitCubeVAO);
RAW_RenderCube();
}
namespace ProperCube
{
Model model("cube.obj");
Vector3 position = Vector3(0.0f);
Vector3 color = CoralColor.Vector();
CoordSpace transform = Matrix4x4(1.0f);
sfn Rotate()
{
transform = DGL::Rotate(transform, 0.035f, Vector3(0, 1, 0));
}
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport)
{
CoordSpace screenspaceTransform = _projection * _viewport * transform;
Vector3 lightColor = LightColor.Vector();
//DGL::PhongShader::SetupRender(screenspaceTransform, transform, color, LightPosition, lightColor);
DGL::Basic_LightingShader::SetupRender(screenspaceTransform, color, lightColor);
model.Render();
}
sfn Setup()
{
model.Load();
//model.GenVN();
model.Buffer();
//transform = DGL::Scale(transform, Vector3(0.01));
}
}

4
cube.mtl Normal file
View File

@ -0,0 +1,4 @@
#
#
#

38
cube.obj Normal file
View File

@ -0,0 +1,38 @@
#
#
#
mtllib cube.mtl
#
# cube Mesh
#
g cube Mesh
v 0.022541 0.000000 0.000000
v 1.022541 1.000000 0.000000
v 1.022541 0.000000 0.000000
v 0.022541 1.000000 0.000000
v 0.022541 1.000000 1.000000
v 0.022541 0.000000 1.000000
v 1.022541 1.000000 1.000000
v 1.022541 0.000000 1.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 0.000000 1.000000
f 1//1 2//1 3//1
f 1//1 4//1 2//1
f 1//2 5//2 4//2
f 1//2 6//2 5//2
f 4//3 7//3 2//3
f 4//3 5//3 7//3
f 3//4 2//4 7//4
f 3//4 7//4 8//4
f 1//5 3//5 8//5
f 1//5 8//5 6//5
f 6//6 8//6 7//6
f 6//6 7//6 5//6

76166
sculpture.obj Normal file

File diff suppressed because it is too large Load Diff

3072
torus.obj Normal file

File diff suppressed because it is too large Load Diff