DuctTaped_GL/Testing.hpp

534 lines
11 KiB
C++

#pragma once
#include "DGL.hpp"
#include "Cpp_Alias.hpp"
using DGL::gFloat;
using DGL::VertexArray;
using DGL::EBufferTarget;
using DGL::EBufferUsage;
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<VertexBuffer> VertexBufferObj;
struct Vertex3
{
gFloat x, y, z;
static constexpr sfn ValueCount() -> gSize { return 3; }
};
struct TriangleRaw
{
Vertex3 a, b, c;
static constexpr sfn VertexCount() -> gSize { return 3; }
};
TriangleRaw EquilateralTriangleVerticies =
{
{ -1.0f, -1.0f, 0.0f }, // Vert1
{ 1.0f, -1.0f, 0.0f }, // Vert2
{ 0.0f, 1.0f, 0.0f } // Vert 3
};
struct RectangleRaw
{
TriangleRaw first, second;
static constexpr sfn VertexCount() -> gSize { return 6; }
};
RectangleRaw SquareVerticies =
{
{
{ -0.5f, -0.5f, 0.0f },
{ 0.5f, -0.5f, 0.0f },
{ 0.0f, 0.5f, 0.0f }
},
{
{ 0.5f, -0.5f, 0.0f },
{ -0.5f, -0.5f, 0.0f },
{ -0.5f, 0.5f, 0.0f }
}
};
ID<VertexArray> VertexArrayObj;
struct RectangleCompressed
{
Vertex3 a, b, c, d;
static constexpr sfn VertexCount() -> gSize { return 4; }
};
struct TriIndex
{
gInt a, b, c;
};
struct RectangleIndices
{
TriIndex first, second;
};
RectangleCompressed rectCompress =
{
{ 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 =
{
{ 0, 1, 3 },
{ 1, 2, 3 }
};
using DGL::ElementBuffer;
ID<ElementBuffer> ElemBufferObj;
struct Vertex2
{
gFloat x, y;
};
struct TriTexCoords
{
Vertex2 a, b, c;
};
TriTexCoords textureCoords =
{
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 0.5f, 1.0f }
};
sfn RAW_SetupBuffers()
{
DGL::GenerateVertexBuffers(Address(VertexArrayObj ), 1);
DGL::GenerateBuffers (Address(VertexBufferObj), 1);
DGL::GenerateBuffers (Address(ElemBufferObj ), 1);
}
sfn RAW_SetupTriangleBuffer()
{
DGL::GenerateBuffers(Address(VertexBufferObj), 1);
}
sfn RAW_BindAndBufferDataToIDs()
{
DGL::BindVertexArray(VertexArrayObj);
DGL::BindBuffer(EBufferTarget::VertexAttributes, VertexBufferObj);
//GL::BufferData<TriangleRaw>(Address(EquilateralTriangleVerticies), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
DGL::BufferData<RectangleCompressed>(Address(rectCompress), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
DGL::BindBuffer(EBufferTarget::VertexIndices, ElemBufferObj);
DGL::BufferData<RectangleIndices>(Address(rectIndices), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
}
DGL::gInt VertexAttributeIndex = 0; // See shader source: (layout = 0).
using DGL::EBool;
using DGL::EDataType;
// Testing
// Forward Declares
sfn RenderProcedure () -> void;
sfn PrepareRenderObjects() -> void;
sfn CreateWindow_BasicLoop()
{
DGL::InitalizeGLFW();
deduce windowObj = DGL::CreateWindow(720, 540, "Assignment 1: RawLoop", DGL::WindowedMode(), DGL::NotShared());
DGL::SetCurrentContext(windowObj);
DGL::RunBasicWindowLoop(windowObj);
}
sfn CreateWindow_TimedRender()
{
DGL::InitalizeGLFW();
deduce windowObj = DGL::CreateWindow(720, 540, "Assignment 1: Timed Render", DGL::WindowedMode(), DGL::NotShared());
DGL::SetCurrentContext(windowObj);
DGL::InitalizeGLEW();
//PrepareRenderObjects();
//DGL::RunBasicWindowLoop_Timed(windowObj, 1.0 / 60.0, Address(RenderProcedure));
}
struct Edge3
{
TriIndex a, b;
};
struct VertPhong
{
Vertex3 locationPad,
normalPad ;
};
struct CubeVerts
{
Vertex3
f1, f2, f3, f4, // Front
b1, b2, b3, b4; // Back
};
struct CubeElements
{
Edge3 front, right, back, left, bottom, top;
};
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},
// 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);
}
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, 2.0f, 3.0f);
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 );
}
sfn RAW_LightRotate(gFloat _delta)
{
//LightTransform = DGL::Rotate(LightTransform, 0.1f, Vector3(1, 0, 0));
static bool test = true;
LightTransform = CoordSpace(1.0f);
if (test)
{
LightPosition.x += 0.021f + _delta;
if (LightPosition.x > 10)
{
test = false;
}
LightTransform = DGL::Translate(LightTransform, LightPosition);
LightTransform = DGL::Scale (LightTransform, LightScale );
}
else
{
LightPosition.x -= 0.021f + _delta;
if (LightPosition.x < -10)
{
test = true;
}
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();
DGL::Basic_LampShader::Stop();
}
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("torus.obj");
Vector3 position = Vector3(0.0f);
Vector3 color = CoralColor.Vector();
CoordSpace transform = Matrix4x4(1.0f);
sfn Rotate(gFloat _delta)
{
//transform = DGL::Rotate(transform, 1.5f * _delta, Vector3(0, 1, 0));
}
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport, Ref(Vector3) _cameraPosition)
{
CoordSpace screenspaceTransform = _projection * _viewport * transform;
Vector3 lightColor = LightColor.Vector();
DGL::PhongShader::Use
(
_projection ,
_viewport ,
transform ,
color ,
LightPosition ,
lightColor ,
_cameraPosition
);
//DGL::Basic_LightingShader::Use(screenspaceTransform, color, lightColor);
model.Render();
DGL::Basic_LightingShader::Stop();
DGL::PhongShader::Stop();
}
sfn Setup()
{
model.Load();
//model.GenVN();
model.Buffer();
//transform = DGL::Scale(transform, Vector3(0.01));
}
}