Added Camera and first-person and UI camera types; Added mouse tracking to aid this
This commit is contained in:
parent
d628bbb184
commit
48821afd76
@ -94,7 +94,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -123,7 +123,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -152,7 +152,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -181,7 +181,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -211,6 +211,7 @@
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<ClCompile Include="src\Assets.cpp" />
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<ClCompile Include="src\Gamestate.cpp" />
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<ClCompile Include="src\IntroGamestate.cpp" />
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<ClCompile Include="src\Renderer\Camera.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Drawable.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Entity.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Model.cpp" />
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@ -224,6 +225,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Assets.h" />
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<ClInclude Include="src\include\Camera.h" />
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<ClInclude Include="src\include\Entity.h" />
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<ClInclude Include="src\include\resource.h" />
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<ClInclude Include="src\include\Application.h" />
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@ -57,6 +57,9 @@
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<ClCompile Include="src\Assets.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Camera.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Config.h">
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@ -113,6 +116,9 @@
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<ClInclude Include="src\include\Assets.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\Camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Natvis Include="NatvisFile.natvis" />
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@ -10,7 +10,6 @@ uniform mat4 proj;
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out vec2 texCoord;
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void main() {
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//gl_Position = proj * view * model * vec4(pos, 1.0);
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gl_Position = proj * model * vec4(pos, 1.0);
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gl_Position = proj * view * model * vec4(pos, 1.0);
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texCoord = texCoords;
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}
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@ -70,6 +70,8 @@ namespace nf {
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MSG msg = { };
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std::thread mainThread(&Application::runMainGameThread, this);
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while (m_running) {
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if (m_quit)
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PostMessage(m_window, WM_CLOSE, NULL, NULL);
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while (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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@ -133,6 +135,18 @@ namespace nf {
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}
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}
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void Application::trackMouse(bool track) {
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m_trackingMouse = track;
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}
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void Application::getMouseDiff(int& x, int& y) {
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x = m_mouseDiffX;
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y = m_mouseDiffY;
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m_mouseDiffX = 0;
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m_mouseDiffY = 0;
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//TODO: Replace with atomic?
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}
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void Application::registerWindowClass() {
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if (!FindWindow(L"NFClass", NULL)) {
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m_wclassName = L"NFClass";
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@ -193,6 +207,41 @@ namespace nf {
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else
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m_input[i] = false;
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}
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POINT mouse;
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GetCursorPos(&mouse);
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ScreenToClient(m_window, &mouse);
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if (GetFocus() == m_window) {
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m_mouseX = mouse.x;
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m_mouseY = mouse.y;
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if (m_mouseX > m_currentConfig.width)
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m_mouseX = m_currentConfig.width;
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if (m_mouseX < 0)
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m_mouseX = 0;
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if (m_mouseY > m_currentConfig.height)
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m_mouseY = m_currentConfig.height;
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if (m_mouseY < 0)
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m_mouseY = 0;
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if (m_trackingMouse) {
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static bool first = true;
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int middleX = m_currentConfig.width / 2;
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int middleY = m_currentConfig.height / 2;
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m_mouseDiffX += m_mouseX - middleX;
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m_mouseDiffY += middleY - m_mouseY;
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if (first) {
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m_mouseDiffX = 0;
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m_mouseDiffY = 0;
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first = false;
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}
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POINT middle = { middleX, middleY };
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ClientToScreen(m_window, &middle);
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SetCursorPos(middle.x, middle.y);
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}
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}
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}
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void Application::quit() {
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m_quit = true;
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}
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void Application::runMainGameThread() {
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@ -207,7 +256,7 @@ namespace nf {
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lastFrame = std::chrono::steady_clock::now();
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m_currentState->update(m_deltaTime);
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m_currentState->render(*m_renderer);
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m_renderer->doFrame();
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m_renderer->doFrame(m_currentState->getCamera());
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m_frames++;
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if (m_stateChange)
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doStateChange();
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@ -263,6 +312,15 @@ namespace nf {
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case WM_MENUCHAR: {
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return MNC_CLOSE << 16;
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}
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case WM_SETCURSOR: {
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if (LOWORD(lParam) != HTCLIENT)
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break;
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if (app->m_trackingMouse && LOWORD(lParam) == HTCLIENT && GetFocus() == hWnd) {
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SetCursor(NULL);
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return 0;
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}
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break;
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}
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case WM_CLOSE: {
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DestroyWindow(hWnd);
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return 0;
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@ -4,7 +4,9 @@
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#include "Utility.h"
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namespace nf {
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Gamestate::Gamestate(Application* app) {
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Gamestate::Gamestate(Application* app) :
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m_camera(app)
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{
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m_app = app;
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}
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@ -16,6 +18,10 @@ namespace nf {
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}
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Camera* Gamestate::getCamera() {
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return &m_camera;
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}
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void Gamestate::render(Renderer& renderer) {
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}
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106
NothinFancy/src/Renderer/Camera.cpp
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106
NothinFancy/src/Renderer/Camera.cpp
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@ -0,0 +1,106 @@
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#include "Camera.h"
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#include "glm/glm.hpp"
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#include "Application.h"
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#include "Shader.h"
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namespace nf {
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Camera::Camera(Application* app) :
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m_app(app)
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{
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m_type = Type::NF_CAMERA_UI;
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}
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void Camera::setType(Type cameraType) {
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m_type = cameraType;
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if (m_type == Type::NF_CAMERA_FIRST_PERSON || m_type == Type::NF_CAMERA_ORBIT)
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m_app->trackMouse(true);
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else
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m_app->trackMouse(false);
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}
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Camera::Type Camera::getType() const {
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return m_type;
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}
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void Camera::moveForward(double speed) {
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Vec3 temp = m_front * speed;
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m_position = { m_position.x + temp.x, m_position.y + temp.y, m_position.z + temp.z };
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}
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void Camera::moveBackward(double speed) {
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Vec3 temp = m_front * speed;
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m_position = { m_position.x - temp.x, m_position.y - temp.y, m_position.z - temp.z };
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}
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void Camera::moveRight(double speed) {
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glm::vec3 front = { m_front.x, m_front.y, m_front.z };
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glm::vec3 temp = glm::normalize(glm::cross(front, glm::vec3(0.0, 1.0, 0.0))) * (float)speed;
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m_position = { m_position.x + temp.x, m_position.y + temp.y, m_position.z + temp.z };
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}
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void Camera::moveLeft(double speed) {
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glm::vec3 front = { m_front.x, m_front.y, m_front.z };
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glm::vec3 temp = glm::normalize(glm::cross(front, glm::vec3(0.0, 1.0, 0.0))) * (float)speed;
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m_position = { m_position.x - temp.x, m_position.y - temp.y, m_position.z - temp.z };
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}
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void Camera::setPosition(double x, double y, double z) {
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m_position = { x, y, z };
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}
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void Camera::setPosition(const Vec3& position) {
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m_position = position;
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}
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void Camera::bind(Shader* shader) {
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glm::mat4 view;
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switch (m_type) {
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case Type::NF_CAMERA_UI: {
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view = glm::mat4(1.0);
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break;
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}
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case Type::NF_CAMERA_FIRST_PERSON: {
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int mouseDiffx = 0;
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int mouseDiffy = 0;
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m_app->getMouseDiff(mouseDiffx, mouseDiffy);
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float mouseX = (float)mouseDiffx * 0.1f;
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float mouseY = (float)mouseDiffy * 0.1f;
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static float yaw = -90.0f;
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static float pitch = 0.0f;
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yaw += mouseX;
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pitch += mouseY;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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glm::vec3 rotation;
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rotation.x = std::cos(glm::radians(yaw)) * std::cos(glm::radians(pitch));
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rotation.y = std::sin(glm::radians(pitch));
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rotation.z = std::sin(glm::radians(yaw)) * std::cos(glm::radians(pitch));
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rotation = glm::normalize(rotation);
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m_front = { rotation.x, rotation.y, rotation.z };
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glm::vec3 position(m_position.x, m_position.y, m_position.z);
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glm::vec3 up(0.0, 1.0, 0.0);
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view = glm::lookAt(position, position + rotation, up);
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break;
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}
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case Type::NF_CAMERA_ORBIT: {
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break;
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}
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case Type::NF_CAMERA_FIXED: {
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break;
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}
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}
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shader->setUniform("view", view);
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}
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Camera::~Camera() {
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}
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}
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@ -2,8 +2,6 @@
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#include<vector>
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#include "Utility.h"
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namespace nf {
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Entity::Entity() :
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m_model(nullptr),
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@ -39,10 +37,18 @@ namespace nf {
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m_position = { x, y, z };
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}
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void Entity::setPosition(const Vec3& position) {
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m_position = position;
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}
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void Entity::setRotation(double x, double y, double z) {
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m_rotation = { x, y, z };
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}
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void Entity::setRotation(const Vec3& rotation) {
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m_rotation = rotation;
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}
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void Entity::setScale(double x) {
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m_rotation = { x, x, x };
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}
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@ -51,6 +57,10 @@ namespace nf {
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m_scale = { x, y, z };
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}
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void Entity::setScale(const Vec3& scale) {
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m_scale = scale;
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}
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void Entity::bind(Shader* shader) {
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m_model->bind();
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shader->bind();
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@ -1,6 +1,10 @@
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#include "Model.h"
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "Utility.h"
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#include "Texture.h"
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namespace nf {
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Model::Model() {
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@ -2,6 +2,7 @@
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#include "GL/glew.h"
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#include "GL\wglew.h"
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#include "glm/glm.hpp"
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#include "Application.h"
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#include "Utility.h"
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@ -51,6 +52,7 @@ namespace nf {
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glDepthFunc(GL_LESS);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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Win32Res vs(IDR_DEFAULTVERTEX);
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@ -68,15 +70,17 @@ namespace nf {
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m_lGame.push_back(&in);
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}
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void Renderer::doFrame() {
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void Renderer::doFrame(Camera* camera) {
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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curr.bind(m_defaultShader);
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m_defaultShader->setUniform("proj", proj);
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camera->bind(m_defaultShader);
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//TODO: Clean this up a bit
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glDrawElements(GL_TRIANGLES, curr.getModel()->getIndexCount(), GL_UNSIGNED_INT, nullptr);
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}
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m_lGame.clear();
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@ -28,7 +28,10 @@ namespace nf {
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const Config& getConfig() const;
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int getFPS() const;
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bool isInput(unsigned int code);
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void trackMouse(bool track);
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void getMouseDiff(int& x, int& y);
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void quit();
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~Application();
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private:
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void registerWindowClass();
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@ -44,6 +47,7 @@ namespace nf {
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Config m_currentConfig;
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bool m_running;
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bool m_quit;
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HINSTANCE m_hInst;
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LPCWSTR m_wclassName;
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HWND m_window;
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@ -71,6 +75,9 @@ namespace nf {
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//Array of booleans that represent keyboard and mouse input minus the scrollwheel
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bool m_input[164];
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int m_mouseX, m_mouseY;
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bool m_trackingMouse;
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int m_mouseDiffX, m_mouseDiffY;
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//Renderer object to use OpenGL to render the current state
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Renderer* m_renderer;
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38
NothinFancy/src/include/Camera.h
Normal file
38
NothinFancy/src/include/Camera.h
Normal file
@ -0,0 +1,38 @@
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#pragma once
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#include"Utility.h"
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namespace nf {
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class Application;
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class Shader;
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//TODO: Make sure there are always newlines here;
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class Camera {
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public:
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enum class Type {
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NF_CAMERA_UI,
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NF_CAMERA_FIRST_PERSON,
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NF_CAMERA_ORBIT,
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NF_CAMERA_FIXED
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};
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Camera(Application* app);
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void setType(Type cameraType);
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Type getType() const;
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void moveForward(double speed);
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void moveBackward(double speed);
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void moveRight(double speed);
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void moveLeft(double speed);
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void setPosition(double x, double y, double z);
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void setPosition(const Vec3& position);
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void bind(Shader* shader);
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~Camera();
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private:
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Application* m_app;
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Type m_type;
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Vec3 m_position;
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Vec3 m_front;
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};
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}
|
@ -1,23 +1,22 @@
|
||||
#pragma once
|
||||
#include "Model.h"
|
||||
#include "Assets.h"
|
||||
#include "Utility.h"
|
||||
|
||||
namespace nf {
|
||||
class Entity {
|
||||
struct Vec3 {
|
||||
Vec3(double x1) : x(x1), y(x1), z(x1) {}
|
||||
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
|
||||
double x, y, z;
|
||||
};
|
||||
public:
|
||||
Entity();
|
||||
|
||||
void create(Asset* modelAsset, Asset* textureAsset = nullptr);
|
||||
|
||||
void setPosition(double x, double y, double z);
|
||||
void setPosition(const Vec3& position);
|
||||
void setRotation(double x, double y, double z);
|
||||
void setRotation(const Vec3& rotation);
|
||||
void setScale(double x);
|
||||
void setScale(double x, double y, double z);
|
||||
void setScale(const Vec3& scale);
|
||||
|
||||
void bind(Shader* shader);
|
||||
Model* getModel() const;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "Camera.h"
|
||||
|
||||
namespace nf {
|
||||
class Application;
|
||||
@ -13,11 +14,12 @@ namespace nf {
|
||||
virtual void onEnter();
|
||||
|
||||
virtual void update(double deltaTime);
|
||||
Camera* getCamera();
|
||||
virtual void render(Renderer& renderer);
|
||||
|
||||
virtual void onExit();
|
||||
protected:
|
||||
Application* m_app;
|
||||
//Resource identifier?
|
||||
Camera m_camera;
|
||||
};
|
||||
}
|
@ -1,13 +1,9 @@
|
||||
#pragma once
|
||||
#ifdef NFENGINE
|
||||
#include "glm/glm.hpp"
|
||||
#include "glm/gtc/matrix_transform.hpp"
|
||||
#endif
|
||||
|
||||
#include "Drawable.h"
|
||||
#include "Texture.h"
|
||||
|
||||
namespace nf {
|
||||
class Drawable;
|
||||
class Texture;
|
||||
class Model : public Drawable {
|
||||
public:
|
||||
Model();
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include <Windows.h>
|
||||
|
||||
#include "Config.h"
|
||||
#include "Utility.h"
|
||||
#include "IntroGamestate.h"
|
||||
#include "Assets.h"
|
||||
|
||||
@ -15,20 +16,18 @@ namespace nf {
|
||||
class Model;
|
||||
|
||||
class Entity {
|
||||
struct Vec3 {
|
||||
Vec3(double x1) : x(x1), y(x1), z(x1) {}
|
||||
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
|
||||
double x, y, z;
|
||||
};
|
||||
public:
|
||||
Entity();
|
||||
|
||||
void create(Asset* modelAsset, Asset* textureAsset = nullptr);
|
||||
|
||||
void setPosition(double x, double y, double z);
|
||||
void setPosition(const Vec3& position);
|
||||
void setRotation(double x, double y, double z);
|
||||
void setRotation(const Vec3& rotation);
|
||||
void setScale(double x);
|
||||
void setScale(double x, double y, double z);
|
||||
void setScale(const Vec3& scale);
|
||||
|
||||
void bind(Shader* shader);
|
||||
Model* getModel() const;
|
||||
@ -49,8 +48,9 @@ namespace nf {
|
||||
Renderer(Application* app);
|
||||
|
||||
void render(Entity& in);
|
||||
//TODO: Create second render function for UIElements
|
||||
|
||||
void doFrame();
|
||||
void doFrame(Camera* camera);
|
||||
|
||||
~Renderer();
|
||||
private:
|
||||
@ -59,10 +59,8 @@ namespace nf {
|
||||
HDC m_hdc;
|
||||
HGLRC m_hglrc;
|
||||
|
||||
std::vector<Drawable*> m_lGame;
|
||||
std::vector<Entity*> m_lGame;
|
||||
std::vector<Drawable*> m_lUI;
|
||||
const char* m_defaultVertex;
|
||||
const char* m_defaultFragment;
|
||||
Shader* m_defaultShader;
|
||||
};
|
||||
|
||||
@ -85,13 +83,17 @@ namespace nf {
|
||||
const Config& getConfig() const;
|
||||
int getFPS() const;
|
||||
bool isInput(unsigned int code);
|
||||
void trackMouse(bool track);
|
||||
void getMouseDiff(int& x, int& y);
|
||||
|
||||
void quit();
|
||||
~Application();
|
||||
private:
|
||||
void registerWindowClass();
|
||||
RECT getWindowRect() const;
|
||||
void calculateNewWindowPos(int& x, int& y);
|
||||
void toggleFullscreen();
|
||||
void updateInput();
|
||||
void runMainGameThread();
|
||||
void startIntroState();
|
||||
void doStateChange();
|
||||
@ -100,6 +102,7 @@ namespace nf {
|
||||
|
||||
Config m_currentConfig;
|
||||
bool m_running;
|
||||
bool m_quit;
|
||||
HINSTANCE m_hInst;
|
||||
LPCWSTR m_wclassName;
|
||||
HWND m_window;
|
||||
@ -127,10 +130,12 @@ namespace nf {
|
||||
|
||||
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
|
||||
bool m_input[164];
|
||||
int m_mouseX, m_mouseY;
|
||||
bool m_trackingMouse;
|
||||
int m_mouseDiffX, m_mouseDiffY;
|
||||
|
||||
//Renderer object to use OpenGL to render the current state
|
||||
Renderer* m_renderer;
|
||||
};
|
||||
}
|
||||
#include "Input.h"
|
||||
#include "Utility.h"
|
@ -1,9 +1,9 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <Windows.h>
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "Camera.h"
|
||||
|
||||
namespace nf {
|
||||
class Application;
|
||||
@ -15,7 +15,7 @@ namespace nf {
|
||||
void render(Entity& in);
|
||||
//TODO: Create second render function for UIElements
|
||||
|
||||
void doFrame();
|
||||
void doFrame(Camera* camera);
|
||||
|
||||
~Renderer();
|
||||
private:
|
||||
@ -27,7 +27,5 @@ namespace nf {
|
||||
std::vector<Entity*> m_lGame;
|
||||
std::vector<Drawable*> m_lUI;
|
||||
Shader* m_defaultShader;
|
||||
|
||||
glm::mat4 proj;
|
||||
};
|
||||
}
|
@ -1,9 +1,7 @@
|
||||
#pragma once
|
||||
#include <unordered_map>
|
||||
#ifdef NFENGINE
|
||||
#include "glm/glm.hpp"
|
||||
#include "glm/gtc/type_ptr.hpp"
|
||||
#endif
|
||||
|
||||
namespace nf {
|
||||
class Shader {
|
||||
|
@ -39,12 +39,23 @@ __debugbreak();}
|
||||
std::exit(-1);}
|
||||
#endif
|
||||
|
||||
//TODO: Delete this after moving everything to base.nfpack
|
||||
struct Win32Res {
|
||||
Win32Res(int id);
|
||||
void* ptr;
|
||||
size_t size;
|
||||
};
|
||||
|
||||
struct Vec3 {
|
||||
Vec3() {}
|
||||
Vec3(double x1) : x(x1), y(x1), z(x1) {}
|
||||
Vec3(double x1, double y1, double z1) : x(x1), y(y1), z(z1) {}
|
||||
Vec3 operator*(const double scalar) {
|
||||
return Vec3(x * scalar, y * scalar, z * scalar);
|
||||
}
|
||||
double x, y, z;
|
||||
};
|
||||
|
||||
const wchar_t* toWide(const char* in);
|
||||
const wchar_t* toWide(const std::string& in);
|
||||
void writeFile(const std::string& filename, const std::string& in, bool encrypted = false);
|
||||
|
Reference in New Issue
Block a user