Added basic shading and support for up to 100 lights of any color; By default now, states with no lights are dark

This commit is contained in:
grayson committed 2021-09-04 15:51:03 -05:00
1 parent dff0d86558
commit 5c10fdc1a4
35 files changed
+4037 -2664

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+2
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@@ -202,6 +202,7 @@
<ClCompile Include="src\Renderer\Camera.cpp" />
<ClCompile Include="src\Renderer\Drawable\Drawable.cpp" />
<ClCompile Include="src\Renderer\Drawable\Entity.cpp" />
<ClCompile Include="src\Renderer\Drawable\Light.cpp" />
<ClCompile Include="src\Renderer\Drawable\Model.cpp" />
<ClCompile Include="src\Renderer\Drawable\Text.cpp" />
<ClCompile Include="src\Renderer\Drawable\UIElement.cpp" />
@@ -225,6 +226,7 @@
<ClInclude Include="src\include\IndexBuffer.h" />
<ClInclude Include="src\include\IntroGamestate.h" />
<ClInclude Include="src\include\Input.h" />
<ClInclude Include="src\include\Light.h" />
<ClInclude Include="src\include\Model.h" />
<ClInclude Include="src\include\NothinFancy.h" />
<ClInclude Include="src\include\Renderer.h" />
+6
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@@ -69,6 +69,9 @@
<ClCompile Include="src\Renderer\Drawable\UITexture.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Drawable\Light.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\include\Config.h">
@@ -134,6 +137,9 @@
<ClInclude Include="src\include\UITexture.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\Light.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Natvis Include="NatvisFile.natvis" />
+12 -7
View File
@@ -8,7 +8,7 @@
namespace nf {
Camera::Camera(Application* app) :
m_app(app),
m_type(Type::NF_CAMERA_UI),
m_type(Type::UI),
m_position(0.0),
m_front(0.0, 0.0, -1.0),
m_yaw(-90.0f),
@@ -20,7 +20,7 @@ namespace nf {
void Camera::setType(Type cameraType) {
if (cameraType != m_type) {
m_type = cameraType;
if (m_type == Type::NF_CAMERA_FIRST_PERSON || m_type == Type::NF_CAMERA_ORBIT)
if (m_type == Type::FIRST_PERSON || m_type == Type::ORBIT)
m_app->trackMouse(true);
else
m_app->trackMouse(false);
@@ -63,15 +63,19 @@ namespace nf {
m_position = position;
}
const Vec3& Camera::getPosition() {
return m_position;
}
void Camera::bind(Shader* shader) {
glm::mat4 view;
switch (m_type) {
case Type::NF_CAMERA_UI: {
case Type::UI: {
view = glm::mat4(1.0);
break;
}
case Type::NF_CAMERA_FIRST_PERSON: {
case Type::FIRST_PERSON: {
int mouseDiffx = 0;
int mouseDiffy = 0;
m_app->getMouseDiff(mouseDiffx, mouseDiffy);
@@ -94,16 +98,17 @@ namespace nf {
view = glm::lookAt(position, position + rotation, up);
break;
}
case Type::NF_CAMERA_ORBIT: {
case Type::ORBIT: {
break;
}
case Type::NF_CAMERA_FIXED: {
case Type::FIXED: {
break;
}
}
glm::vec3 pos(m_position.x, m_position.y, m_position.z);
shader->setUniform("camera.pos", pos);
shader->setUniform("view", view);
}
+3 -2
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@@ -29,8 +29,9 @@ namespace nf {
std::vector<unsigned int> ib;
size_t ibCount = 0;
std::vector<float> tc;
parseOBJ(obj, vb, ib, ibCount, tc);
m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &tc[0], tc.size() * sizeof(float), &texture);
std::vector<float> vn;
parseOBJ(obj, vb, ib, ibCount, tc, vn);
m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &vn[0], vn.size() * sizeof(float), &tc[0], tc.size() * sizeof(float), &texture);
model.alreadyLoaded = true;
model.loadedModel = m_model;
}
@@ -0,0 +1,87 @@
#include "Light.h"
#include "Shader.h"
namespace nf {
Light::Light() :
m_type(Type::POINT),
m_constructed(false),
m_strength(1.0f)
{
}
void Light::create(const Vec3& position, const Vec3& color, Type type, float strength) {
m_constructed = true;
m_position = position;
m_color = color;
m_type = type;
m_strength = strength;
}
bool Light::isConstructed() {
return m_constructed;
}
void Light::setPosition(const Vec3& position) {
m_position = position;
}
void Light::setColor(const Vec3& color) {
m_color = color;
}
void Light::bind(Shader* shader, unsigned int lightNumber) {
glm::vec3 pos(m_position.x, m_position.y, m_position.z);
glm::vec3 color(m_color.x, m_color.y, m_color.z);
std::string stringPos = "light[";
std::string stringLocation = std::to_string(lightNumber);
stringPos += stringLocation;
stringPos += "].";
std::string lightPos = stringPos + (std::string)"pos";
std::string lightColor = stringPos + (std::string)"color";
shader->setUniform(lightPos, pos);
shader->setUniform(lightColor, color);
//switch (m_type) {
// case Type::DIRECTIONAL: {
// shader->setUniform(lightType.c_str(), 1);
// std::string lightConsant = light + (std::string)"falloffConstant";
// std::string lightLinear = light + (std::string)"falloffLinear";
// std::string lightQuad = light + (std::string)"falloffQuad";
// shader->setUniform(lightConsant.c_str(), 1.0f);
// shader->setUniform(lightLinear.c_str(), 0.7f);
// shader->setUniform(lightQuad.c_str(), 1.8f);
// break;
// }
// case Type::POINT: {
// //shader->setUniform(lightType.c_str(), 2);
// break;
// }
// case Type::SPOTLIGHT: {
// shader->setUniform(lightType.c_str(), 3);
// break;
// }
//}
}
Light::Type Light::getType() {
return m_type;
}
const Vec3& Light::getPosition() {
return m_position;
}
const Vec3& Light::getColor() {
return m_color;
}
const float Light::getStrength() {
return m_strength;
}
Light::~Light() {
}
}
+4 -1
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@@ -13,7 +13,7 @@ namespace nf {
}
void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinatesBufferData, size_t textureCoordinatesBufferSize, ATexture* texture) {
void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* normalsBufferData, size_t normalsBufferSize, const void* textureCoordinatesBufferData, size_t textureCoordinatesBufferSize, ATexture* texture) {
m_vao = new VertexArray;
m_vao->addBuffer(vertexBufferData, vertexBufferSize);
m_vao->push<float>(3);
@@ -21,6 +21,9 @@ namespace nf {
m_vao->addBuffer(textureCoordinatesBufferData, textureCoordinatesBufferSize);
m_vao->push<float>(2);
m_vao->finishBufferLayout();
m_vao->addBuffer(normalsBufferData, normalsBufferSize);
m_vao->push<float>(3);
m_vao->finishBufferLayout();
if (texture->alreadyLoaded) {
m_texture = texture->loadedTexture;
}
@@ -13,6 +13,7 @@ namespace nf {
}
void Text::create(const std::string& string, const Vec2& position, const Vec3& color, unsigned int size, Asset* font) {
m_constructed = true;
m_string = string;
m_position = position;
m_color = color;
@@ -24,6 +24,10 @@ namespace nf {
m_centeredY = y;
}
bool UIElement::isConstructed() {
return m_constructed;
}
void UIElement::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) {
}
@@ -13,6 +13,7 @@ namespace nf {
}
void UITexture::create(Asset* texture, const Vec2& position, double scale) {
m_constructed = true;
ATexture* tex = (ATexture*)texture;
m_position = position;
m_scale = (float)scale;
+37 -20
View File
@@ -6,7 +6,10 @@
#include "Application.h"
#include "Shader.h"
#include "Light.h"
#include "Entity.h"
#include "UIElement.h"
#include "Camera.h"
#include "Utility.h"
namespace nf {
@@ -56,55 +59,68 @@ namespace nf {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
baseAP.load("base.nfpack");
const char* entityVertex = baseAP["entityVertex.shader"]->data;
const char* entityFragment = baseAP["entityFragment.shader"]->data;
m_baseAP.load("base.nfpack");
const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
const char* entityFragment = m_baseAP["entityFragment.shader"]->data;
m_entityShader = new Shader(entityVertex, entityFragment);
const char* textVertex = baseAP["textVertex.shader"]->data;
const char* textFragment = baseAP["textFragment.shader"]->data;
const char* textVertex = m_baseAP["textVertex.shader"]->data;
const char* textFragment = m_baseAP["textFragment.shader"]->data;
m_textShader = new Shader(textVertex, textFragment);
const char* uiTextureVertex = baseAP["uiTextureVertex.shader"]->data;
const char* uiTextureFragment = baseAP["uiTextureFragment.shader"]->data;
const char* uiTextureVertex = m_baseAP["uiTextureVertex.shader"]->data;
const char* uiTextureFragment = m_baseAP["uiTextureFragment.shader"]->data;
m_uiTextureShader = new Shader(uiTextureVertex, uiTextureFragment);
BaseAssets::cube = (AModel*)baseAP["cube.obj"];
BaseAssets::plane = (AModel*)baseAP["plane.obj"];
BaseAssets::sphere = (AModel*)baseAP["sphere.obj"];
BaseAssets::cone = (AModel*)baseAP["cone.obj"];
BaseAssets::cylinder = (AModel*)baseAP["cylinder.obj"];
BaseAssets::torus = (AModel*)baseAP["torus.obj"];
BaseAssets::defaultFont = (AFont*)baseAP["default.ttf"];
BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
BaseAssets::sphere = (AModel*)m_baseAP["sphere.obj"];
BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
BaseAssets::defaultFont = (AFont*)m_baseAP["default.ttf"];
}
void Renderer::render(Entity& in) {
if (&in == nullptr)
if (in.getModel() == nullptr)
Error("Tried to render Entity before being created!");
m_lGame.push_back(&in);
//TODO: Sort transparent objects by distance; Farthest first
}
void Renderer::render(UIElement& in) {
if (&in == nullptr)
Error("Tried to render Entity before being created!");
if (in.isConstructed() == false)
Error("Tried to render a UI element before being created!");
m_lUI.push_back(&in);
//TODO: Sort transparent objects by distance; Farthest first
}
void Renderer::render(Light& in) {
if (in.isConstructed() == false)
Error("Tried to render a light before being created!");
m_lights.push_back(&in);
}
void Renderer::doFrame(Camera* camera) {
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//Draw Entities (3D models)
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
m_entityShader->bind();
m_entityShader->setUniform("proj", proj);
for (Entity* draw : m_lGame) {
Entity& curr = *draw;
curr.bind(m_entityShader);
m_entityShader->setUniform("proj", proj);
camera->bind(m_entityShader);
//TODO: Clean this up a bit
m_entityShader->setUniform("numberOfLights", (int)m_lights.size() + 1);
for (unsigned int i = 0; i < m_lights.size(); i++) {
m_lights[i]->bind(m_entityShader, i);
}
//TODO: Bind and draw every material here
m_entityShader->setUniform("material.shininess", 1.0f);
glDrawElements(GL_TRIANGLES, curr.getModel()->getIndexCount(), GL_UNSIGNED_INT, nullptr);
}
m_lGame.clear();
m_lights.clear();
//Draw UI elements
glDisable(GL_DEPTH_TEST);
proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
for (UIElement* draw : m_lUI) {
@@ -122,6 +138,7 @@ namespace nf {
}
}
m_lUI.clear();
glEnable(GL_DEPTH_TEST);
SwapBuffers(m_hdc);
+14 -4
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@@ -47,19 +47,29 @@ namespace nf {
glUseProgram(m_id);
}
void Shader::setUniform(const char* name, glm::mat4& data) {
void Shader::setUniform(const std::string& name, glm::mat4& data) {
if (m_uniformLocations.find(name) == m_uniformLocations.end())
getUniformLocation(name);
glUniformMatrix4fv(m_uniformLocations[name], 1, GL_FALSE, glm::value_ptr(data));
}
void Shader::setUniform(const char* name, glm::vec3& data) {
void Shader::setUniform(const std::string& name, glm::vec3& data) {
if (m_uniformLocations.find(name) == m_uniformLocations.end())
getUniformLocation(name);
glUniform3fv(m_uniformLocations[name], 1, glm::value_ptr(data));
}
void Shader::setUniform(const std::string& name, int data) {
if (m_uniformLocations.find(name) == m_uniformLocations.end())
getUniformLocation(name);
glUniform1i(m_uniformLocations[name], data);
}
void Shader::setUniform(const std::string& name, float data) {
if (m_uniformLocations.find(name) == m_uniformLocations.end())
getUniformLocation(name);
glUniform1f(m_uniformLocations[name], data);
}
void Shader::getUniformLocation(const char* uniformName) {
unsigned int loc = glGetUniformLocation(m_id, uniformName);
void Shader::getUniformLocation(const std::string& uniformName) {
unsigned int loc = glGetUniformLocation(m_id, uniformName.c_str());
if (loc == -1)
Error("Uniform \"" + (std::string)uniformName + "\" does not exist!");
m_uniformLocations[uniformName] = loc;
+1 -1
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@@ -20,7 +20,7 @@ namespace nf {
glBindTexture(GL_TEXTURE_2D, m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_x, m_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexImage2D(GL_TEXTURE_2D, 0, nChannels == 3 ? GL_RGB : GL_RGBA, m_x, m_y, 0, nChannels == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, texture);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(texture);
}
+42 -9
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@@ -4,6 +4,7 @@
#include <sstream>
#include <fstream>
#include <map>
#include "glm/glm.hpp"
#include "Config.h"
@@ -111,13 +112,13 @@ namespace nf {
return read;
}
void parseOBJ(std::string& in, std::vector<float>& vbOut, std::vector<unsigned int>& ibOut, size_t& ibCountOut, std::vector<float>& tcOut) {
void parseOBJ(std::string& in, std::vector<float>& vbOut, std::vector<unsigned int>& ibOut, size_t& ibCountOut, std::vector<float>& tcOut, std::vector<float>& vnOut) {
std::string file = in;
std::vector<float> vbRaw, tcRaw;
std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
std::vector<float> tempVertices;
std::vector<float> tempTC;
std::vector<float> vbRaw, tcRaw, vnRaw;
std::vector<unsigned int> vertexIndices, uvIndices, vnIndices;
std::vector<float> tempVertices, tempTC, tempVN;
bool tcPresent = false, vnPresent = false;
while (true) {
char line[500];
int remove = 0;
@@ -133,41 +134,66 @@ namespace nf {
tempVertices.push_back(z);
}
else if (std::strcmp(line, "vt") == 0) {
tcPresent = true;
float u = 0.0, v = 0.0;
sscanf_s(file.c_str(), "\nvt %f %f\n", &u, &v);
remove = 18;
tempTC.push_back(u);
tempTC.push_back(v);
}
if (std::strcmp(line, "vn") == 0) {
vnPresent = true;
float x = 0.0, y = 0.0, z = 0.0;
sscanf_s(file.c_str(), "\nvn %f %f %f\n", &x, &y, &z);
remove = 20;
tempVN.push_back(x);
tempVN.push_back(y);
tempVN.push_back(z);
}
else if (std::strcmp(line, "f") == 0) {
unsigned int vertexIndex[3], uvIndex[3];
sscanf_s(file.c_str(), "\nf %d/%d %d/%d %d/%d\n", &vertexIndex[0], &uvIndex[0], &vertexIndex[1], &uvIndex[1], &vertexIndex[2], &uvIndex[2]);
remove = 12;
unsigned int vertexIndex[3], uvIndex[3], vnIndex[3];
sscanf_s(file.c_str(), "\nf %d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &vnIndex[0], &vertexIndex[1], &uvIndex[1], &vnIndex[1], &vertexIndex[2], &uvIndex[2], &vnIndex[2]);
remove = 15;
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
uvIndices.push_back(uvIndex[0]);
uvIndices.push_back(uvIndex[1]);
uvIndices.push_back(uvIndex[2]);
vnIndices.push_back(vnIndex[0]);
vnIndices.push_back(vnIndex[1]);
vnIndices.push_back(vnIndex[2]);
}
unsigned int pos = file.find(line) + strlen(line) + remove;
file = file.substr(pos);
}
if (!tcPresent)
Error("No texture coordinates found in model!");
if (!vnPresent)
Error("No normals found in model!");
for (unsigned int i = 0; i < vertexIndices.size(); i++) {
unsigned int vertexIndex = vertexIndices[i];
unsigned int uvIndex = uvIndices[i];
unsigned int vnIndex = vnIndices[i];
float vertexX = tempVertices[(vertexIndex - 1) * 3];
float vertexY = tempVertices[(vertexIndex - 1) * 3 + 1];
float vertexZ = tempVertices[(vertexIndex - 1) * 3 + 2];
float vertexU = tempTC[(uvIndex - 1) * 2];
float vertexV = tempTC[(uvIndex - 1) * 2 + 1];
float vnX = tempVN[(vnIndex - 1) * 3];
float vnY = tempVN[(vnIndex - 1) * 3 + 1];
float vnZ = tempVN[(vnIndex - 1) * 3 + 2];
vbRaw.push_back(vertexX);
vbRaw.push_back(vertexY);
vbRaw.push_back(vertexZ);
tcRaw.push_back(vertexU);
tcRaw.push_back(vertexV);
vnRaw.push_back(vnX);
vnRaw.push_back(vnY);
vnRaw.push_back(vnZ);
}
struct Vertex {
@@ -178,13 +204,17 @@ namespace nf {
float u;
float v;
float vnX;
float vnY;
float vnZ;
bool operator<(const Vertex other) const {
return std::memcmp((void*)this, (void*)&other, sizeof(Vertex)) > 0;
}
};
std::map<Vertex, unsigned int> vertexMap;
for (unsigned int i = 0; i * 3 < vbRaw.size(); i++) {
Vertex curr = { vbRaw[(i * 3)], vbRaw[(i * 3) + 1], vbRaw[(i * 3) + 2], tcRaw[(i * 2)], tcRaw[(i * 2) + 1] };
Vertex curr = { vbRaw[(i * 3)], vbRaw[(i * 3) + 1], vbRaw[(i * 3) + 2], tcRaw[(i * 2)], tcRaw[(i * 2) + 1], vnRaw[(i * 3)], vnRaw[(i * 3) + 1], vnRaw[(i * 3) + 2] };
bool found = false;
found = vertexMap.find(curr) != vertexMap.end();
if (found) {
@@ -198,6 +228,9 @@ namespace nf {
vbOut.push_back(curr.z);
tcOut.push_back(curr.u);
tcOut.push_back(curr.v);
vnOut.push_back(curr.vnX);
vnOut.push_back(curr.vnY);
vnOut.push_back(curr.vnZ);
unsigned int index = (vbOut.size() / 3) - 1;
ibOut.push_back(index);
vertexMap[curr] = index;
+5 -4
View File
@@ -8,10 +8,10 @@ namespace nf {
class Camera {
public:
enum class Type {
NF_CAMERA_UI,
NF_CAMERA_FIRST_PERSON,
NF_CAMERA_ORBIT,
NF_CAMERA_FIXED
UI,
FIRST_PERSON,
ORBIT,
FIXED
};
Camera(Application* app);
@@ -24,6 +24,7 @@ namespace nf {
void moveLeft(double speed);
void setPosition(double x, double y, double z);
void setPosition(const Vec3& position);
const Vec3& getPosition();
void bind(Shader* shader);
+36
View File
@@ -0,0 +1,36 @@
#pragma once
#include "Utility.h"
namespace nf {
class Shader;
class Light {
public:
enum class Type {
DIRECTIONAL,
POINT,
SPOTLIGHT
};
Light();
void create(const Vec3& position, const Vec3& color, Type type = Type::POINT, float strength = 1.0f);
bool isConstructed();
void setPosition(const Vec3& position);
void setColor(const Vec3& color);
void bind(Shader* shader, unsigned int lightNumber);
Type getType();
const Vec3& getPosition();
const Vec3& getColor();
const float getStrength();
~Light();
private:
bool m_constructed;
Type m_type;
Vec3 m_position;
Vec3 m_color;
float m_strength;
};
}
+1 -1
View File
@@ -10,7 +10,7 @@ namespace nf {
public:
Model();
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinates, size_t textureCoordinatesBufferSize, ATexture* texture);
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinatesBufferData, size_t textureCoordinatesBufferSize, const void* normalsBufferData, size_t normalsBufferSize, ATexture* texture);
void bind() override;
~Model();
+5 -1
View File
@@ -9,6 +9,7 @@
#include "Utility.h"
#include "IntroGamestate.h"
#include "Assets.h"
#include "Light.h"
#include "Text.h"
#include "UITexture.h"
#include "Input.h"
@@ -52,6 +53,7 @@ namespace nf {
void render(Entity& in);
void render(UIElement& in);
void render(Light& in);
void doFrame(Camera* camera);
@@ -62,12 +64,14 @@ namespace nf {
HDC m_hdc;
HGLRC m_hglrc;
AssetPack baseAP;
AssetPack m_baseAP;
std::vector<Light*> m_lights;
std::vector<Entity*> m_lGame;
std::vector<UIElement*> m_lUI;
Shader* m_entityShader;
Shader* m_textShader;
Shader* m_uiTextureShader;
};
class Application {
+8 -4
View File
@@ -2,12 +2,15 @@
#include <vector>
#include <Windows.h>
#include "Entity.h"
#include "Camera.h"
#include "Assets.h"
namespace nf {
class Application;
class Shader;
class Entity;
class UIElement;
class Light;
class Camera;
class Renderer {
public:
@@ -15,7 +18,7 @@ namespace nf {
void render(Entity& in);
void render(UIElement& in);
//TODO: Create second render function for UIElements
void render(Light& in);
void doFrame(Camera* camera);
@@ -26,8 +29,9 @@ namespace nf {
HDC m_hdc;
HGLRC m_hglrc;
AssetPack baseAP;
AssetPack m_baseAP;
std::vector<Light*> m_lights;
std::vector<Entity*> m_lGame;
std::vector<UIElement*> m_lUI;
Shader* m_entityShader;
+6 -4
View File
@@ -9,14 +9,16 @@ namespace nf {
Shader(const char* vertexSource, const char* fragmentSource);
void bind();
void setUniform(const char* name, glm::mat4& data);
void setUniform(const char* name, glm::vec3& data);
void setUniform(const std::string& name, glm::mat4& data);
void setUniform(const std::string& name, glm::vec3& data);
void setUniform(const std::string& name, int data);
void setUniform(const std::string& name, float data);
~Shader();
private:
void getUniformLocation(const char* uniformName);
void getUniformLocation(const std::string& uniformName);
unsigned int m_id;
std::unordered_map<const char*, unsigned int> m_uniformLocations;
std::unordered_map<std::string, unsigned int> m_uniformLocations;
};
}
+2
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@@ -14,10 +14,12 @@ namespace nf {
void setPosition(float x, float y);
void setPosition(const Vec2& position);
void centered(bool x, bool y = false);
bool isConstructed();
virtual void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight);
~UIElement();
protected:
bool m_constructed;
Vec2 m_position;
bool m_centeredX;
bool m_centeredY;
+1 -1
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@@ -84,5 +84,5 @@ std::exit(-1);}
void writeFile(const std::string& filename, const std::string& in, bool encrypted = false);
std::string readFile(const std::string& filename);
void parseOBJ(std::string& in, std::vector<float>& vbOut, std::vector<unsigned int>& ibOut, size_t& ibCountOut, std::vector<float>& tcOut);
void parseOBJ(std::string& in, std::vector<float>& vbOut, std::vector<unsigned int>& ibOut, size_t& ibCountOut, std::vector<float>& tcOut, std::vector<float>& vnOut);
}