Added Namespace: charcoal
This commit is contained in:
parent
3205680062
commit
77e8b0de5e
@ -4,77 +4,80 @@
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#include "Util.h"
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Application::Application(int width, int height)
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: m_screen_size(width, height)
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namespace charcoal
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{
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if (width < 0 || height < 0)
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throw EXCEPTION("Invalid screen dimensions");
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if (!glfwInit())
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throw EXCEPTION("Unable to Initialize GLFW");
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m_p_window = glfwCreateWindow(width, height, "OpenGLEngine", NULL, NULL);
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if (!m_p_window)
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Application::Application(int width, int height)
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: m_screen_size(width, height)
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{
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glfwTerminate();
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throw EXCEPTION("Unable to Create GLFW Window");
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}
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if (width < 0 || height < 0)
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throw EXCEPTION("Invalid screen dimensions");
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glfwSwapInterval(1);
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if (!glfwInit())
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throw EXCEPTION("Unable to Initialize GLFW");
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glfwMakeContextCurrent(m_p_window);
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glewExperimental = GL_TRUE;
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GLenum glew_err = glewInit();
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if (glew_err != GLEW_OK)
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{
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glfwTerminate();
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throw EXCEPTION("Unable to Initialize GLEW: " + std::string((char*)glewGetErrorString(glew_err)));
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}
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// Output Version Information
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OutputDebugString("\nOpenGL Version Information:\nRenderer: ");
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OutputDebugString((char*)glGetString(GL_RENDERER));
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OutputDebugString("\nOpenGL Version: ");
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OutputDebugString((char*)glGetString(GL_VERSION));
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OutputDebugString("\n\n");
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// TODO: Mouse Movement, Mouse Scroll
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m_glfw_input_manager.init(m_p_window);
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glfwSetKeyCallback(m_p_window, &GLFWInputManager::key_callback);
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m_fps.prepare();
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}
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int Application::run()
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{
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try
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{
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init();
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while (!glfwWindowShouldClose(m_p_window))
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m_p_window = glfwCreateWindow(width, height, "OpenGLEngine", NULL, NULL);
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if (!m_p_window)
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{
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// Handle all messages
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m_glfw_input_manager.mark();
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glfwPollEvents();
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float delta_time = m_fps.mark();
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clock_t clock = m_fps.get_clock();
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update(delta_time, clock);
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prerender();
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render();
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CHECK_GL_ERR();
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glfwSwapBuffers(m_p_window);
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glfwTerminate();
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throw EXCEPTION("Unable to Create GLFW Window");
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}
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return 0;
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}
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catch (Exception& e)
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{
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glfwTerminate();
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throw e;
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}
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}
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glfwSwapInterval(1);
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void Application::base_close()
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{
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close();
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glfwMakeContextCurrent(m_p_window);
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glewExperimental = GL_TRUE;
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GLenum glew_err = glewInit();
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if (glew_err != GLEW_OK)
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{
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glfwTerminate();
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throw EXCEPTION("Unable to Initialize GLEW: " + std::string((char*)glewGetErrorString(glew_err)));
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}
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// Output Version Information
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OutputDebugString("\nOpenGL Version Information:\nRenderer: ");
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OutputDebugString((char*)glGetString(GL_RENDERER));
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OutputDebugString("\nOpenGL Version: ");
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OutputDebugString((char*)glGetString(GL_VERSION));
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OutputDebugString("\n\n");
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// TODO: Mouse Movement, Mouse Scroll
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m_glfw_input_manager.init(m_p_window);
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glfwSetKeyCallback(m_p_window, &GLFWInputManager::key_callback);
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m_fps.prepare();
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}
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int Application::run()
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{
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try
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{
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init();
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while (!glfwWindowShouldClose(m_p_window))
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{
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// Handle all messages
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m_glfw_input_manager.mark();
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glfwPollEvents();
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float delta_time = m_fps.mark();
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clock_t clock = m_fps.get_clock();
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update(delta_time, clock);
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prerender();
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render();
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CHECK_GL_ERR();
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glfwSwapBuffers(m_p_window);
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}
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return 0;
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}
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catch (Exception& e)
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{
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glfwTerminate();
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throw e;
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}
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}
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void Application::base_close()
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{
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close();
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}
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}
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@ -9,43 +9,45 @@
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// TODO: Close without rendering next frame.
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using namespace glm;
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class Application
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namespace charcoal
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{
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public:
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Application(int width = -1, int height = -1);
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virtual ~Application() {}
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using namespace glm;
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int run();
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class Application
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{
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public:
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Application(int width = -1, int height = -1);
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virtual ~Application() {}
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const ivec2& get_screen_size() const { return m_screen_size; }
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int run();
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const GLFWInputManager& get_input_manager() const { return m_glfw_input_manager; }
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const ivec2& get_screen_size() const { return m_screen_size; }
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const FPS& get_fps() const { return m_fps; }
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const GLFWInputManager& get_input_manager() const { return m_glfw_input_manager; }
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protected:
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// Called on initialization of the application (called by base_init)
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virtual void init() = 0;
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const FPS& get_fps() const { return m_fps; }
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virtual void update(float delta_time, clock_t clock) = 0;
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protected:
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// Called on initialization of the application (called by base_init)
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virtual void init() = 0;
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virtual void prerender() = 0;
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virtual void update(float delta_time, clock_t clock) = 0;
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virtual void render() = 0;
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virtual void prerender() = 0;
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// Called on closing of the application (called before base_close)
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virtual void close() {}
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virtual void render() = 0;
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GLFWwindow* m_p_window;
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// Called on closing of the application (called before base_close)
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virtual void close() {}
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const ivec2 m_screen_size;
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GLFWwindow* m_p_window;
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GLFWInputManager m_glfw_input_manager;
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const ivec2 m_screen_size;
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FPS m_fps;
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private:
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void base_close();
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};
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GLFWInputManager m_glfw_input_manager;
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FPS m_fps;
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private:
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void base_close();
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};
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}
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@ -7,117 +7,115 @@
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#include "Exception.h"
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namespace
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namespace charcoal
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{
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struct EmptyElement {};
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template <typename VertexType, typename IndexType, int element_buffer_count = 0, typename Renderable = Renderable<VertexType, IndexType> >
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class Batch
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{
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public:
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typedef GLsizei SizeType;
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Batch(
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const Renderable* renderable,
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const SizeType& element_render_count
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)
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: m_p_renderable(renderable), m_element_render_count(element_render_count), m_element_buffers(element_buffer_count)
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{
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if (std::is_same<unsigned int, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_INT;
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}
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else if (std::is_same<unsigned short, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_SHORT;
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}
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else if (std::is_same<unsigned char, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_BYTE;
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}
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else
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{
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throw EXCEPTION("Invalid Batch IndexType");
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}
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vertex_vbo);
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glGenBuffers(1, &m_index_vbo);
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glGenBuffers(element_buffer_count, m_element_buffers.data());
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}
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virtual ~Batch()
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{
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glDeleteVertexArrays(1, &m_vao);
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glDeleteBuffers(1, &m_vertex_vbo);
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glDeleteBuffers(1, &m_index_vbo);
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glDeleteBuffers(element_buffer_count, m_element_buffers.data());
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}
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void init()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_p_renderable->get_mesh()->vertex_count * sizeof(VertexType), m_p_renderable->get_mesh()->vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, NULL);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_vbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_p_renderable->get_mesh()->index_count * sizeof(IndexType), m_p_renderable->get_mesh()->indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
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setup_element_buffers();
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glBindVertexArray(m_vao); // Possibly want to move these three lines into the init function
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_vbo);
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setup_vao();
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glBindVertexArray(NULL);
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}
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void prerender()
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{
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update_element_buffers();
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}
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void render() const
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{
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glBindVertexArray(m_vao);
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glDrawElementsInstanced(
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m_p_renderable->get_draw_mode(),
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m_p_renderable->get_mesh()->index_count,
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m_gl_index_type,
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0,
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m_element_render_count
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);
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glBindVertexArray(NULL);
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}
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void set_element_render_count(const SizeType& element_render_count)
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{
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m_element_render_count = element_render_count;
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}
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const Renderable* get_renderable() const { return m_p_renderable; }
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SizeType get_element_render_count() const { return m_element_render_count; }
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protected:
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virtual void setup_element_buffers() {}
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virtual void setup_vao() = 0;
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virtual void update_element_buffers() {}
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const Renderable* m_p_renderable;
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SizeType m_element_render_count;
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GLuint m_vertex_vbo;
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std::vector<GLuint> m_element_buffers;
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private:
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GLuint m_vao;
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GLuint m_index_vbo;
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GLenum m_gl_index_type;
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};
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}
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template <typename VertexType, typename IndexType, int element_buffer_count = 0, typename Renderable = Renderable<VertexType, IndexType> >
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class Batch
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{
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public:
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typedef GLsizei SizeType;
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Batch(
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const Renderable* renderable,
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const SizeType& element_render_count
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)
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: m_p_renderable(renderable), m_element_render_count(element_render_count), m_element_buffers(element_buffer_count)
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{
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if (std::is_same<unsigned int, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_INT;
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}
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else if (std::is_same<unsigned short, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_SHORT;
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}
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else if (std::is_same<unsigned char, IndexType>::value)
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{
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m_gl_index_type = GL_UNSIGNED_BYTE;
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}
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else
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{
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throw EXCEPTION("Invalid Batch IndexType");
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}
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vertex_vbo);
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glGenBuffers(1, &m_index_vbo);
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glGenBuffers(element_buffer_count, m_element_buffers.data());
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}
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virtual ~Batch()
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{
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glDeleteVertexArrays(1, &m_vao);
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glDeleteBuffers(1, &m_vertex_vbo);
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glDeleteBuffers(1, &m_index_vbo);
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glDeleteBuffers(element_buffer_count, m_element_buffers.data());
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}
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void init()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_p_renderable->get_mesh()->vertex_count * sizeof(VertexType), m_p_renderable->get_mesh()->vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, NULL);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_vbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_p_renderable->get_mesh()->index_count * sizeof(IndexType), m_p_renderable->get_mesh()->indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
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setup_element_buffers();
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glBindVertexArray(m_vao); // Possibly want to move these three lines into the init function
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_vbo);
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setup_vao();
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glBindVertexArray(NULL);
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}
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void prerender()
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{
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update_element_buffers();
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}
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void render() const
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{
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glBindVertexArray(m_vao);
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glDrawElementsInstanced(
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m_p_renderable->get_draw_mode(),
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m_p_renderable->get_mesh()->index_count,
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m_gl_index_type,
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0,
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m_element_render_count
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);
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glBindVertexArray(NULL);
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}
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void set_element_render_count(const SizeType& element_render_count)
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{
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m_element_render_count = element_render_count;
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}
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const Renderable* get_renderable() const { return m_p_renderable; }
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SizeType get_element_render_count() const { return m_element_render_count; }
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protected:
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virtual void setup_element_buffers() {}
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virtual void setup_vao() = 0;
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virtual void update_element_buffers() {}
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const Renderable* m_p_renderable;
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SizeType m_element_render_count;
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GLuint m_vertex_vbo;
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std::vector<GLuint> m_element_buffers;
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private:
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GLuint m_vao;
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GLuint m_index_vbo;
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GLenum m_gl_index_type;
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};
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@ -4,20 +4,23 @@
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#include "Poseable.h"
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using namespace glm;
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class Camera
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namespace charcoal
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{
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public:
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Camera() : m_view_matrix(1.0f), m_projection_matrix(1.0f) {}
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using namespace glm;
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mat4 get_world_to_view_matrix() const { return m_projection_matrix * m_view_matrix; }
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class Camera
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{
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public:
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Camera() : m_view_matrix(1.0f), m_projection_matrix(1.0f) {}
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const mat4& get_view_matrix() const { return m_view_matrix; }
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mat4 get_world_to_view_matrix() const { return m_projection_matrix * m_view_matrix; }
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const mat4& get_projection_matrix() const { return m_projection_matrix; }
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const mat4& get_view_matrix() const { return m_view_matrix; }
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protected:
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mat4 m_view_matrix;
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mat4 m_projection_matrix;
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};
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const mat4& get_projection_matrix() const { return m_projection_matrix; }
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protected:
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mat4 m_view_matrix;
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mat4 m_projection_matrix;
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};
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}
|
@ -2,46 +2,50 @@
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#include "Exception.h"
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Camera2D::Camera2D(const vec2& size, const vec2& position)
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: Camera2D(vec3(size.x, size.y, 2.0f), vec3(position.x, position.y, 0.0f)) {}
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Camera2D::Camera2D(const vec3& size, const vec3& position)
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namespace charcoal
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{
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update_size(size);
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update_position(position);
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}
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Camera2D::Camera2D(const vec2& size, const vec2& position)
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: Camera2D(vec3(size.x, size.y, 2.0f), vec3(position.x, position.y, 0.0f))
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{}
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void Camera2D::update_size(const vec3& size)
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{
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m_size = size;
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update_scale();
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}
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Camera2D::Camera2D(const vec3& size, const vec3& position)
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{
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update_size(size);
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update_position(position);
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}
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void Camera2D::update_position(const vec3& position)
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{
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m_position = position;
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}
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void Camera2D::update_size(const vec3& size)
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{
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m_size = size;
|
||||
update_scale();
|
||||
}
|
||||
|
||||
void Camera2D::translate(const vec2& translation)
|
||||
{
|
||||
translate(vec3(translation.x, translation.y, 0.0f));
|
||||
}
|
||||
void Camera2D::update_position(const vec3& position)
|
||||
{
|
||||
m_position = position;
|
||||
}
|
||||
|
||||
void Camera2D::translate(const vec3& translation)
|
||||
{
|
||||
m_position += translation;
|
||||
}
|
||||
void Camera2D::translate(const vec2& translation)
|
||||
{
|
||||
translate(vec3(translation.x, translation.y, 0.0f));
|
||||
}
|
||||
|
||||
void Camera2D::prerender()
|
||||
{
|
||||
m_view_matrix[3][0] = -m_position.x;
|
||||
m_view_matrix[3][1] = -m_position.y;
|
||||
m_view_matrix[3][2] = -m_position.z;
|
||||
}
|
||||
void Camera2D::translate(const vec3& translation)
|
||||
{
|
||||
m_position += translation;
|
||||
}
|
||||
|
||||
void Camera2D::update_scale()
|
||||
{
|
||||
m_projection_matrix[0][0] = 2.0f / m_size.x;
|
||||
m_projection_matrix[1][1] = 2.0f / m_size.y;
|
||||
m_projection_matrix[2][2] = -2.0f / m_size.z;
|
||||
void Camera2D::prerender()
|
||||
{
|
||||
m_view_matrix[3][0] = -m_position.x;
|
||||
m_view_matrix[3][1] = -m_position.y;
|
||||
m_view_matrix[3][2] = -m_position.z;
|
||||
}
|
||||
|
||||
void Camera2D::update_scale()
|
||||
{
|
||||
m_projection_matrix[0][0] = 2.0f / m_size.x;
|
||||
m_projection_matrix[1][1] = 2.0f / m_size.y;
|
||||
m_projection_matrix[2][2] = -2.0f / m_size.z;
|
||||
}
|
||||
}
|
@ -4,28 +4,31 @@
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
class Camera2D : public Camera
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
Camera2D(const vec2& size, const vec2& position = vec2(0.0f, 0.0f));
|
||||
Camera2D(const vec3& size = vec3(2.0f, 2.0f, 2.0f), const vec3& position = vec3(0.0f, 0.0f, 0.0f));
|
||||
using namespace glm;
|
||||
|
||||
void update_size(const vec3& size);
|
||||
void update_position(const vec3& position);
|
||||
class Camera2D : public Camera
|
||||
{
|
||||
public:
|
||||
Camera2D(const vec2& size, const vec2& position = vec2(0.0f, 0.0f));
|
||||
Camera2D(const vec3& size = vec3(2.0f, 2.0f, 2.0f), const vec3& position = vec3(0.0f, 0.0f, 0.0f));
|
||||
|
||||
void translate(const vec2& translation);
|
||||
void translate(const vec3& translation);
|
||||
void update_size(const vec3& size);
|
||||
void update_position(const vec3& position);
|
||||
|
||||
void prerender();
|
||||
void translate(const vec2& translation);
|
||||
void translate(const vec3& translation);
|
||||
|
||||
const vec3& get_size() const { return m_size; }
|
||||
const vec3& get_position() const { return m_position; }
|
||||
void prerender();
|
||||
|
||||
private:
|
||||
void update_scale();
|
||||
const vec3& get_size() const { return m_size; }
|
||||
const vec3& get_position() const { return m_position; }
|
||||
|
||||
vec3 m_size;
|
||||
vec3 m_position;
|
||||
};
|
||||
private:
|
||||
void update_scale();
|
||||
|
||||
vec3 m_size;
|
||||
vec3 m_position;
|
||||
};
|
||||
}
|
||||
|
@ -2,79 +2,82 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
Camera3D::Camera3D(
|
||||
float fov_y,
|
||||
float aspect_ratio,
|
||||
float znear,
|
||||
float zfar,
|
||||
const vec3& position,
|
||||
const vec3& forward,
|
||||
const vec3& up,
|
||||
const vec3& right
|
||||
)
|
||||
namespace charcoal
|
||||
{
|
||||
update_frustum(fov_y, aspect_ratio, znear, zfar);
|
||||
update_position(position);
|
||||
update_orientation(forward, up, right);
|
||||
}
|
||||
|
||||
void Camera3D::update_frustum(float fov_y, float aspect_ratio, float znear, float zfar)
|
||||
{
|
||||
m_projection_matrix = glm::perspective(fov_y, aspect_ratio, znear, zfar);
|
||||
}
|
||||
|
||||
void Camera3D::update_position(const vec3& position)
|
||||
{
|
||||
m_position = position;
|
||||
}
|
||||
|
||||
void Camera3D::update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
vec3 real_forward;
|
||||
vec3 real_up;
|
||||
vec3 real_right;
|
||||
|
||||
if (right == vec3(0.0f))
|
||||
real_right = glm::normalize(glm::cross(forward, up));
|
||||
else
|
||||
real_right = right;
|
||||
|
||||
real_forward = glm::normalize(forward);
|
||||
real_up = glm::cross(real_right, real_forward);
|
||||
|
||||
m_forward = vec4(real_forward, 0.0f);
|
||||
m_up = vec4(real_up, 0.0f);
|
||||
m_right = vec4(real_right, 0.0f);
|
||||
}
|
||||
|
||||
void Camera3D::direct_update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
m_forward = vec4(forward, 0.0f);
|
||||
m_up = vec4(up, 0.0f);
|
||||
m_right = vec4(right, 0.0f);
|
||||
}
|
||||
|
||||
void Camera3D::translate(const vec3& translation)
|
||||
{
|
||||
m_position += translation;
|
||||
}
|
||||
|
||||
void Camera3D::rotate(const vec3& axis, float angle)
|
||||
{
|
||||
mat4 rotation = glm::rotate(mat4(1.0f), angle, axis);
|
||||
m_forward = rotation * m_forward;
|
||||
m_up = rotation * m_up;
|
||||
m_right = rotation * m_right;
|
||||
}
|
||||
|
||||
void Camera3D::prerender()
|
||||
{
|
||||
// This works but it mirrors the scene left and right?
|
||||
m_view_matrix = mat4(
|
||||
vec4(m_right.x, m_up.x, -m_forward.x, 0.0f),
|
||||
vec4(m_right.y, m_up.y, -m_forward.y, 0.0f),
|
||||
vec4(m_right.z, m_up.z, -m_forward.z, 0.0f),
|
||||
vec4(-glm::dot(vec3(m_right), m_position), -glm::dot(vec3(m_up), m_position), glm::dot(vec3(m_forward), m_position), 1.0f)
|
||||
);
|
||||
|
||||
Camera3D::Camera3D(
|
||||
float fov_y,
|
||||
float aspect_ratio,
|
||||
float znear,
|
||||
float zfar,
|
||||
const vec3& position,
|
||||
const vec3& forward,
|
||||
const vec3& up,
|
||||
const vec3& right
|
||||
)
|
||||
{
|
||||
update_frustum(fov_y, aspect_ratio, znear, zfar);
|
||||
update_position(position);
|
||||
update_orientation(forward, up, right);
|
||||
}
|
||||
|
||||
void Camera3D::update_frustum(float fov_y, float aspect_ratio, float znear, float zfar)
|
||||
{
|
||||
m_projection_matrix = glm::perspective(fov_y, aspect_ratio, znear, zfar);
|
||||
}
|
||||
|
||||
void Camera3D::update_position(const vec3& position)
|
||||
{
|
||||
m_position = position;
|
||||
}
|
||||
|
||||
void Camera3D::update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
vec3 real_forward;
|
||||
vec3 real_up;
|
||||
vec3 real_right;
|
||||
|
||||
if (right == vec3(0.0f))
|
||||
real_right = glm::normalize(glm::cross(forward, up));
|
||||
else
|
||||
real_right = right;
|
||||
|
||||
real_forward = glm::normalize(forward);
|
||||
real_up = glm::cross(real_right, real_forward);
|
||||
|
||||
m_forward = vec4(real_forward, 0.0f);
|
||||
m_up = vec4(real_up, 0.0f);
|
||||
m_right = vec4(real_right, 0.0f);
|
||||
}
|
||||
|
||||
void Camera3D::direct_update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
m_forward = vec4(forward, 0.0f);
|
||||
m_up = vec4(up, 0.0f);
|
||||
m_right = vec4(right, 0.0f);
|
||||
}
|
||||
|
||||
void Camera3D::translate(const vec3& translation)
|
||||
{
|
||||
m_position += translation;
|
||||
}
|
||||
|
||||
void Camera3D::rotate(const vec3& axis, float angle)
|
||||
{
|
||||
mat4 rotation = glm::rotate(mat4(1.0f), angle, axis);
|
||||
m_forward = rotation * m_forward;
|
||||
m_up = rotation * m_up;
|
||||
m_right = rotation * m_right;
|
||||
}
|
||||
|
||||
void Camera3D::prerender()
|
||||
{
|
||||
// This works but it mirrors the scene left and right?
|
||||
m_view_matrix = mat4(
|
||||
vec4(m_right.x, m_up.x, -m_forward.x, 0.0f),
|
||||
vec4(m_right.y, m_up.y, -m_forward.y, 0.0f),
|
||||
vec4(m_right.z, m_up.z, -m_forward.z, 0.0f),
|
||||
vec4(-glm::dot(vec3(m_right), m_position), -glm::dot(vec3(m_up), m_position), glm::dot(vec3(m_forward), m_position), 1.0f)
|
||||
);
|
||||
|
||||
}
|
||||
}
|
@ -4,44 +4,47 @@
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
class Camera3D : public Camera
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
Camera3D(
|
||||
float fov_y,
|
||||
float aspect_ratio,
|
||||
float znear,
|
||||
float zfar,
|
||||
const vec3& position,
|
||||
const vec3& forward = vec3(0.0f, 0.0f, 1.0f),
|
||||
const vec3& up = vec3(0.0f, 1.0f, 0.0f),
|
||||
const vec3& right = vec3(0.0f) // Zero for auto-calculated
|
||||
);
|
||||
using namespace glm;
|
||||
|
||||
void update_frustum(float fov_y, float aspect_ratio, float znear, float zfar);
|
||||
void update_position(const vec3& position);
|
||||
// Updates the orientation based on three vectors.
|
||||
// If right is equal to zero it is calculated with glm::cross(forward, up).
|
||||
// Then the true up is calculated with glm::cross(right, forward)
|
||||
void update_orientation(const vec3& forward = vec3(0.0f, 0.0f, 1.0f), const vec3& up = vec3(0.0f, 1.0f, 0.0f), const vec3& right = vec3(0.0f));
|
||||
// Directly sets the forward, up, and right values.
|
||||
void direct_update_orientation(const vec3& forward, const vec3& up, const vec3& right);
|
||||
class Camera3D : public Camera
|
||||
{
|
||||
public:
|
||||
Camera3D(
|
||||
float fov_y,
|
||||
float aspect_ratio,
|
||||
float znear,
|
||||
float zfar,
|
||||
const vec3& position,
|
||||
const vec3& forward = vec3(0.0f, 0.0f, 1.0f),
|
||||
const vec3& up = vec3(0.0f, 1.0f, 0.0f),
|
||||
const vec3& right = vec3(0.0f) // Zero for auto-calculated
|
||||
);
|
||||
|
||||
void translate(const vec3& translation);
|
||||
void rotate(const vec3& axis, float angle);
|
||||
void update_frustum(float fov_y, float aspect_ratio, float znear, float zfar);
|
||||
void update_position(const vec3& position);
|
||||
// Updates the orientation based on three vectors.
|
||||
// If right is equal to zero it is calculated with glm::cross(forward, up).
|
||||
// Then the true up is calculated with glm::cross(right, forward)
|
||||
void update_orientation(const vec3& forward = vec3(0.0f, 0.0f, 1.0f), const vec3& up = vec3(0.0f, 1.0f, 0.0f), const vec3& right = vec3(0.0f));
|
||||
// Directly sets the forward, up, and right values.
|
||||
void direct_update_orientation(const vec3& forward, const vec3& up, const vec3& right);
|
||||
|
||||
void prerender();
|
||||
void translate(const vec3& translation);
|
||||
void rotate(const vec3& axis, float angle);
|
||||
|
||||
const vec3& get_position() const { return m_position; }
|
||||
vec3 get_forward() const { return vec3(m_forward); }
|
||||
vec3 get_up() const { return vec3(m_up); }
|
||||
vec3 get_right() const { return vec3(m_right); }
|
||||
void prerender();
|
||||
|
||||
private:
|
||||
vec3 m_position;
|
||||
vec4 m_forward;
|
||||
vec4 m_up;
|
||||
vec4 m_right;
|
||||
};
|
||||
const vec3& get_position() const { return m_position; }
|
||||
vec3 get_forward() const { return vec3(m_forward); }
|
||||
vec3 get_up() const { return vec3(m_up); }
|
||||
vec3 get_right() const { return vec3(m_right); }
|
||||
|
||||
private:
|
||||
vec3 m_position;
|
||||
vec4 m_forward;
|
||||
vec4 m_up;
|
||||
vec4 m_right;
|
||||
};
|
||||
}
|
@ -2,18 +2,21 @@
|
||||
|
||||
#include "stdafx.h"
|
||||
|
||||
enum DrawMode : GLenum
|
||||
namespace charcoal
|
||||
{
|
||||
DRAW_POINTS = GL_POINTS,
|
||||
DRAW_LINE_STRIP = GL_LINE_STRIP,
|
||||
DRAW_LINE_LOOP = GL_LINE_LOOP,
|
||||
DRAW_LINES = GL_LINES,
|
||||
DRAW_LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY,
|
||||
DRAW_LINES_ADJACENCY = GL_LINES_ADJACENCY,
|
||||
DRAW_TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
|
||||
DRAW_TRIANGLE_FAN = GL_TRIANGLE_FAN,
|
||||
DRAW_TRIANGLES = GL_TRIANGLES,
|
||||
DRAW_TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY,
|
||||
DRAW_TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY,
|
||||
DRAW_PATCHES = GL_PATCHES,
|
||||
};
|
||||
enum DrawMode : GLenum
|
||||
{
|
||||
DRAW_POINTS = GL_POINTS,
|
||||
DRAW_LINE_STRIP = GL_LINE_STRIP,
|
||||
DRAW_LINE_LOOP = GL_LINE_LOOP,
|
||||
DRAW_LINES = GL_LINES,
|
||||
DRAW_LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY,
|
||||
DRAW_LINES_ADJACENCY = GL_LINES_ADJACENCY,
|
||||
DRAW_TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
|
||||
DRAW_TRIANGLE_FAN = GL_TRIANGLE_FAN,
|
||||
DRAW_TRIANGLES = GL_TRIANGLES,
|
||||
DRAW_TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY,
|
||||
DRAW_TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY,
|
||||
DRAW_PATCHES = GL_PATCHES,
|
||||
};
|
||||
}
|
@ -5,19 +5,22 @@
|
||||
// TODO: This MUST be changed to something less generic
|
||||
#define EXCEPTION(message) Exception(message, __FILE__, __LINE__)
|
||||
|
||||
class Exception
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
Exception(const std::string& message, const std::string& file_name, int line)
|
||||
: m_message(message), m_file_name(file_name), m_line(line)
|
||||
{}
|
||||
class Exception
|
||||
{
|
||||
public:
|
||||
Exception(const std::string& message, const std::string& file_name, int line)
|
||||
: m_message(message), m_file_name(file_name), m_line(line)
|
||||
{}
|
||||
|
||||
const std::string& get_message() { return m_message; }
|
||||
const std::string& get_file_name() { return m_file_name; }
|
||||
int get_line() { return m_line; }
|
||||
const std::string& get_message() { return m_message; }
|
||||
const std::string& get_file_name() { return m_file_name; }
|
||||
int get_line() { return m_line; }
|
||||
|
||||
private:
|
||||
std::string m_message;
|
||||
std::string m_file_name;
|
||||
int m_line;
|
||||
};
|
||||
private:
|
||||
std::string m_message;
|
||||
std::string m_file_name;
|
||||
int m_line;
|
||||
};
|
||||
}
|
@ -1,48 +1,51 @@
|
||||
#include "FPS.h"
|
||||
|
||||
FPS::FPS(unsigned short frames /* = 2 */) :
|
||||
m_iter(frames), m_frames(frames)
|
||||
namespace charcoal
|
||||
{
|
||||
if (frames < 2)
|
||||
throw "Frames is too small";
|
||||
m_clocks = new clock_t[m_frames];
|
||||
}
|
||||
FPS::FPS(unsigned short frames /* = 2 */) :
|
||||
m_iter(frames), m_frames(frames)
|
||||
{
|
||||
if (frames < 2)
|
||||
throw "Frames is too small";
|
||||
m_clocks = new clock_t[m_frames];
|
||||
}
|
||||
|
||||
|
||||
FPS::~FPS()
|
||||
{
|
||||
if (m_clocks)
|
||||
delete[] m_clocks;
|
||||
}
|
||||
FPS::~FPS()
|
||||
{
|
||||
if (m_clocks)
|
||||
delete[] m_clocks;
|
||||
}
|
||||
|
||||
const clock_t& FPS::get_clock() const
|
||||
{
|
||||
return m_clocks[m_iter];
|
||||
}
|
||||
const clock_t& FPS::get_clock() const
|
||||
{
|
||||
return m_clocks[m_iter];
|
||||
}
|
||||
|
||||
float FPS::get_spf() const
|
||||
{
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
|
||||
return ((float)diff) / CLOCKS_PER_SEC;
|
||||
}
|
||||
float FPS::get_spf() const
|
||||
{
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
|
||||
return ((float)diff) / CLOCKS_PER_SEC;
|
||||
}
|
||||
|
||||
float FPS::get_fps() const
|
||||
{
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
|
||||
return ((float)CLOCKS_PER_SEC) / diff;
|
||||
}
|
||||
float FPS::get_fps() const
|
||||
{
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
|
||||
return ((float)CLOCKS_PER_SEC) / diff;
|
||||
}
|
||||
|
||||
void FPS::prepare()
|
||||
{
|
||||
clock_t c = clock();
|
||||
for (unsigned short i = 0; i < m_frames; ++i)
|
||||
m_clocks[i] = c;
|
||||
}
|
||||
void FPS::prepare()
|
||||
{
|
||||
clock_t c = clock();
|
||||
for (unsigned short i = 0; i < m_frames; ++i)
|
||||
m_clocks[i] = c;
|
||||
}
|
||||
|
||||
float FPS::mark()
|
||||
{
|
||||
(++m_iter) %= m_frames;
|
||||
m_clocks[m_iter] = clock();
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter > 0 ? m_iter - 1 : m_frames - 1)]);
|
||||
return ((float)diff) / CLOCKS_PER_SEC;
|
||||
float FPS::mark()
|
||||
{
|
||||
(++m_iter) %= m_frames;
|
||||
m_clocks[m_iter] = clock();
|
||||
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter > 0 ? m_iter - 1 : m_frames - 1)]);
|
||||
return ((float)diff) / CLOCKS_PER_SEC;
|
||||
}
|
||||
}
|
@ -2,43 +2,46 @@
|
||||
|
||||
#include <ctime>
|
||||
|
||||
//A class to handle the FPS of the game
|
||||
//Calculations are done per the number of frames specified
|
||||
//Frames must be a value from 2 - 255
|
||||
//Recommended numbers for frames is 2 (Instant), 5 (Slightly Smoothed), 60 (Smoothed)
|
||||
//Max number for frames = 255
|
||||
//Lower frames = jumpy, instant updates
|
||||
//Higher frames = smoother, flowing updates
|
||||
class FPS final
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
FPS(unsigned short frames = 2);
|
||||
~FPS();
|
||||
//A class to handle the FPS of the game
|
||||
//Calculations are done per the number of frames specified
|
||||
//Frames must be a value from 2 - 255
|
||||
//Recommended numbers for frames is 2 (Instant), 5 (Slightly Smoothed), 60 (Smoothed)
|
||||
//Max number for frames = 255
|
||||
//Lower frames = jumpy, instant updates
|
||||
//Higher frames = smoother, flowing updates
|
||||
class FPS final
|
||||
{
|
||||
public:
|
||||
FPS(unsigned short frames = 2);
|
||||
~FPS();
|
||||
|
||||
//Returns the clock of the last mark() call
|
||||
const clock_t& get_clock() const;
|
||||
//Returns the clock of the last mark() call
|
||||
const clock_t& get_clock() const;
|
||||
|
||||
//Returns FPS (frames per second) of the game (based on the last marked frame)
|
||||
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
|
||||
float get_spf() const;
|
||||
//Returns FPS (frames per second) of the game (based on the last marked frame)
|
||||
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
|
||||
float get_spf() const;
|
||||
|
||||
//Returns FPS (frames per second) of the game (based on the last marked frame)
|
||||
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
|
||||
float get_fps() const;
|
||||
//Returns FPS (frames per second) of the game (based on the last marked frame)
|
||||
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
|
||||
float get_fps() const;
|
||||
|
||||
//Fills the clocks with the current clock() value (to prevent unreasonable clock counts at the first few frames)
|
||||
void prepare();
|
||||
//Fills the clocks with the current clock() value (to prevent unreasonable clock counts at the first few frames)
|
||||
void prepare();
|
||||
|
||||
//Marks the end of the frame (resets the clock)
|
||||
//Should be called right before the update() and render() functions
|
||||
//Also calculates the seconds per frame (able to be considered the dTime)
|
||||
//(m_clock - m_prevClock) / CLOCKS_PER_SEC
|
||||
float mark();
|
||||
//Marks the end of the frame (resets the clock)
|
||||
//Should be called right before the update() and render() functions
|
||||
//Also calculates the seconds per frame (able to be considered the dTime)
|
||||
//(m_clock - m_prevClock) / CLOCKS_PER_SEC
|
||||
float mark();
|
||||
|
||||
private:
|
||||
//m_iter marks the place of the next mark
|
||||
unsigned short m_iter;
|
||||
unsigned short m_frames;
|
||||
private:
|
||||
//m_iter marks the place of the next mark
|
||||
unsigned short m_iter;
|
||||
unsigned short m_frames;
|
||||
|
||||
clock_t* m_clocks = nullptr;
|
||||
};
|
||||
clock_t* m_clocks = nullptr;
|
||||
};
|
||||
}
|
@ -2,33 +2,36 @@
|
||||
|
||||
#include "Exception.h"
|
||||
|
||||
std::map<GLFWwindow*, GLFWInputManager*> GLFWInputManager::s_glfw_windows;
|
||||
|
||||
GLFWInputManager::~GLFWInputManager()
|
||||
namespace charcoal
|
||||
{
|
||||
s_glfw_windows.erase(m_p_window);
|
||||
}
|
||||
std::map<GLFWwindow*, GLFWInputManager*> GLFWInputManager::s_glfw_windows;
|
||||
|
||||
void GLFWInputManager::init(GLFWwindow* p_window)
|
||||
{
|
||||
if (m_p_window != nullptr)
|
||||
throw EXCEPTION("GLFWInputManager Already Initialized.");
|
||||
m_p_window = p_window;
|
||||
s_glfw_windows.insert(std::map<GLFWwindow*, GLFWInputManager*>::value_type(m_p_window, this));
|
||||
}
|
||||
GLFWInputManager::~GLFWInputManager()
|
||||
{
|
||||
s_glfw_windows.erase(m_p_window);
|
||||
}
|
||||
|
||||
void GLFWInputManager::key_callback(GLFWwindow* p_window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
std::map<GLFWwindow*, GLFWInputManager*>::iterator iter = s_glfw_windows.find(p_window);
|
||||
if (iter == s_glfw_windows.end())
|
||||
return; // Ignore Unknown Windows
|
||||
GLFWInputManager& input_manager = *iter->second;
|
||||
if (action == GLFW_PRESS)
|
||||
input_manager.key_down(key);
|
||||
else if (action == GLFW_RELEASE)
|
||||
input_manager.key_up(key);
|
||||
else if (action == GLFW_REPEAT) { /* Ignored */}
|
||||
else
|
||||
throw EXCEPTION("Invalid GLFW Key Action: " + std::to_string(action) + " (" + std::to_string(scancode) + ")");
|
||||
void GLFWInputManager::init(GLFWwindow* p_window)
|
||||
{
|
||||
if (m_p_window != nullptr)
|
||||
throw EXCEPTION("GLFWInputManager Already Initialized.");
|
||||
m_p_window = p_window;
|
||||
s_glfw_windows.insert(std::map<GLFWwindow*, GLFWInputManager*>::value_type(m_p_window, this));
|
||||
}
|
||||
|
||||
void GLFWInputManager::key_callback(GLFWwindow* p_window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
std::map<GLFWwindow*, GLFWInputManager*>::iterator iter = s_glfw_windows.find(p_window);
|
||||
if (iter == s_glfw_windows.end())
|
||||
return; // Ignore Unknown Windows
|
||||
GLFWInputManager& input_manager = *iter->second;
|
||||
if (action == GLFW_PRESS)
|
||||
input_manager.key_down(key);
|
||||
else if (action == GLFW_RELEASE)
|
||||
input_manager.key_up(key);
|
||||
else if (action == GLFW_REPEAT) { /* Ignored */ }
|
||||
else
|
||||
throw EXCEPTION("Invalid GLFW Key Action: " + std::to_string(action) + " (" + std::to_string(scancode) + ")");
|
||||
|
||||
}
|
||||
}
|
@ -6,16 +6,19 @@
|
||||
|
||||
#include <map>
|
||||
|
||||
class GLFWInputManager : public InputManager
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
~GLFWInputManager();
|
||||
class GLFWInputManager : public InputManager
|
||||
{
|
||||
public:
|
||||
~GLFWInputManager();
|
||||
|
||||
void init(GLFWwindow* p_window);
|
||||
void init(GLFWwindow* p_window);
|
||||
|
||||
static void key_callback(GLFWwindow* p_window, int key, int scancode, int action, int mods);
|
||||
private:
|
||||
GLFWwindow* m_p_window = nullptr;
|
||||
static void key_callback(GLFWwindow* p_window, int key, int scancode, int action, int mods);
|
||||
private:
|
||||
GLFWwindow* m_p_window = nullptr;
|
||||
|
||||
static std::map<GLFWwindow*, GLFWInputManager*> s_glfw_windows;
|
||||
};
|
||||
static std::map<GLFWwindow*, GLFWInputManager*> s_glfw_windows;
|
||||
};
|
||||
}
|
@ -1,81 +1,83 @@
|
||||
#include "InputManager.h"
|
||||
|
||||
InputManager::InputManager() {}
|
||||
|
||||
|
||||
InputManager::~InputManager() {}
|
||||
|
||||
void InputManager::mark()
|
||||
namespace charcoal
|
||||
{
|
||||
m_keys_pressed.clear();
|
||||
m_mouse_delta = { 0, 0 };
|
||||
m_scroll_distance = 0;
|
||||
}
|
||||
InputManager::InputManager() {}
|
||||
|
||||
void InputManager::key_down(KeyCode key_code)
|
||||
{
|
||||
if (!m_keys_down[key_code])
|
||||
InputManager::~InputManager() {}
|
||||
|
||||
void InputManager::mark()
|
||||
{
|
||||
m_keys_down[key_code] = true;
|
||||
m_keys_pressed[key_code] = true;
|
||||
m_keys_pressed.clear();
|
||||
m_mouse_delta = { 0, 0 };
|
||||
m_scroll_distance = 0;
|
||||
}
|
||||
|
||||
void InputManager::key_down(KeyCode key_code)
|
||||
{
|
||||
if (!m_keys_down[key_code])
|
||||
{
|
||||
m_keys_down[key_code] = true;
|
||||
m_keys_pressed[key_code] = true;
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::key_up(KeyCode key_code)
|
||||
{
|
||||
m_keys_down[key_code] = false;
|
||||
m_keys_pressed[key_code] = false;
|
||||
}
|
||||
|
||||
void InputManager::mouse_move(const ivec2& position)
|
||||
{
|
||||
m_mouse_delta += position - m_mouse_position;
|
||||
m_mouse_position = position;
|
||||
}
|
||||
|
||||
void InputManager::mouse_scroll(int distance)
|
||||
{
|
||||
m_scroll_distance += distance;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_down(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_down.find(key_code);
|
||||
if (iter == m_keys_down.end())
|
||||
return false;
|
||||
else
|
||||
return iter->second;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_pressed(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_pressed.find(key_code);
|
||||
if (iter == m_keys_pressed.end())
|
||||
return false;
|
||||
else
|
||||
return iter->second;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_released(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_pressed.find(key_code);
|
||||
if (iter == m_keys_pressed.end())
|
||||
return false;
|
||||
else
|
||||
return !iter->second;
|
||||
}
|
||||
|
||||
const ivec2& InputManager::get_mouse_position() const
|
||||
{
|
||||
return m_mouse_position;
|
||||
}
|
||||
|
||||
const ivec2& InputManager::get_mouse_delta() const
|
||||
{
|
||||
return m_mouse_delta;
|
||||
}
|
||||
|
||||
const int& InputManager::get_scroll_distance() const
|
||||
{
|
||||
return m_scroll_distance;
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::key_up(KeyCode key_code)
|
||||
{
|
||||
m_keys_down[key_code] = false;
|
||||
m_keys_pressed[key_code] = false;
|
||||
}
|
||||
|
||||
void InputManager::mouse_move(const ivec2& position)
|
||||
{
|
||||
m_mouse_delta += position - m_mouse_position;
|
||||
m_mouse_position = position;
|
||||
}
|
||||
|
||||
void InputManager::mouse_scroll(int distance)
|
||||
{
|
||||
m_scroll_distance += distance;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_down(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_down.find(key_code);
|
||||
if (iter == m_keys_down.end())
|
||||
return false;
|
||||
else
|
||||
return iter->second;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_pressed(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_pressed.find(key_code);
|
||||
if (iter == m_keys_pressed.end())
|
||||
return false;
|
||||
else
|
||||
return iter->second;
|
||||
}
|
||||
|
||||
bool InputManager::is_key_released(KeyCode key_code) const
|
||||
{
|
||||
auto iter = m_keys_pressed.find(key_code);
|
||||
if (iter == m_keys_pressed.end())
|
||||
return false;
|
||||
else
|
||||
return !iter->second;
|
||||
}
|
||||
|
||||
const ivec2& InputManager::get_mouse_position() const
|
||||
{
|
||||
return m_mouse_position;
|
||||
}
|
||||
|
||||
const ivec2& InputManager::get_mouse_delta() const
|
||||
{
|
||||
return m_mouse_delta;
|
||||
}
|
||||
|
||||
const int& InputManager::get_scroll_distance() const
|
||||
{
|
||||
return m_scroll_distance;
|
||||
}
|
@ -44,50 +44,53 @@
|
||||
#define K_Y 0x59
|
||||
#define K_Z 0x5A
|
||||
|
||||
using namespace glm;
|
||||
|
||||
class InputManager
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
typedef int KeyCode;
|
||||
using namespace glm;
|
||||
|
||||
InputManager();
|
||||
virtual ~InputManager();
|
||||
class InputManager
|
||||
{
|
||||
public:
|
||||
typedef int KeyCode;
|
||||
|
||||
//Should be called after each frame to reset the keysPressed
|
||||
void mark();
|
||||
InputManager();
|
||||
virtual ~InputManager();
|
||||
|
||||
bool is_key_down(KeyCode key_code) const;
|
||||
bool is_key_pressed(KeyCode key_code) const;
|
||||
bool is_key_released(KeyCode key_code) const;
|
||||
const ivec2& get_mouse_position() const;
|
||||
const ivec2& get_mouse_delta() const;
|
||||
const int& get_scroll_distance() const;
|
||||
//Should be called after each frame to reset the keysPressed
|
||||
void mark();
|
||||
|
||||
protected:
|
||||
void key_down(KeyCode key_code);
|
||||
void key_up(KeyCode key_code);
|
||||
void mouse_move(const ivec2& position);
|
||||
void mouse_scroll(int distance);
|
||||
bool is_key_down(KeyCode key_code) const;
|
||||
bool is_key_pressed(KeyCode key_code) const;
|
||||
bool is_key_released(KeyCode key_code) const;
|
||||
const ivec2& get_mouse_position() const;
|
||||
const ivec2& get_mouse_delta() const;
|
||||
const int& get_scroll_distance() const;
|
||||
|
||||
private:
|
||||
//Keys pressed since the last frame
|
||||
//The existance of a value in this array means that the key has changed to that state
|
||||
//since the last mark() call.
|
||||
//A value of true means the key was pressed, false means the value was released
|
||||
std::map<KeyCode, bool> m_keys_pressed;
|
||||
protected:
|
||||
void key_down(KeyCode key_code);
|
||||
void key_up(KeyCode key_code);
|
||||
void mouse_move(const ivec2& position);
|
||||
void mouse_scroll(int distance);
|
||||
|
||||
//Keys that are down
|
||||
std::map<KeyCode, bool> m_keys_down;
|
||||
private:
|
||||
//Keys pressed since the last frame
|
||||
//The existance of a value in this array means that the key has changed to that state
|
||||
//since the last mark() call.
|
||||
//A value of true means the key was pressed, false means the value was released
|
||||
std::map<KeyCode, bool> m_keys_pressed;
|
||||
|
||||
//Current Mouse Position
|
||||
ivec2 m_mouse_position;
|
||||
//Keys that are down
|
||||
std::map<KeyCode, bool> m_keys_down;
|
||||
|
||||
//Change in mouse position since last mark() call
|
||||
ivec2 m_mouse_delta;
|
||||
//Current Mouse Position
|
||||
ivec2 m_mouse_position;
|
||||
|
||||
//The change in scroll (mouse wheel) since the last mark() call
|
||||
int m_scroll_distance;
|
||||
//Change in mouse position since last mark() call
|
||||
ivec2 m_mouse_delta;
|
||||
|
||||
//TODO: Controller Movement
|
||||
};
|
||||
//The change in scroll (mouse wheel) since the last mark() call
|
||||
int m_scroll_distance;
|
||||
|
||||
//TODO: Controller Movement
|
||||
};
|
||||
}
|
@ -1,13 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
template <typename VertexType, typename IndexType>
|
||||
struct Mesh
|
||||
namespace charcoal
|
||||
{
|
||||
typedef VertexType VertexType;
|
||||
typedef IndexType IndexType;
|
||||
template <typename VertexType, typename IndexType>
|
||||
struct Mesh
|
||||
{
|
||||
typedef VertexType VertexType;
|
||||
typedef IndexType IndexType;
|
||||
|
||||
VertexType* vertices = nullptr;
|
||||
unsigned int vertex_count = 0;
|
||||
IndexType* indices = nullptr;
|
||||
unsigned int index_count = 0;
|
||||
};
|
||||
VertexType* vertices = nullptr;
|
||||
unsigned int vertex_count = 0;
|
||||
IndexType* indices = nullptr;
|
||||
unsigned int index_count = 0;
|
||||
};
|
||||
}
|
@ -8,371 +8,374 @@
|
||||
|
||||
#include "Mesh.h"
|
||||
|
||||
template <typename VertexType, typename IndexType>
|
||||
class MeshFactory
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
typedef Mesh<VertexType, IndexType> MeshType;
|
||||
|
||||
private:
|
||||
MeshFactory() {} // Prevent instanciation of this static class
|
||||
|
||||
public:
|
||||
typedef unsigned int SizeType;
|
||||
|
||||
virtual ~MeshFactory()
|
||||
template <typename VertexType, typename IndexType>
|
||||
class MeshFactory
|
||||
{
|
||||
for (SizeType i = 0; i < m_meshes.size(); ++i)
|
||||
{
|
||||
delete[] m_meshes[i]->vertices;
|
||||
m_meshes[i]->vertices = nullptr;
|
||||
delete[] m_meshes[i]->indices;
|
||||
m_meshes[i]->indices = nullptr;
|
||||
delete m_meshes[i];
|
||||
m_meshes[i] = nullptr;
|
||||
}
|
||||
}
|
||||
public:
|
||||
typedef Mesh<VertexType, IndexType> MeshType;
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
mesh = create_mesh(1, 1);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->indices[0] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
private:
|
||||
MeshFactory() {} // Prevent instanciation of this static class
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(2, 2);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
public:
|
||||
typedef unsigned int SizeType;
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b, const VertexType& c)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
virtual ~MeshFactory()
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(3, 3);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(3, 6);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b, const VertexType& c, const VertexType& d)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
mesh = create_mesh(4, 4);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
mesh->indices[3] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES: // Implementation similar to LINE_LOOP
|
||||
mesh = create_mesh(4, 8);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 3;
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(4, 6);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 1;
|
||||
mesh->indices[5] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const std::vector<VertexType>& vertices, const std::vector<IndexType>& indices)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
int n = vertices.size();
|
||||
mesh = create_mesh(n, n);
|
||||
for (SizeType i = 0; i < vertices.size(); ++i)
|
||||
for (SizeType i = 0; i < m_meshes.size(); ++i)
|
||||
{
|
||||
mesh->vertices[i] = vertices[i];
|
||||
mesh->indices[i] = i;
|
||||
delete[] m_meshes[i]->vertices;
|
||||
m_meshes[i]->vertices = nullptr;
|
||||
delete[] m_meshes[i]->indices;
|
||||
m_meshes[i]->indices = nullptr;
|
||||
delete m_meshes[i];
|
||||
m_meshes[i] = nullptr;
|
||||
}
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
// Generates a "cube" (8-vert shape) with 8 vertices. This function should probably not be used
|
||||
// if the vertices are expected to have normals.
|
||||
static MeshType* gen_cube(
|
||||
const DrawMode& draw_mode,
|
||||
const VertexType& top_left_front,
|
||||
const VertexType& bottom_left_front,
|
||||
const VertexType& top_right_front,
|
||||
const VertexType& bottom_right_front,
|
||||
const VertexType& top_left_back,
|
||||
const VertexType& bottom_left_back,
|
||||
const VertexType& top_right_back,
|
||||
const VertexType& bottom_right_back
|
||||
)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
mesh = create_mesh(8, 8);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 3;
|
||||
mesh->indices[3] = 3;
|
||||
mesh->indices[4] = 4;
|
||||
mesh->indices[5] = 5;
|
||||
mesh->indices[6] = 6;
|
||||
mesh->indices[7] = 7;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(8, 24);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
// Front
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 3;
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 0;
|
||||
// Back
|
||||
mesh->indices[8] = 4;
|
||||
mesh->indices[9] = 5;
|
||||
mesh->indices[10] = 5;
|
||||
mesh->indices[11] = 6;
|
||||
mesh->indices[12] = 6;
|
||||
mesh->indices[13] = 7;
|
||||
mesh->indices[14] = 7;
|
||||
mesh->indices[15] = 4;
|
||||
// Connecting
|
||||
mesh->indices[16] = 0;
|
||||
mesh->indices[17] = 4;
|
||||
mesh->indices[18] = 1;
|
||||
mesh->indices[19] = 5;
|
||||
mesh->indices[20] = 2;
|
||||
mesh->indices[21] = 6;
|
||||
mesh->indices[22] = 3;
|
||||
mesh->indices[23] = 7;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(8, 36);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
// Counter Clockwise
|
||||
// Front
|
||||
mesh->indices[0] = 1;
|
||||
mesh->indices[1] = 3;
|
||||
mesh->indices[2] = 0;
|
||||
mesh->indices[3] = 0;
|
||||
mesh->indices[4] = 3;
|
||||
mesh->indices[5] = 2;
|
||||
// Right
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 7;
|
||||
mesh->indices[8] = 2;
|
||||
mesh->indices[9] = 2;
|
||||
mesh->indices[10] = 7;
|
||||
mesh->indices[11] = 6;
|
||||
// Back
|
||||
mesh->indices[12] = 7;
|
||||
mesh->indices[13] = 5;
|
||||
mesh->indices[14] = 6;
|
||||
mesh->indices[15] = 6;
|
||||
mesh->indices[16] = 5;
|
||||
mesh->indices[17] = 4;
|
||||
// Left
|
||||
mesh->indices[18] = 5;
|
||||
mesh->indices[19] = 1;
|
||||
mesh->indices[20] = 4;
|
||||
mesh->indices[21] = 4;
|
||||
mesh->indices[22] = 1;
|
||||
mesh->indices[23] = 0;
|
||||
// Top
|
||||
mesh->indices[24] = 0;
|
||||
mesh->indices[25] = 2;
|
||||
mesh->indices[26] = 4;
|
||||
mesh->indices[27] = 4;
|
||||
mesh->indices[28] = 2;
|
||||
mesh->indices[29] = 6;
|
||||
// Bottom
|
||||
mesh->indices[30] = 5;
|
||||
mesh->indices[31] = 7;
|
||||
mesh->indices[32] = 1;
|
||||
mesh->indices[33] = 1;
|
||||
mesh->indices[34] = 7;
|
||||
mesh->indices[35] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP: // Could probably implement this one in some way in the future
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen_cube for current draw mode: " + std::to_string(draw_mode));
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
mesh = create_mesh(1, 1);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->indices[0] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
static MeshType* create_mesh(unsigned int vertex_count, unsigned int index_count)
|
||||
{
|
||||
MeshType* mesh = new MeshType();
|
||||
mesh->vertices = new VertexType[vertex_count];
|
||||
mesh->vertex_count = vertex_count;
|
||||
mesh->indices = new IndexType[index_count];
|
||||
mesh->index_count = index_count;
|
||||
m_meshes.push_back(mesh);
|
||||
return mesh;
|
||||
}
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(2, 2);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
static std::vector<MeshType*> m_meshes;
|
||||
};
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b, const VertexType& c)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(3, 3);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(3, 6);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
template <typename VertexType, typename IndexType>
|
||||
std::vector<Mesh<VertexType, IndexType>*> MeshFactory<VertexType, IndexType>::m_meshes = std::vector<Mesh<VertexType, IndexType>*>();
|
||||
static MeshType* gen(const DrawMode& draw_mode, const VertexType& a, const VertexType& b, const VertexType& c, const VertexType& d)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
mesh = create_mesh(4, 4);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
mesh->indices[3] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES: // Implementation similar to LINE_LOOP
|
||||
mesh = create_mesh(4, 8);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 3;
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 0;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(4, 6);
|
||||
mesh->vertices[0] = a;
|
||||
mesh->vertices[1] = b;
|
||||
mesh->vertices[2] = c;
|
||||
mesh->vertices[3] = d;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 2;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 1;
|
||||
mesh->indices[5] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
static MeshType* gen(const DrawMode& draw_mode, const std::vector<VertexType>& vertices, const std::vector<IndexType>& indices)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_LINES:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP:
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
int n = vertices.size();
|
||||
mesh = create_mesh(n, n);
|
||||
for (SizeType i = 0; i < vertices.size(); ++i)
|
||||
{
|
||||
mesh->vertices[i] = vertices[i];
|
||||
mesh->indices[i] = i;
|
||||
}
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
// Generates a "cube" (8-vert shape) with 8 vertices. This function should probably not be used
|
||||
// if the vertices are expected to have normals.
|
||||
static MeshType* gen_cube(
|
||||
const DrawMode& draw_mode,
|
||||
const VertexType& top_left_front,
|
||||
const VertexType& bottom_left_front,
|
||||
const VertexType& top_right_front,
|
||||
const VertexType& bottom_right_front,
|
||||
const VertexType& top_left_back,
|
||||
const VertexType& bottom_left_back,
|
||||
const VertexType& top_right_back,
|
||||
const VertexType& bottom_right_back
|
||||
)
|
||||
{
|
||||
MeshType* mesh;
|
||||
switch (draw_mode)
|
||||
{
|
||||
case DrawMode::DRAW_POINTS:
|
||||
mesh = create_mesh(8, 8);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 3;
|
||||
mesh->indices[3] = 3;
|
||||
mesh->indices[4] = 4;
|
||||
mesh->indices[5] = 5;
|
||||
mesh->indices[6] = 6;
|
||||
mesh->indices[7] = 7;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINES:
|
||||
mesh = create_mesh(8, 24);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
// Front
|
||||
mesh->indices[0] = 0;
|
||||
mesh->indices[1] = 1;
|
||||
mesh->indices[2] = 1;
|
||||
mesh->indices[3] = 2;
|
||||
mesh->indices[4] = 2;
|
||||
mesh->indices[5] = 3;
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 0;
|
||||
// Back
|
||||
mesh->indices[8] = 4;
|
||||
mesh->indices[9] = 5;
|
||||
mesh->indices[10] = 5;
|
||||
mesh->indices[11] = 6;
|
||||
mesh->indices[12] = 6;
|
||||
mesh->indices[13] = 7;
|
||||
mesh->indices[14] = 7;
|
||||
mesh->indices[15] = 4;
|
||||
// Connecting
|
||||
mesh->indices[16] = 0;
|
||||
mesh->indices[17] = 4;
|
||||
mesh->indices[18] = 1;
|
||||
mesh->indices[19] = 5;
|
||||
mesh->indices[20] = 2;
|
||||
mesh->indices[21] = 6;
|
||||
mesh->indices[22] = 3;
|
||||
mesh->indices[23] = 7;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_TRIANGLES:
|
||||
mesh = create_mesh(8, 36);
|
||||
mesh->vertices[0] = top_left_front;
|
||||
mesh->vertices[1] = bottom_left_front;
|
||||
mesh->vertices[2] = top_right_front;
|
||||
mesh->vertices[3] = bottom_right_front;
|
||||
mesh->vertices[4] = top_left_back;
|
||||
mesh->vertices[5] = bottom_left_back;
|
||||
mesh->vertices[6] = top_right_back;
|
||||
mesh->vertices[7] = bottom_right_back;
|
||||
// Counter Clockwise
|
||||
// Front
|
||||
mesh->indices[0] = 1;
|
||||
mesh->indices[1] = 3;
|
||||
mesh->indices[2] = 0;
|
||||
mesh->indices[3] = 0;
|
||||
mesh->indices[4] = 3;
|
||||
mesh->indices[5] = 2;
|
||||
// Right
|
||||
mesh->indices[6] = 3;
|
||||
mesh->indices[7] = 7;
|
||||
mesh->indices[8] = 2;
|
||||
mesh->indices[9] = 2;
|
||||
mesh->indices[10] = 7;
|
||||
mesh->indices[11] = 6;
|
||||
// Back
|
||||
mesh->indices[12] = 7;
|
||||
mesh->indices[13] = 5;
|
||||
mesh->indices[14] = 6;
|
||||
mesh->indices[15] = 6;
|
||||
mesh->indices[16] = 5;
|
||||
mesh->indices[17] = 4;
|
||||
// Left
|
||||
mesh->indices[18] = 5;
|
||||
mesh->indices[19] = 1;
|
||||
mesh->indices[20] = 4;
|
||||
mesh->indices[21] = 4;
|
||||
mesh->indices[22] = 1;
|
||||
mesh->indices[23] = 0;
|
||||
// Top
|
||||
mesh->indices[24] = 0;
|
||||
mesh->indices[25] = 2;
|
||||
mesh->indices[26] = 4;
|
||||
mesh->indices[27] = 4;
|
||||
mesh->indices[28] = 2;
|
||||
mesh->indices[29] = 6;
|
||||
// Bottom
|
||||
mesh->indices[30] = 5;
|
||||
mesh->indices[31] = 7;
|
||||
mesh->indices[32] = 1;
|
||||
mesh->indices[33] = 1;
|
||||
mesh->indices[34] = 7;
|
||||
mesh->indices[35] = 3;
|
||||
return mesh;
|
||||
case DrawMode::DRAW_LINE_STRIP:
|
||||
case DrawMode::DRAW_LINE_LOOP:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP: // Could probably implement this one in some way in the future
|
||||
case DrawMode::DRAW_TRIANGLE_FAN:
|
||||
case DrawMode::DRAW_LINE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_LINES_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLE_STRIP_ADJACENCY:
|
||||
case DrawMode::DRAW_TRIANGLES_ADJACENCY:
|
||||
case DrawMode::DRAW_PATCHES:
|
||||
default:
|
||||
throw EXCEPTION("Unable to gen_cube for current draw mode: " + std::to_string(draw_mode));
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
static MeshType* create_mesh(unsigned int vertex_count, unsigned int index_count)
|
||||
{
|
||||
MeshType* mesh = new MeshType();
|
||||
mesh->vertices = new VertexType[vertex_count];
|
||||
mesh->vertex_count = vertex_count;
|
||||
mesh->indices = new IndexType[index_count];
|
||||
mesh->index_count = index_count;
|
||||
m_meshes.push_back(mesh);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
private:
|
||||
static std::vector<MeshType*> m_meshes;
|
||||
};
|
||||
|
||||
template <typename VertexType, typename IndexType>
|
||||
std::vector<Mesh<VertexType, IndexType>*> MeshFactory<VertexType, IndexType>::m_meshes = std::vector<Mesh<VertexType, IndexType>*>();
|
||||
}
|
@ -6,6 +6,8 @@
|
||||
#include "MySimple3DScene.h"
|
||||
#include "MySimpleCubeScene.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MyApplication :
|
||||
public Application
|
||||
{
|
||||
|
@ -4,6 +4,8 @@
|
||||
|
||||
#include "MyBasicShaderProgram.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MyBasicScene : public Scene
|
||||
{
|
||||
public:
|
||||
|
@ -5,6 +5,8 @@
|
||||
#include "Mesh.h"
|
||||
#include "Renderable.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MyBasicShaderProgram : public ShaderProgram
|
||||
{
|
||||
public:
|
||||
|
@ -6,6 +6,8 @@
|
||||
|
||||
#include "MySimpleShaderProgram.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MyBatch : public Batch<MySimpleShaderProgram::Vertex, MySimpleShaderProgram::Index, 2>
|
||||
{
|
||||
public:
|
||||
|
@ -56,7 +56,7 @@ void MySimple2DScene::update(float delta_time, clock_t clock)
|
||||
else
|
||||
brightness = (float)(intervals - c) / half_interval;
|
||||
|
||||
radians = (float)egm::TAU * c / intervals;
|
||||
radians = (float)TAU * c / intervals;
|
||||
|
||||
{
|
||||
MySimpleShaderProgram::Color& color = m_batch.get_color(0);
|
||||
|
@ -7,6 +7,8 @@
|
||||
#include "MyBatch.h"
|
||||
#include "MySimpleShaderProgram.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MySimple2DScene : public Scene
|
||||
{
|
||||
public:
|
||||
|
@ -20,7 +20,7 @@ MySimple3DScene::MySimple3DScene(Application& application)
|
||||
MySimpleShaderProgram::Vertex(2.0f, -1.0f, 0.0f)
|
||||
), DrawMode::DRAW_TRIANGLES),
|
||||
m_batch(&m_shape, 2),
|
||||
m_camera((float)egm::TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, -5.0f))
|
||||
m_camera((float)TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, -5.0f))
|
||||
{}
|
||||
|
||||
MySimple3DScene::~MySimple3DScene()
|
||||
@ -56,7 +56,7 @@ void MySimple3DScene::update(float delta_time, clock_t clock)
|
||||
else
|
||||
brightness = (float)(intervals - c) / half_interval;
|
||||
|
||||
radians = (float)egm::TAU * c / intervals;
|
||||
radians = (float)TAU * c / intervals;
|
||||
|
||||
{
|
||||
MySimpleShaderProgram::Color& color = m_batch.get_color(0);
|
||||
|
@ -7,6 +7,8 @@
|
||||
#include "MyBatch.h"
|
||||
#include "MySimpleShaderProgram.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MySimple3DScene : public Scene
|
||||
{
|
||||
public:
|
||||
|
@ -19,7 +19,7 @@ MySimpleCubeScene::MySimpleCubeScene(Application& application)
|
||||
MySimpleShaderProgram::Vertex( 1.0f, -1.0f, 1.0f)
|
||||
), DrawMode::DRAW_TRIANGLES),
|
||||
m_batch(&m_shape, 1),
|
||||
m_camera((float)egm::TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, -5.0f))
|
||||
m_camera((float)TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, -5.0f))
|
||||
{}
|
||||
|
||||
MySimpleCubeScene::~MySimpleCubeScene()
|
||||
@ -55,7 +55,7 @@ void MySimpleCubeScene::update(float delta_time, clock_t clock)
|
||||
else
|
||||
brightness = (float)(intervals - c) / half_interval;
|
||||
|
||||
radians = (float)egm::TAU * c / intervals;
|
||||
radians = (float)TAU * c / intervals;
|
||||
|
||||
{
|
||||
MySimpleShaderProgram::Color& color = m_batch.get_color(0);
|
||||
@ -65,7 +65,7 @@ void MySimpleCubeScene::update(float delta_time, clock_t clock)
|
||||
color.a = 1.0f;
|
||||
|
||||
Poseable& pose = m_batch.get_pose(0);
|
||||
pose.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)egm::TAU_1_2 * delta_time);
|
||||
pose.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time);
|
||||
pose.update_position(vec3(3 * (float)cos(radians), 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
@ -83,7 +83,7 @@ void MySimpleCubeScene::update(float delta_time, clock_t clock)
|
||||
if (m_input_manager.is_key_down(GLFW_KEY_C)) camera_rotation -= 1;
|
||||
|
||||
m_camera.translate(camera_translation * delta_time);
|
||||
m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)egm::TAU_1_8 * delta_time);
|
||||
m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)TAU_1_8 * delta_time);
|
||||
}
|
||||
|
||||
void MySimpleCubeScene::prerender()
|
||||
|
@ -7,6 +7,8 @@
|
||||
#include "MyBatch.h"
|
||||
#include "MySimpleShaderProgram.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MySimpleCubeScene : public Scene
|
||||
{
|
||||
public:
|
||||
|
@ -5,6 +5,8 @@
|
||||
#include "Mesh.h"
|
||||
#include "Renderable.h"
|
||||
|
||||
using namespace charcoal;
|
||||
|
||||
class MySimpleShaderProgram : public ShaderProgram
|
||||
{
|
||||
public:
|
||||
|
@ -146,24 +146,15 @@
|
||||
<ClInclude Include="ShaderProgram.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="DrawMode.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Shader.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Mesh.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Camera.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Batch.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Renderable.h">
|
||||
<Filter>Header Files\Engine\Rendering</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MyBatch.h">
|
||||
<Filter>Header Files\Example\Rendering</Filter>
|
||||
</ClInclude>
|
||||
@ -200,6 +191,15 @@
|
||||
<ClInclude Include="MySimpleCubeScene.h">
|
||||
<Filter>Header Files\Example\Application</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="DrawMode.h">
|
||||
<Filter>Header Files\Engine</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Renderable.h">
|
||||
<Filter>Header Files\Engine</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Mesh.h">
|
||||
<Filter>Header Files\Engine</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="MySimpleVS.glsl">
|
||||
|
@ -2,52 +2,56 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
Poseable::Poseable(
|
||||
const vec3& position,
|
||||
const vec3& forward,
|
||||
const vec3& up,
|
||||
const vec3& right
|
||||
)
|
||||
: m_orientation_matrix(
|
||||
vec4(right, 0.0f),
|
||||
vec4(up, 0.0f),
|
||||
vec4(forward, 0.0f),
|
||||
vec4(position, 1.0f)
|
||||
) {}
|
||||
|
||||
void Poseable::update_position(const vec3& position)
|
||||
namespace charcoal
|
||||
{
|
||||
m_orientation_matrix[3][0] = position.x;
|
||||
m_orientation_matrix[3][1] = position.y;
|
||||
m_orientation_matrix[3][2] = position.z;
|
||||
}
|
||||
|
||||
void Poseable::update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
m_orientation_matrix[0][0] = right.x;
|
||||
m_orientation_matrix[0][1] = right.y;
|
||||
m_orientation_matrix[0][2] = right.z;
|
||||
|
||||
m_orientation_matrix[1][0] = up.x;
|
||||
m_orientation_matrix[1][1] = up.y;
|
||||
m_orientation_matrix[1][2] = up.z;
|
||||
|
||||
m_orientation_matrix[2][0] = forward.x;
|
||||
m_orientation_matrix[2][1] = forward.y;
|
||||
m_orientation_matrix[2][2] = forward.z;
|
||||
}
|
||||
|
||||
void Poseable::translate(const vec3& translation)
|
||||
{
|
||||
m_orientation_matrix[3][0] += translation.x;
|
||||
m_orientation_matrix[3][1] += translation.y;
|
||||
m_orientation_matrix[3][2] += translation.z;
|
||||
}
|
||||
|
||||
void Poseable::rotate(const vec3& axis, float angle)
|
||||
{
|
||||
mat4 rotation_matrix = glm::rotate(glm::mat4(1.0f), angle, axis);
|
||||
m_orientation_matrix[0] = rotation_matrix * m_orientation_matrix[0];
|
||||
m_orientation_matrix[1] = rotation_matrix * m_orientation_matrix[1];
|
||||
m_orientation_matrix[2] = rotation_matrix * m_orientation_matrix[2];
|
||||
Poseable::Poseable(
|
||||
const vec3& position,
|
||||
const vec3& forward,
|
||||
const vec3& up,
|
||||
const vec3& right
|
||||
)
|
||||
: m_orientation_matrix(
|
||||
vec4(right, 0.0f),
|
||||
vec4(up, 0.0f),
|
||||
vec4(forward, 0.0f),
|
||||
vec4(position, 1.0f)
|
||||
)
|
||||
{}
|
||||
|
||||
void Poseable::update_position(const vec3& position)
|
||||
{
|
||||
m_orientation_matrix[3][0] = position.x;
|
||||
m_orientation_matrix[3][1] = position.y;
|
||||
m_orientation_matrix[3][2] = position.z;
|
||||
}
|
||||
|
||||
void Poseable::update_orientation(const vec3& forward, const vec3& up, const vec3& right)
|
||||
{
|
||||
m_orientation_matrix[0][0] = right.x;
|
||||
m_orientation_matrix[0][1] = right.y;
|
||||
m_orientation_matrix[0][2] = right.z;
|
||||
|
||||
m_orientation_matrix[1][0] = up.x;
|
||||
m_orientation_matrix[1][1] = up.y;
|
||||
m_orientation_matrix[1][2] = up.z;
|
||||
|
||||
m_orientation_matrix[2][0] = forward.x;
|
||||
m_orientation_matrix[2][1] = forward.y;
|
||||
m_orientation_matrix[2][2] = forward.z;
|
||||
}
|
||||
|
||||
void Poseable::translate(const vec3& translation)
|
||||
{
|
||||
m_orientation_matrix[3][0] += translation.x;
|
||||
m_orientation_matrix[3][1] += translation.y;
|
||||
m_orientation_matrix[3][2] += translation.z;
|
||||
}
|
||||
|
||||
void Poseable::rotate(const vec3& axis, float angle)
|
||||
{
|
||||
mat4 rotation_matrix = glm::rotate(glm::mat4(1.0f), angle, axis);
|
||||
m_orientation_matrix[0] = rotation_matrix * m_orientation_matrix[0];
|
||||
m_orientation_matrix[1] = rotation_matrix * m_orientation_matrix[1];
|
||||
m_orientation_matrix[2] = rotation_matrix * m_orientation_matrix[2];
|
||||
}
|
||||
}
|
@ -2,28 +2,31 @@
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
class Poseable
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
// Assumes that forward, up, and right are orthogonal and normalized
|
||||
Poseable(
|
||||
const vec3& position = vec3(0.0f, 0.0f, 0.0f),
|
||||
const vec3& forward = vec3(0.0f, 0.0f, 1.0f),
|
||||
const vec3& up = vec3(0.0f, 1.0f, 0.0f),
|
||||
const vec3& right = vec3(1.0f, 0.0f, 0.0f)
|
||||
);
|
||||
using namespace glm;
|
||||
|
||||
void update_position(const vec3& position);
|
||||
// Assumes that forward, up, and right are orthogonal and normalized
|
||||
void update_orientation(const vec3& forward, const vec3& up, const vec3& right);
|
||||
class Poseable
|
||||
{
|
||||
public:
|
||||
// Assumes that forward, up, and right are orthogonal and normalized
|
||||
Poseable(
|
||||
const vec3& position = vec3(0.0f, 0.0f, 0.0f),
|
||||
const vec3& forward = vec3(0.0f, 0.0f, 1.0f),
|
||||
const vec3& up = vec3(0.0f, 1.0f, 0.0f),
|
||||
const vec3& right = vec3(1.0f, 0.0f, 0.0f)
|
||||
);
|
||||
|
||||
void translate(const vec3& translation);
|
||||
void rotate(const vec3& axis, float angle);
|
||||
void update_position(const vec3& position);
|
||||
// Assumes that forward, up, and right are orthogonal and normalized
|
||||
void update_orientation(const vec3& forward, const vec3& up, const vec3& right);
|
||||
|
||||
const mat4& get_orientation_matrix() const { return m_orientation_matrix; }
|
||||
void translate(const vec3& translation);
|
||||
void rotate(const vec3& axis, float angle);
|
||||
|
||||
protected:
|
||||
mat4 m_orientation_matrix;
|
||||
};
|
||||
const mat4& get_orientation_matrix() const { return m_orientation_matrix; }
|
||||
|
||||
protected:
|
||||
mat4 m_orientation_matrix;
|
||||
};
|
||||
}
|
@ -8,22 +8,26 @@
|
||||
#include "DrawMode.h"
|
||||
#include "Batch.h"
|
||||
|
||||
template <typename VertexType, typename IndexType>
|
||||
class Renderable final
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
typedef VertexType VertexType;
|
||||
typedef IndexType IndexType;
|
||||
typedef Mesh<VertexType, IndexType> MeshType;
|
||||
template <typename VertexType, typename IndexType>
|
||||
class Renderable final
|
||||
{
|
||||
public:
|
||||
typedef VertexType VertexType;
|
||||
typedef IndexType IndexType;
|
||||
typedef Mesh<VertexType, IndexType> MeshType;
|
||||
|
||||
Renderable(const MeshType* mesh, const DrawMode& draw_mode)
|
||||
: m_p_mesh(mesh), m_draw_mode(draw_mode) {}
|
||||
Renderable(const MeshType* mesh, const DrawMode& draw_mode)
|
||||
: m_p_mesh(mesh), m_draw_mode(draw_mode)
|
||||
{}
|
||||
|
||||
const MeshType* get_mesh() const { return m_p_mesh; }
|
||||
const MeshType* get_mesh() const { return m_p_mesh; }
|
||||
|
||||
const DrawMode& get_draw_mode() const { return m_draw_mode; }
|
||||
const DrawMode& get_draw_mode() const { return m_draw_mode; }
|
||||
|
||||
private:
|
||||
const MeshType* m_p_mesh = nullptr;
|
||||
DrawMode m_draw_mode;
|
||||
};
|
||||
private:
|
||||
const MeshType* m_p_mesh = nullptr;
|
||||
DrawMode m_draw_mode;
|
||||
};
|
||||
}
|
@ -6,38 +6,41 @@
|
||||
|
||||
#include "Application.h"
|
||||
|
||||
class Scene
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
Scene(Application& application)
|
||||
: m_screen_size(application.get_screen_size()),
|
||||
m_input_manager(application.get_input_manager()),
|
||||
m_fps(application.get_fps()) {};
|
||||
virtual ~Scene() { };
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
Scene(Application& application)
|
||||
: m_screen_size(application.get_screen_size()),
|
||||
m_input_manager(application.get_input_manager()),
|
||||
m_fps(application.get_fps())
|
||||
{};
|
||||
virtual ~Scene() {};
|
||||
|
||||
// Called when the scene is ready to be initialized
|
||||
virtual void init() = 0;
|
||||
// Called when the scene is ready to be initialized
|
||||
virtual void init() = 0;
|
||||
|
||||
// Called when the scene is going to be used
|
||||
// Should allocate all graphics memory.
|
||||
virtual void use() = 0;
|
||||
// Called when the scene is going to be used
|
||||
// Should allocate all graphics memory.
|
||||
virtual void use() = 0;
|
||||
|
||||
// Called when the scene is no longer going to be used
|
||||
// Should release all graphics memory
|
||||
virtual void unuse() = 0;
|
||||
// Called when the scene is no longer going to be used
|
||||
// Should release all graphics memory
|
||||
virtual void unuse() = 0;
|
||||
|
||||
// Called when the frame is being updated
|
||||
virtual void update(float delta_time, clock_t clock) = 0;
|
||||
// Called when the frame is being updated
|
||||
virtual void update(float delta_time, clock_t clock) = 0;
|
||||
|
||||
// Called before the scene is rendered.
|
||||
// Intended to prepare objects for rendering (generally by calling their prerender function)
|
||||
virtual void prerender() = 0;
|
||||
|
||||
// Called when the frame is being rendered
|
||||
virtual void render() = 0;
|
||||
protected:
|
||||
const ivec2& m_screen_size;
|
||||
const GLFWInputManager& m_input_manager;
|
||||
const FPS& m_fps;
|
||||
};
|
||||
// Called before the scene is rendered.
|
||||
// Intended to prepare objects for rendering (generally by calling their prerender function)
|
||||
virtual void prerender() = 0;
|
||||
|
||||
// Called when the frame is being rendered
|
||||
virtual void render() = 0;
|
||||
protected:
|
||||
const ivec2& m_screen_size;
|
||||
const GLFWInputManager& m_input_manager;
|
||||
const FPS& m_fps;
|
||||
};
|
||||
}
|
@ -2,50 +2,53 @@
|
||||
|
||||
#include "Exception.h"
|
||||
|
||||
Shader::Shader(const std::string& source, ShaderType type)
|
||||
namespace charcoal
|
||||
{
|
||||
GLenum gl_shader_type;
|
||||
switch (type)
|
||||
Shader::Shader(const std::string& source, ShaderType type)
|
||||
{
|
||||
case VERTEX_SHADER:
|
||||
gl_shader_type = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case FRAGMENT_SHADER:
|
||||
gl_shader_type = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
throw "Invalid Shader Type Specified";
|
||||
GLenum gl_shader_type;
|
||||
switch (type)
|
||||
{
|
||||
case VERTEX_SHADER:
|
||||
gl_shader_type = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case FRAGMENT_SHADER:
|
||||
gl_shader_type = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
throw "Invalid Shader Type Specified";
|
||||
}
|
||||
|
||||
m_shader = glCreateShader(gl_shader_type);
|
||||
|
||||
const char* c_str = source.c_str();
|
||||
|
||||
glShaderSource(m_shader, 1, &c_str, NULL);
|
||||
glCompileShader(m_shader);
|
||||
|
||||
// Make sure that the shader has been compiled successfully
|
||||
GLint compiled;
|
||||
glGetShaderiv(m_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (compiled != GL_TRUE)
|
||||
{
|
||||
char buffer[1024];
|
||||
GLsizei log_length;
|
||||
glGetShaderInfoLog(m_shader, 1023, &log_length, buffer);
|
||||
buffer[log_length] = '\0'; // Add null terminator
|
||||
OutputDebugString("Error Compiling Shader:\n");
|
||||
OutputDebugString(buffer);
|
||||
OutputDebugString("\nSource:\n");
|
||||
OutputDebugString(source.c_str());
|
||||
OutputDebugString("\n");
|
||||
m_shader = 0;
|
||||
throw EXCEPTION("Error compiling shader.");
|
||||
}
|
||||
}
|
||||
|
||||
m_shader = glCreateShader(gl_shader_type);
|
||||
Shader::~Shader() {}
|
||||
|
||||
const char* c_str = source.c_str();
|
||||
|
||||
glShaderSource(m_shader, 1, &c_str, NULL);
|
||||
glCompileShader(m_shader);
|
||||
|
||||
// Make sure that the shader has been compiled successfully
|
||||
GLint compiled;
|
||||
glGetShaderiv(m_shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (compiled != GL_TRUE)
|
||||
GLuint Shader::get_shader() const
|
||||
{
|
||||
char buffer[1024];
|
||||
GLsizei log_length;
|
||||
glGetShaderInfoLog(m_shader, 1023, &log_length, buffer);
|
||||
buffer[log_length] = '\0'; // Add null terminator
|
||||
OutputDebugString("Error Compiling Shader:\n");
|
||||
OutputDebugString(buffer);
|
||||
OutputDebugString("\nSource:\n");
|
||||
OutputDebugString(source.c_str());
|
||||
OutputDebugString("\n");
|
||||
m_shader = 0;
|
||||
throw EXCEPTION("Error compiling shader.");
|
||||
return m_shader;
|
||||
}
|
||||
}
|
||||
|
||||
Shader::~Shader() {}
|
||||
|
||||
GLuint Shader::get_shader() const
|
||||
{
|
||||
return m_shader;
|
||||
}
|
||||
|
@ -4,21 +4,23 @@
|
||||
|
||||
#include <string>
|
||||
|
||||
enum ShaderType
|
||||
namespace charcoal
|
||||
{
|
||||
VERTEX_SHADER,
|
||||
FRAGMENT_SHADER
|
||||
};
|
||||
enum ShaderType
|
||||
{
|
||||
VERTEX_SHADER,
|
||||
FRAGMENT_SHADER
|
||||
};
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
Shader(const std::string& source, ShaderType type);
|
||||
~Shader();
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
Shader(const std::string& source, ShaderType type);
|
||||
~Shader();
|
||||
|
||||
GLuint get_shader() const;
|
||||
|
||||
private:
|
||||
GLuint m_shader;
|
||||
};
|
||||
GLuint get_shader() const;
|
||||
|
||||
private:
|
||||
GLuint m_shader;
|
||||
};
|
||||
}
|
@ -1,31 +1,34 @@
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
ShaderProgram::ShaderProgram()
|
||||
: m_program(glCreateProgram())
|
||||
{}
|
||||
|
||||
ShaderProgram::~ShaderProgram()
|
||||
namespace charcoal
|
||||
{
|
||||
glDeleteProgram(m_program);
|
||||
}
|
||||
ShaderProgram::ShaderProgram()
|
||||
: m_program(glCreateProgram())
|
||||
{}
|
||||
|
||||
void ShaderProgram::attach_shader(const Shader& shader)
|
||||
{
|
||||
glAttachShader(m_program, shader.get_shader());
|
||||
}
|
||||
ShaderProgram::~ShaderProgram()
|
||||
{
|
||||
glDeleteProgram(m_program);
|
||||
}
|
||||
|
||||
void ShaderProgram::link()
|
||||
{
|
||||
glLinkProgram(m_program);
|
||||
// TODO: Error handling
|
||||
}
|
||||
void ShaderProgram::attach_shader(const Shader& shader)
|
||||
{
|
||||
glAttachShader(m_program, shader.get_shader());
|
||||
}
|
||||
|
||||
void ShaderProgram::use() const
|
||||
{
|
||||
glUseProgram(m_program);
|
||||
}
|
||||
void ShaderProgram::link()
|
||||
{
|
||||
glLinkProgram(m_program);
|
||||
// TODO: Error handling
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::get_program() const
|
||||
{
|
||||
return m_program;
|
||||
void ShaderProgram::use() const
|
||||
{
|
||||
glUseProgram(m_program);
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::get_program() const
|
||||
{
|
||||
return m_program;
|
||||
}
|
||||
}
|
@ -6,20 +6,23 @@
|
||||
|
||||
#include "Shader.h"
|
||||
|
||||
class ShaderProgram
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
ShaderProgram();
|
||||
virtual ~ShaderProgram();
|
||||
class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram();
|
||||
virtual ~ShaderProgram();
|
||||
|
||||
void use() const;
|
||||
void use() const;
|
||||
|
||||
GLuint get_program() const;
|
||||
GLuint get_program() const;
|
||||
|
||||
protected:
|
||||
void attach_shader(const Shader& shader);
|
||||
void link();
|
||||
protected:
|
||||
void attach_shader(const Shader& shader);
|
||||
void link();
|
||||
|
||||
private:
|
||||
GLuint m_program = 0;
|
||||
};
|
||||
private:
|
||||
GLuint m_program = 0;
|
||||
};
|
||||
}
|
@ -9,75 +9,78 @@
|
||||
|
||||
#include "Exception.h"
|
||||
|
||||
std::string Util::load_file(const std::string& path)
|
||||
namespace charcoal
|
||||
{
|
||||
std::ifstream input_stream;
|
||||
try
|
||||
std::string Util::load_file(const std::string& path)
|
||||
{
|
||||
input_stream.open(path);
|
||||
std::ifstream input_stream;
|
||||
try
|
||||
{
|
||||
input_stream.open(path);
|
||||
}
|
||||
catch (std::ios::failure& e)
|
||||
{
|
||||
throw EXCEPTION(std::string("Error Opening File: ") + e.what());
|
||||
}
|
||||
if (input_stream.is_open())
|
||||
{
|
||||
input_stream.seekg(0, std::ios::end);
|
||||
std::size_t size = input_stream.tellg();
|
||||
std::string buffer(size, ' ');
|
||||
input_stream.seekg(std::ios::beg);
|
||||
input_stream.read(&buffer[0], size);
|
||||
return buffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw EXCEPTION("Unable to access file: " + path);
|
||||
}
|
||||
}
|
||||
catch (std::ios::failure& e)
|
||||
|
||||
void Util::set_console_position(short x, short y)
|
||||
{
|
||||
throw EXCEPTION(std::string("Error Opening File: ") + e.what());
|
||||
COORD pos = { x, y };
|
||||
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
SetConsoleCursorPosition(output, pos);
|
||||
}
|
||||
if (input_stream.is_open())
|
||||
|
||||
void Util::print_matrix(const mat4& matrix)
|
||||
{
|
||||
input_stream.seekg(0, std::ios::end);
|
||||
std::size_t size = input_stream.tellg();
|
||||
std::string buffer(size, ' ');
|
||||
input_stream.seekg(std::ios::beg);
|
||||
input_stream.read(&buffer[0], size);
|
||||
return buffer;
|
||||
std::cout << std::showpos << std::scientific << std::setprecision(5)
|
||||
<< "[ " << matrix[0][0] << " " << matrix[1][0] << " " << matrix[2][0] << " " << matrix[3][0] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][1] << " " << matrix[1][1] << " " << matrix[2][1] << " " << matrix[3][1] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][2] << " " << matrix[1][2] << " " << matrix[2][2] << " " << matrix[3][2] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][3] << " " << matrix[1][3] << " " << matrix[2][3] << " " << matrix[3][3] << " ]" << std::endl;
|
||||
}
|
||||
else
|
||||
|
||||
void Util::print_vec(const vec2& v)
|
||||
{
|
||||
throw EXCEPTION("Unable to access file: " + path);
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::print_vec(const vec3& v)
|
||||
{
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl
|
||||
<< "[" << v.z << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::print_vec(const vec4& v)
|
||||
{
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl
|
||||
<< "[" << v.z << "]" << std::endl
|
||||
<< "[" << v.w << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::_check_gl_err(const char* file_name, int line)
|
||||
{
|
||||
GLenum gl_err = glGetError();
|
||||
if (gl_err != GL_NO_ERROR)
|
||||
throw Exception(("Caught OpenGL Error: " + std::string((const char*)gluErrorString(gl_err)) + " (" + std::to_string(gl_err) + ")").c_str(), file_name, line);
|
||||
}
|
||||
}
|
||||
|
||||
void Util::set_console_position(short x, short y)
|
||||
{
|
||||
COORD pos = { x, y };
|
||||
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
SetConsoleCursorPosition(output, pos);
|
||||
}
|
||||
|
||||
void Util::print_matrix(const mat4& matrix)
|
||||
{
|
||||
std::cout << std::showpos << std::scientific << std::setprecision(5)
|
||||
<< "[ " << matrix[0][0] << " " << matrix[1][0] << " " << matrix[2][0] << " " << matrix[3][0] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][1] << " " << matrix[1][1] << " " << matrix[2][1] << " " << matrix[3][1] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][2] << " " << matrix[1][2] << " " << matrix[2][2] << " " << matrix[3][2] << " ]" << std::endl
|
||||
<< "[ " << matrix[0][3] << " " << matrix[1][3] << " " << matrix[2][3] << " " << matrix[3][3] << " ]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::print_vec(const vec2& v)
|
||||
{
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::print_vec(const vec3& v)
|
||||
{
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl
|
||||
<< "[" << v.z << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::print_vec(const vec4& v)
|
||||
{
|
||||
std::cout << std::showpos << std::fixed << std::setprecision(5)
|
||||
<< "[" << v.x << "]" << std::endl
|
||||
<< "[" << v.y << "]" << std::endl
|
||||
<< "[" << v.z << "]" << std::endl
|
||||
<< "[" << v.w << "]" << std::endl;
|
||||
}
|
||||
|
||||
void Util::_check_gl_err(const char* file_name, int line)
|
||||
{
|
||||
GLenum gl_err = glGetError();
|
||||
if (gl_err != GL_NO_ERROR)
|
||||
throw Exception(("Caught OpenGL Error: " + std::string((const char*)gluErrorString(gl_err)) + " (" + std::to_string(gl_err) + ")").c_str(), file_name, line);
|
||||
}
|
@ -5,22 +5,25 @@
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
using namespace glm;
|
||||
|
||||
#define DISPLAY_DIGITS 5
|
||||
|
||||
#define CHECK_GL_ERR() Util::_check_gl_err(__FILE__, __LINE__)
|
||||
|
||||
class Util
|
||||
namespace charcoal
|
||||
{
|
||||
public:
|
||||
static std::string load_file(const std::string& path);
|
||||
static void set_console_position(short x, short y);
|
||||
static void print_matrix(const mat4& matrix);
|
||||
static void print_vec(const vec2& v);
|
||||
static void print_vec(const vec3& v);
|
||||
static void print_vec(const vec4& v);
|
||||
using namespace glm;
|
||||
|
||||
// Use the CHECK_GL_ERR macro unless you know what you are doing with this function
|
||||
static void _check_gl_err(const char* file_name, int line);
|
||||
};
|
||||
class Util
|
||||
{
|
||||
public:
|
||||
static std::string load_file(const std::string& path);
|
||||
static void set_console_position(short x, short y);
|
||||
static void print_matrix(const mat4& matrix);
|
||||
static void print_vec(const vec2& v);
|
||||
static void print_vec(const vec3& v);
|
||||
static void print_vec(const vec4& v);
|
||||
|
||||
// Use the CHECK_GL_ERR macro unless you know what you are doing with this function
|
||||
static void _check_gl_err(const char* file_name, int line);
|
||||
};
|
||||
}
|
@ -3,7 +3,7 @@
|
||||
#define DEG_TO_RAD(x) x * egm::TAU_1_360;
|
||||
#define RAD_TO_DEG(x)
|
||||
|
||||
namespace egm
|
||||
namespace charcoal
|
||||
{
|
||||
// 2PI = TAU: 6.2831853071795864769252867665590
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user