Refactor start
This commit is contained in:
2
Makefile
2
Makefile
@@ -15,7 +15,7 @@ OBJ= $(patsubst $(SRC_PATH)/%.cpp,$(OBJ_PATH)/%.o,$(CPP_SRC)) \
|
||||
#//OBJ= $(OBJS:.o)
|
||||
|
||||
# CC specifies which compiler we're using
|
||||
CC = g++
|
||||
CC = clang++
|
||||
RM = rm
|
||||
|
||||
# INCLUDE_PATHS specifies the additional include paths we'll need
|
||||
|
||||
9
compile_flags.txt
Normal file
9
compile_flags.txt
Normal file
@@ -0,0 +1,9 @@
|
||||
-I/usr/local/include
|
||||
-I/opt/X11/include
|
||||
-I/opt/homebrew/opt/glfw/include
|
||||
-I/opt/homebrew/opt/glew/include
|
||||
-I/opt/homebrew/opt/glm/include
|
||||
-I./include
|
||||
-I./include/glad
|
||||
-std=c++11
|
||||
|
||||
@@ -1,41 +0,0 @@
|
||||
#ifndef LINE_H
|
||||
#define LINE_H
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <shader.hpp>
|
||||
#include <texture.hpp>
|
||||
|
||||
#include <vector>
|
||||
|
||||
using std::vector;
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
|
||||
class Line {
|
||||
public:
|
||||
vec3 position;
|
||||
vec3 rotation;
|
||||
vec3 scale;
|
||||
|
||||
vector<float> vertices;
|
||||
vector<unsigned int> indices;
|
||||
|
||||
unsigned int VAO;
|
||||
unsigned int VBO;
|
||||
unsigned int EBO;
|
||||
|
||||
Line(const vec3 position, const vec3 rotation, const vec3 scale, vector<float> v, vector<unsigned int> i);
|
||||
|
||||
void generateImage();
|
||||
void draw(Shader s);
|
||||
mat4 translationMatrix();
|
||||
mat4 rotationMatrix();
|
||||
mat4 scaleMatrix();
|
||||
mat4 modelMatrix();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <shader.hpp>
|
||||
#include <texture.hpp>
|
||||
|
||||
#include <vector>
|
||||
|
||||
@@ -31,6 +30,7 @@ public:
|
||||
vec3 scale;
|
||||
|
||||
vector<float> vertexData;
|
||||
vector<unsigned int> indexData;
|
||||
|
||||
vector<Vertex> vertices;
|
||||
vector<vec3> normals;
|
||||
@@ -41,8 +41,6 @@ public:
|
||||
unsigned int VBO;
|
||||
unsigned int EBO;
|
||||
|
||||
Texture texture1;
|
||||
|
||||
Object()
|
||||
{
|
||||
|
||||
@@ -261,10 +259,24 @@ public:
|
||||
break;
|
||||
}
|
||||
|
||||
vertices[indices[i]].normal = normals[normalIndices[i]];
|
||||
//vertices[indices[i]].normal = normals[normalIndices[i]];
|
||||
|
||||
vertexData.push_back(vertices[indices[i]].position.x);
|
||||
vertexData.push_back(vertices[indices[i]].position.y);
|
||||
vertexData.push_back(vertices[indices[i]].position.z);
|
||||
|
||||
vertexData.push_back(vertices[indices[i]].color.x);
|
||||
vertexData.push_back(vertices[indices[i]].color.y);
|
||||
vertexData.push_back(vertices[indices[i]].color.z);
|
||||
|
||||
vertexData.push_back(normals[normalIndices[i]].x);
|
||||
vertexData.push_back(normals[normalIndices[i]].y);
|
||||
vertexData.push_back(normals[normalIndices[i]].z);
|
||||
|
||||
indexData.push_back(i);
|
||||
}
|
||||
|
||||
// Generate vertexData
|
||||
/* Generate vertexData
|
||||
for (int i = 0; i < vertices.size(); i++)
|
||||
{
|
||||
Vertex vertex = vertices[i];
|
||||
@@ -289,7 +301,7 @@ public:
|
||||
//std::cout << vertex.color.y << " ";
|
||||
//std::cout << vertex.color.z << std::endl;
|
||||
}
|
||||
|
||||
*/
|
||||
//std::cout << "Length of vertices: " << vertices.size() << std::endl;
|
||||
//std::cout << "Path of this one " << path << std::endl << std::endl;
|
||||
|
||||
@@ -302,7 +314,7 @@ public:
|
||||
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size() * sizeof(unsigned int), &indexData[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
@@ -314,37 +326,6 @@ public:
|
||||
glEnableVertexAttribArray(2);
|
||||
}
|
||||
|
||||
/*
|
||||
Object(const vec3 p, const vec3 r, const vec3 s, vector<float> v, vector<unsigned int> i, Texture t1 = nullptr)
|
||||
{
|
||||
this->position = p;
|
||||
this->rotation = r;
|
||||
this->scale = s;
|
||||
this->vertexData = v;
|
||||
this->indices = i;
|
||||
this->texture1 = t1;
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float), &vertexData[0], GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
}
|
||||
*/
|
||||
void draw(Shader s)
|
||||
{
|
||||
/*mat4 mod = rotationMatrix();
|
||||
@@ -359,13 +340,11 @@ public:
|
||||
s.setMat4("modelMatrix", &modelMatrix()[0][0]);
|
||||
s.setMat4("normalMatrix", &normalMatrix()[0][0]);
|
||||
|
||||
texture1.activate(0);
|
||||
|
||||
s.use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
glDrawElements(GL_TRIANGLES, indexData.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
s.setInt("texture1", 0);
|
||||
s.setVec3("lightColor", 1.0, 1.0, 1.0);
|
||||
s.setVec3("objectColor", 0.8, 0.4, 0.2);
|
||||
s.setVec3("lightPos", sin(glfwGetTime() / 3.0f) * 10, 8.0, cos(glfwGetTime() / 3.0f) * 10);
|
||||
|
||||
13
include/renderer.hpp
Normal file
13
include/renderer.hpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#ifndef RENDERER_H
|
||||
#define RENDERER_H
|
||||
|
||||
#include "object.hpp"
|
||||
|
||||
class Renderer {
|
||||
public:
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
110
src/line.cpp
110
src/line.cpp
@@ -1,110 +0,0 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <stb_image.h>
|
||||
|
||||
#include <Line.hpp>
|
||||
#include <shader.hpp>
|
||||
#include <texture.hpp>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using std::vector;
|
||||
using glm::vec3;
|
||||
using glm::mat4;
|
||||
|
||||
Line::Line(const vec3 p, const vec3 r, const vec3 s, vector<float> v, vector<unsigned int> i)
|
||||
{
|
||||
this->position = p;
|
||||
this->rotation = r;
|
||||
this->scale = s;
|
||||
this->vertices = v;
|
||||
this->indices = i;
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
}
|
||||
|
||||
void Line::draw(Shader s) {
|
||||
/*mat4 mod = rotationMatrix();
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
std::cout << mod[i][j] << "\t";
|
||||
}
|
||||
std::cout << std::endl;
|
||||
}*/
|
||||
s.setMat4("modelMatrix", &modelMatrix()[0][0]);
|
||||
|
||||
s.use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_LINES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
|
||||
mat4 Line::translationMatrix()
|
||||
{
|
||||
return mat4(
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
position.x, position.y, position.z, 1
|
||||
);
|
||||
}
|
||||
|
||||
mat4 Line::rotationMatrix()
|
||||
{
|
||||
mat4 x(
|
||||
1, 0, 0, 0,
|
||||
0, cos(rotation.x), sin(rotation.x), 0,
|
||||
0, -sin(rotation.x), cos(rotation.x), 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
mat4 y(
|
||||
cos(rotation.y), 0, -sin(rotation.y), 0,
|
||||
0, 1, 0, 0,
|
||||
sin(rotation.y), 0, cos(rotation.y), 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
mat4 z(
|
||||
cos(rotation.z), sin(rotation.z), 0, 0,
|
||||
-sin(rotation.z), cos(rotation.z), 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
|
||||
return z * y * x;
|
||||
}
|
||||
|
||||
mat4 Line::scaleMatrix()
|
||||
{
|
||||
return mat4(
|
||||
scale.x, 0, 0, 0,
|
||||
0, scale.y, 0, 0,
|
||||
0, 0, scale.z, 0,
|
||||
0, 0, 0, 1
|
||||
);
|
||||
}
|
||||
|
||||
mat4 Line::modelMatrix()
|
||||
{
|
||||
return translationMatrix() * rotationMatrix() * scaleMatrix();
|
||||
}
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
#include <camera.hpp>
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
@@ -223,8 +222,8 @@ void processInput(GLFWwindow *window)
|
||||
|
||||
void createShaderProgram()
|
||||
{
|
||||
shader = Shader("/Users/rochesterx/Documents/Programming/OpenGL/src/shaders/vertex.glsl", "/Users/rochesterx/Documents/Programming/OpenGL/src/shaders/fragment.glsl");
|
||||
gridShader = Shader("/Users/rochesterx/Documents/Programming/OpenGL/src/shaders/gridvertex.glsl", "/Users/rochesterx/Documents/Programming/OpenGL/src/shaders/gridfragment.glsl");
|
||||
shader = Shader("src/shaders/vertex.glsl", "src/shaders/fragment.glsl");
|
||||
gridShader = Shader("src/shaders/gridvertex.glsl", "src/shaders/gridfragment.glsl");
|
||||
shader.use();
|
||||
}
|
||||
|
||||
@@ -277,8 +276,8 @@ void init()
|
||||
|
||||
createShaderProgram();
|
||||
|
||||
Texture texture("assets/container.jpg");
|
||||
Texture texture2("assets/awesomeface.png");
|
||||
//Texture texture("assets/container.jpg");
|
||||
//Texture texture2("assets/awesomeface.png");
|
||||
//Object cube(vec3(0, 0, 0), vec3(0, 0, 0), vec3(1, 1, 1), vertices, indices, texture);
|
||||
objects = {
|
||||
//Object(vec3(0, 0, 0), vec3(0, 0, 0), vec3(3, 3, 3), "assets/dragon.obj"),
|
||||
|
||||
@@ -37,6 +37,7 @@ void main()
|
||||
|
||||
vec3 result = (ambient + diffuse + specular) * objectColor;
|
||||
FragColor = vec4(result, 1.0);
|
||||
//FragColor = vec4(vec3(gl_FragCoord.z), 1.0);
|
||||
//FragColor = vec4(ourColor * gl_FragCoord.w, 1);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user