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192 lines (148 loc) · 5.75 KB
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Copy pathRenderer.cpp
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192 lines (148 loc) · 5.75 KB
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#include "Renderer.h"
#include <glm/gtx/string_cast.hpp>
#include <GLFW/glfw3.h>
// Vertices coordinates
GLfloat vertices[] =
{ // COORDINATES / TexCoord //
-1.f, -1.f, 0.0f, 0.0f, 1.0f, // Lower left corner
-1.f, 1.f, 0.0f, 0.0f, 0.0f, // Upper left corner
1.f, 1.f, 0.0f, 1.0f, 0.0f, // Upper right corner
1.f, -1.f, 0.0f, 1.0f, 1.0f // Lower right corner
};
// Indices for vertices order
GLuint indices[] =
{
0, 2, 1, // Upper triangle
0, 3, 2 // Lower triangle
};
Renderer::Renderer()
{
Init();
}
void Renderer::Init()
{
shaderDefault = std::make_shared<Shader>("default.vert", "default.frag");
shaderUnlit = std::make_shared<Shader>("unlit.vert", "unlit.frag");
shaderInverted = std::make_shared<Shader>("unlit.vert", "inverted.frag");
shaderRepeating = std::make_shared<Shader>("unlit.vert", "repeating.frag");
shaderSkybox = std::make_shared<Shader>("skybox.vert", "skybox.frag");
shaderBarrels = std::make_shared<Shader>("barrel.vert", "barrel.frag");
/*GLint tex0handle = glGetUniformLocation(shaderDefault->ID, "tex0");
GLint tex1handle = glGetUniformLocation(shaderDefault->ID, "tex1");
glUniform1i(tex0handle, 0);
glUniform1i(tex1handle, 1);*/
// Generates Vertex Array Object and binds it
vao_quad = std::make_shared<VAO>();
vao_quad->Bind();
// Generates Vertex Buffer Object and links it to vertices
vbo = std::make_shared<VBO>(vertices, sizeof(vertices));
// Generates Element Buffer Object and links it to indices
ebo = std::make_shared<EBO>(indices, sizeof(indices));
// Links VBO to VAO
vao_quad->LinkAttrib(*vbo, 0, 3, GL_FLOAT, 5 * sizeof(float), (void*)0);
vao_quad->LinkAttrib(*vbo, 1, 2, GL_FLOAT, 5 * sizeof(float), (void*)(3 * sizeof(float)));
// Unbind all to prevent accidentally modifying them
vao_quad->Unbind();
vbo->Unbind();
ebo->Unbind();
glEnable(GL_DEPTH_TEST);
}
void Renderer::DrawSprite(Texture& texture, glm::mat4 proj, glm::vec2 position,
glm::vec2 size, float rotate, glm::vec3 color, string shaderName)
{
std::shared_ptr<Shader> shader = shaderUnlit;
if (shaderName == "inverted") {
shader = shaderInverted;
}
if (shaderName == "repeating") {
shader = shaderRepeating;
}
if (shaderName == "barrel") {
shader = shaderBarrels;
}
// prepare transformations
shader->Activate();
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(position, 0.0f));
model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f));
model = glm::rotate(model, glm::radians(rotate), glm::vec3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f));
model = glm::scale(model, glm::vec3(size/2.0f, 1.0f));
shader->SetMatrix4("model", model);
shader->SetMatrix4("view", view);
shader->SetMatrix4("proj", proj);
shader->SetVector3f("tint", color);
glActiveTexture(GL_TEXTURE0);
texture.Bind();
vao_quad->Bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
vao_quad->Unbind();
}
//double prevTime = glfwGetTime();
void Renderer::DrawMesh(Mesh& mesh, Texture& texture, glm::mat4 projection, glm::vec3 position, float xrotation, float yrotation, float scale, Camera cam,
Texture& normalsTexture, string shaderName)
{
std::shared_ptr<Shader> shader = shaderDefault;
if (shaderName == "barrel") {
shader = shaderBarrels;
}
// prepare transformations
shader->Activate();
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 proj = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(position));
model = glm::scale(model, glm::vec3(scale, scale, scale));
model = glm::rotate(model, glm::radians(xrotation), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(yrotation), glm::vec3(0.0f, 1.0f, 0.0f));
view = glm::lookAt(cam.position, cam.position + cam.orientation, cam.up);
proj = glm::perspective(glm::radians(45.0f), (float)(800 / 800), 0.1f, 100.0f);
shader->SetMatrix4("model", model);
shader->SetMatrix4("view", view);
shader->SetMatrix4("proj", proj);
shader->SetFloat("t", t);
glActiveTexture(GL_TEXTURE0 + 0);
texture.Bind();
shader->SetTextureSampler("tex0", 0);
glActiveTexture(GL_TEXTURE0 + 1);
normalsTexture.Bind();
shader->SetTextureSampler("texNormals", 1);
mesh.VAO.Bind();
glDrawElements(GL_TRIANGLES, mesh.indices.size(), GL_UNSIGNED_INT, 0);
mesh.VAO.Unbind();
}
void Renderer::DrawSkybox(Mesh& mesh, Texture& texture, glm::mat4 projection, Camera cam)
{
std::shared_ptr<Shader> shader = shaderSkybox;
// prepare transformations
shader->Activate();
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 proj = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(0.f), glm::vec3(0.0f, 0.1f, 0.0f));
model = glm::translate(model, glm::vec3(0, 0, 0));
view = glm::lookAt(glm::vec3(0, 0, 0), cam.orientation, cam.up);
proj = glm::perspective(glm::radians(45.0f), (float)(800 / 800), 0.1f, 100.0f);
shader->SetMatrix4("model", model);
shader->SetMatrix4("view", view);
shader->SetMatrix4("proj", proj);
glActiveTexture(GL_TEXTURE0);
texture.Bind();
//cout << mesh.indices.size() << endl;
mesh.VAO.Bind();
glDepthMask(GL_FALSE);
glDrawElements(GL_TRIANGLES, mesh.indices.size(), GL_UNSIGNED_INT, 0);
glDepthMask(GL_TRUE);
mesh.VAO.Unbind();
}
void Renderer::SetTime(float time) {
t = time;
}
void Renderer::Delete() {
vao_quad->Delete();
vbo->Delete();
ebo->Delete();
shaderDefault->Delete();
shaderInverted->Delete();
}