mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-11-10 04:24:52 -08:00
281 lines
5.4 KiB
C++
281 lines
5.4 KiB
C++
/*
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Title : Ducktaped GL: Entity
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Author: Edward R. Gonzalez
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Description:
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Contains implementation for useful entity classes that brings together much of the OpenGL functionality to be used as individual objects.
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*/
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#pragma once
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// DGL
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#include "DGL_Types.hpp"
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#include "DGL_Model.hpp"
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#include "DGL_Shader.hpp"
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#include "DGL_Utilities.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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namespace Colors
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{
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LinearColor Coral (1.0f , 0.5f , 0.31f, 1.0f);
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LinearColor Grey (0.60f, 0.60f, 0.60f, 1.0f);
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LinearColor WarmSphia(0.54f, 0.52f, 0.5f, 1.0f);
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LinearColor White (1.0f , 1.0f , 1.0f , 1.0f);
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}
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class Light_Basic
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{
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public:
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Light_Basic() :
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color (Colors::White.Vector()),
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position (Vector3 (0.0f) ),
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scale (Vector3 (0.2f) ),
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transform (CoordSpace(1.0f) ),
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translationRadius(4.0f )
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{}
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sfn GetColor() -> VecColor
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{
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return color;
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}
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sfn GetPosition() -> Vector3
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{
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return position;
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}
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sfn Load()
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{
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GenerateVertexBuffers(modelVAO, 1);
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GenerateBuffers (modelVBO, 1);
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GenerateBuffers (modelEBO, 1);
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BindVertexArray(modelVAO);
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BindBuffer(EBufferTarget::VertexAttributes, modelVBO);
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BufferData<CubeVerts>(DefaultCube, EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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BindBuffer(EBufferTarget::VertexIndices, modelEBO);
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BufferData<CubeElements>(DefaultCubeElements, EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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FormatVertexAttributes<CubeVerts::Vertex3>(0, EDataType::Float, ZeroOffset(), CubeVerts::Vertex3::ValueCount(), false);
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UnbindVertexArray();
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}
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sfn Update(double _delta)
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{
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static gFloat valueLoop = 0.0f;
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transform = CoordSpace(1.0f);
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position.x = translationRadius * sin(valueLoop);
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position.z = translationRadius * cos(valueLoop);
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transform = Translate(transform, position);
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transform = Scale (transform, scale );
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valueLoop += 0.31879f * _delta;
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}
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sfn Render(ro Ref(CoordSpace) _projection, ro Ref(CoordSpace) _viewport)
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{
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deduce screenspaceTransform = _projection * _viewport * transform;
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Basic_LightShader::Use(screenspaceTransform);
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BindVertexArray(modelVAO);
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BindBuffer(EBufferTarget::VertexIndices, modelEBO);
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gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, DGL::EBufferParam::Size, SizeRef); SizeRef /= sizeof(unsigned int);
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DrawElements(EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
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//UnbindVertexArray();
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Basic_LightShader::Stop();
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}
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private:
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VecColor color ;
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Vector3 position ;
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Vector3 scale ;
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CoordSpace transform ;
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gFloat translationRadius;
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// Hardcoded Model
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struct CubeVerts
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{
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struct Vertex3
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{
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gFloat x, y, z;
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static constexpr sfn ValueCount() -> gSize { return 3; }
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};
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Vertex3
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f1, f2, f3, f4, // Front
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b1, b2, b3, b4; // Back
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}
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DefaultCube =
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{
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// Front
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{-1.0f, -1.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f},
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{ 1.0f, 1.0f, 1.0f},
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{-1.0f, 1.0f, 1.0f},
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// Back
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{-1.0f, -1.0f, -1.0f},
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{ 1.0f, -1.0f, -1.0f},
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{ 1.0f, 1.0f, -1.0f},
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{-1.0f, 1.0f, -1.0f}
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};
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struct CubeElements
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{
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struct Edge3
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{
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struct TriIndex
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{
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gInt a, b, c;
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};
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TriIndex a, b;
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};
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Edge3 front, right, back, left, bottom, top;
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}
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DefaultCubeElements =
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{
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// Front
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{ { 0, 1, 2 }, { 2, 3, 0 } },
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// Right
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{ { 1, 5, 6 }, { 6, 2, 1 } },
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// Back
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{ { 7, 6, 5 }, { 5, 4, 7 } },
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// Left
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{ { 4, 0, 3 }, { 3, 7, 4 } },
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// Bottom
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{ { 4, 5, 1 }, { 1, 0, 4 } },
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// Top
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{ { 3, 2, 6 }, { 6, 7, 3 } }
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};
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ID<VertexArray > modelVAO;
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ID<VertexBuffer > modelVBO;
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ID<ElementBuffer> modelEBO;
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};
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class Entity_Basic
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{
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public:
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Entity_Basic() :
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position (Vector3(0.0f) ),
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scale (Vector3(1.0f) ),
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model (NULL ),
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transform(CoordSpace(1.0f))
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{};
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Entity_Basic(Ref(Model) _model, Ref(Material_Phong) _material) :
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position (Vector3(0.0f) ),
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scale (Vector3(1.0f) ),
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model (Address(_model) ),
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transform(CoordSpace(1.0f)),
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material (_material )
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//type (_type )
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{};
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sfn SetModel(Ref(Model) _model)
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{
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model = Address(_model);
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}
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sfn SetScale(gFloat _scaleBy)
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{
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scale = Vector3(_scaleBy);
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transform = CoordSpace(1.0f);
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transform = DGL::Translate(transform, position);
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transform = DGL::Scale(transform, scale);
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}
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sfn SetPosition(ro Ref(Vector3) _position)
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{
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position = _position;
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transform = CoordSpace(1.0f);
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transform = DGL::Translate(transform, position);
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transform = DGL::Scale(transform, scale);
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}
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sfn Update()
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{
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}
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sfn Render(ro Ref(CoordSpace) _projection, ro Ref(CoordSpace) _viewport, ro Ref(Vector3) _lightPosition, ro Ref(VecColor) _lightColor)
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{
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PhongShader::Use(_projection, _viewport, transform, _lightPosition,_lightColor, material);
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Dref(model).Render();
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PhongShader::Stop();
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return;
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}
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sfn operator= (ro Ref(Entity_Basic) _entity)->Ref(Entity_Basic)
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{
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position = _entity.position ;
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scale = _entity.scale;
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model = _entity.model ;
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transform = _entity.transform;
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material = _entity.material ;
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return Dref(this);
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}
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private:
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//EEntityType type;
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Vector3 position ;
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Vector3 scale ;
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ptr<Model> model ;
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CoordSpace transform ;
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Material_Phong material ;
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};
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}
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