Added Entity and transformations with GLM; Minor changes

This commit is contained in:
Grayson Riffe (Laptop) 2021-08-27 01:10:23 -05:00
parent bc5c17ebfb
commit 5d32976869
16 changed files with 280 additions and 59 deletions

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@ -3,16 +3,20 @@
MainState::MainState(nf::Application* app) :
Gamestate(app)
{
}
void MainState::onEnter() {
Log("MainState onEnter!");
}
void MainState::update(double deltaTime) {
}
void MainState::render(nf::Renderer& renderer) {
}
void MainState::onExit() {

View File

@ -94,7 +94,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
<ObjectFileName>$(IntDir)obj\</ObjectFileName>
@ -123,7 +123,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
<ObjectFileName>$(IntDir)obj\</ObjectFileName>
@ -152,7 +152,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
<ObjectFileName>$(IntDir)obj\</ObjectFileName>
@ -181,7 +181,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
<ObjectFileName>$(IntDir)obj\</ObjectFileName>
@ -211,6 +211,7 @@
<ClCompile Include="src\Gamestate.cpp" />
<ClCompile Include="src\IntroGamestate.cpp" />
<ClCompile Include="src\Renderer\Drawable\Drawable.cpp" />
<ClCompile Include="src\Renderer\Drawable\Entity.cpp" />
<ClCompile Include="src\Renderer\Drawable\Model.cpp" />
<ClCompile Include="src\Renderer\IndexBuffer.cpp" />
<ClCompile Include="src\Renderer\Renderer.cpp" />
@ -220,6 +221,7 @@
<ClCompile Include="src\Utility.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\include\Entity.h" />
<ClInclude Include="src\include\resource.h" />
<ClInclude Include="src\include\Application.h" />
<ClInclude Include="src\include\Config.h" />

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@ -48,6 +48,9 @@
<ClCompile Include="src\Renderer\Drawable\Model.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Drawable\Entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\include\Config.h">
@ -95,6 +98,9 @@
<ClInclude Include="src\include\resource.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\Entity.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Natvis Include="NatvisFile.natvis" />

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@ -211,6 +211,7 @@ namespace nf {
std::this_thread::sleep_until(next_time);
m_deltaTime = (double)(std::chrono::steady_clock::now() - start_time).count();
next_time += wait_time;
//TODO: Redo FPS AGAIN like how I did it in PongClone
}
m_currentState->onExit();
delete m_renderer;

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@ -4,11 +4,7 @@
namespace nf {
Drawable::Drawable() {
Log("Drawable constructor");
}
Drawable::DrawableType Drawable::identity() {
return DrawableType::NF_NONE;
}
void Drawable::bind() {
@ -22,6 +18,5 @@ namespace nf {
Drawable::~Drawable() {
delete m_vao;
delete m_ib;
delete m_shader;
}
}

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@ -0,0 +1,57 @@
#include "Entity.h"
namespace nf {
Entity::Entity() :
m_position(0.0),
m_rotation(0.0),
m_scale(1.0)
{
}
void Entity::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount) {
m_model = new Model;
m_model->create(vertexBufferData, vertexBufferSize, indexBufferData, indexBufferCount);
}
void Entity::setLocation(float x, float y, float z) {
m_position = { x, y, z };
}
void Entity::setRotation(float x, float y, float z) {
m_rotation = { x, y, z };
}
void Entity::setScale(float x) {
m_rotation = { x, x, x };
}
void Entity::setScale(float x, float y, float z) {
m_scale = { x, y, z };
}
void Entity::bind(Shader* shader) {
m_model->bind();
shader->bind();
setModelMatrix(shader);
}
Model* Entity::getModel() const {
return m_model;
}
void Entity::setModelMatrix(Shader* shader) {
glm::mat4 model(1.0f);
model = glm::translate(model, glm::vec3(m_position.x, m_position.y, m_position.z));
model = glm::rotate(model, glm::radians(m_rotation.x), glm::vec3(1.0, 0.0, 0.0));
model = glm::rotate(model, glm::radians(m_rotation.y), glm::vec3(0.0, 1.0, 0.0));
model = glm::rotate(model, glm::radians(m_rotation.z), glm::vec3(0.0, 0.0, 1.0));
model = glm::scale(model, glm::vec3(m_scale.x, m_scale.y, m_scale.z));
//TODO: fill out model matrix
shader->setUniform("model", model);
}
Entity::~Entity() {
}
}

View File

@ -6,19 +6,13 @@ namespace nf {
Model::Model() {
}
void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const char* vertexShader, const char* fragmentShader) {
void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount) {
m_vao = new VertexArray;
m_vao->addBuffer(vertexBufferData, vertexBufferSize);
m_vao->push<float>(2);
//TODO: Change this to 3
m_vao->finishBufferLayout();
m_ib = new IndexBuffer(indexBufferData, indexBufferCount);
if (vertexShader && fragmentShader)
m_shader = new Shader(vertexShader, fragmentShader);
}
Drawable::DrawableType Model::identity() {
return DrawableType::NF_GAME;
}
void Model::bind() {
@ -26,16 +20,6 @@ namespace nf {
Error("Tried to bind uninitialized model!");
m_vao->bind();
m_ib->bind();
if (m_shader) {
m_shader->bind();
//TODO: Set uniforms here such as position and texture
}
}
bool Model::hasCustomShader() {
if (m_shader)
return true;
return false;
}
Model::~Model() {

View File

@ -54,37 +54,36 @@ namespace nf {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Win32Res vs(IDR_DEFAULTVERTEX);
m_defaultVertex = (const char*)vs.ptr;
const char* defaultVertex = (const char*)vs.ptr;
Win32Res fs(IDR_DEFAULTFRAGMENT);
m_defaultFragment = (const char*)fs.ptr;
m_defaultShader = new Shader(m_defaultVertex, m_defaultFragment);
const char* defaultFragment = (const char*)fs.ptr;
if (defaultVertex == nullptr || defaultFragment == nullptr)
Error("Default engine resources not found! Please link nf.res to your application!");
m_defaultShader = new Shader(defaultVertex, defaultFragment);
}
void Renderer::render(Drawable& in) {
void Renderer::render(Entity& in) {
if (&in == nullptr)
Error("Drawable object tried to render before being constructed!");
if (in.identity() == Drawable::DrawableType::NF_UI)
m_lUI.push_back(&in);
else
m_lGame.push_back(&in);
Error("Tried to render Entity before being created!");
m_lGame.push_back(&in);
}
void Renderer::doFrame() {
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (Drawable* draw : m_lGame) {
Model& curr = (Model&)*draw;
curr.bind();
if (!curr.hasCustomShader())
m_defaultShader->bind();
glDrawElements(GL_TRIANGLES, curr.getIndexCount(), GL_UNSIGNED_INT, nullptr);
for (Entity* draw : m_lGame) {
Entity& curr = *draw;
curr.bind(m_defaultShader);
glDrawElements(GL_TRIANGLES, curr.getModel()->getIndexCount(), GL_UNSIGNED_INT, nullptr);
}
m_lGame.clear();
for (Drawable* draw : m_lUI) {
Drawable& curr = *draw;
}
m_lUI.clear();
SwapBuffers(m_hdc);

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@ -49,7 +49,13 @@ namespace nf {
Shader::current = m_id;
}
}
//TODO: Create overloaded setUniform function
void Shader::setUniform(const char* 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::getUniformLocation(const char* uniformName) {
unsigned int loc = glGetUniformLocation(m_id, uniformName);
if (loc == -1)

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@ -6,13 +6,8 @@
namespace nf {
class Drawable {
public:
enum class DrawableType {
NF_NONE, NF_GAME, NF_UI
};
//TODO: Construct using Shader code and data from obj
Drawable();
virtual DrawableType identity();
virtual void bind();
unsigned int getIndexCount();
@ -20,6 +15,5 @@ namespace nf {
protected:
VertexArray* m_vao;
IndexBuffer* m_ib;
Shader* m_shader;
};
}

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@ -0,0 +1,34 @@
#pragma once
#include "Model.h"
namespace nf {
class Entity {
struct Vec3 {
Vec3(float x1) : x(x1), y(x1), z(x1) {}
Vec3(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
float x, y, z;
};
public:
Entity();
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
//TODO: Do this using loaded assets somehow
void setLocation(float x, float y, float z);
void setRotation(float x, float y, float z);
void setScale(float x);
void setScale(float x, float y, float z);
void bind(Shader* shader);
Model* getModel() const;
~Entity();
private:
void setModelMatrix(Shader* shader);
Model* m_model;
Vec3 m_position;
Vec3 m_rotation;
Vec3 m_scale;
};
}

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@ -1,4 +1,9 @@
#pragma once
#ifdef NFENGINE
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#endif
#include "Drawable.h"
namespace nf {
@ -6,10 +11,8 @@ namespace nf {
public:
Model();
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const char* vertexShader = nullptr, const char* fragmentShader = nullptr);
DrawableType identity() override;
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
void bind() override;
bool hasCustomShader();
~Model();
private:

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@ -1,5 +1,135 @@
//TODO: Rework this file to only contain functions the frontend will need to access
#include "Application.h"
#pragma once
#include <chrono>
#include <unordered_map>
#include <Windows.h>
#include "Config.h"
#include "IntroGamestate.h"
namespace nf {
class Drawable;
class Shader;
class Model;
class Entity {
struct Vec3 {
Vec3(float x1) : x(x1), y(x1), z(x1) {}
Vec3(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
float x, y, z;
};
public:
Entity();
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
//TODO: Do this using loaded assets somehow
void setLocation(float x, float y, float z);
void setRotation(float x, float y, float z);
void setScale(float x);
void setScale(float x, float y, float z);
void bind(Shader* shader);
Model* getModel() const;
~Entity();
private:
void setModelMatrix(Shader* shader);
Model* m_model;
Vec3 m_position;
Vec3 m_rotation;
Vec3 m_scale;
};
class Renderer {
public:
Renderer(Application* app);
void render(Entity& in);
void doFrame();
~Renderer();
private:
Application* m_app;
HDC m_hdc;
HGLRC m_hglrc;
std::vector<Drawable*> m_lGame;
std::vector<Drawable*> m_lUI;
const char* m_defaultVertex;
const char* m_defaultFragment;
Shader* m_defaultShader;
};
class Application {
public:
Application(Config& conf);
Application() = delete;
Application(Application& other) = delete;
void setWindowIcon(HANDLE hIcon);
void setWindowCursor(HCURSOR hCursor);
Renderer* getRenderer() const;
void addState(Gamestate* state, const std::string& stateName);
void addDefaultState(const std::string& stateName);
void run();
void changeState(const std::string& stateName);
void showWindow(bool show);
const HWND& getWindow();
void changeConfig(const Config& in);
const Config& getConfig() const;
int getFPS() const;
bool isInput(unsigned int code);
~Application();
private:
void registerWindowClass();
RECT getWindowRect() const;
void calculateNewWindowPos(int& x, int& y);
void toggleFullscreen();
void runMainGameThread();
void startIntroState();
void doStateChange();
static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
Config m_currentConfig;
bool m_running;
HINSTANCE m_hInst;
LPCWSTR m_wclassName;
HWND m_window;
LONG m_defaultWindowStyle;
int m_altWidth, m_altHeight;
std::chrono::duration<double> m_fpsDuration;
double m_deltaTime;
std::chrono::steady_clock::time_point m_fpsClock1 = std::chrono::steady_clock::now();
std::chrono::steady_clock::time_point m_fpsClock2 = m_fpsClock1;
int m_frames;
const int m_targetFPS = 60;
const double m_minFrametime = 1.0 / m_targetFPS;
int m_FPS;
//Inactive states to potentially be active during the Application's lifetime
//Mapped to const char* to be referenced later in the frontend
std::unordered_map<std::string, Gamestate*> m_states;
Gamestate* m_sIntro;
Gamestate* m_DefaultState;
bool m_defaultStateAdded;
Gamestate* m_currentState;
bool m_stateChange;
std::string m_nextState;
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
bool m_input[164];
//Renderer object to use OpenGL to render the current state
Renderer* m_renderer;
};
}
#include "Input.h"
#include "Utility.h"

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@ -2,7 +2,7 @@
#include <vector>
#include <Windows.h>
#include "Model.h"
#include "Entity.h"
namespace nf {
class Application;
@ -11,7 +11,8 @@ namespace nf {
public:
Renderer(Application* app);
void render(Drawable& in);
void render(Entity& in);
//TODO: Create second render function for UIElements
void doFrame();
@ -22,10 +23,8 @@ 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;
};
}

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@ -1,5 +1,9 @@
#pragma once
#include <unordered_map>
#ifdef NFENGINE
#include "glm/glm.hpp"
#include "glm/gtc/type_ptr.hpp"
#endif
namespace nf {
class Shader {
@ -7,12 +11,14 @@ namespace nf {
Shader(const char* vertexSource, const char* fragmentSource);
void bind();
void getUniformLocation(const char* uniformName);
void setUniform(const char* name, glm::mat4& data);
static unsigned int current;
~Shader();
private:
void getUniformLocation(const char* uniformName);
unsigned int m_id;
std::unordered_map<const char*, unsigned int> m_uniformLocations;
};

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@ -15,7 +15,7 @@ Remember to use tasks (//TODO: )
*Engine (Name?) "Nothin' Fancy"
*Separate project
*Namespaced
Refactor NothinFancy.h to ONLY include stuff the frontend needs
Refactor NothinFancy.h to ONLY include stuff the frontend needs (Does deleteing uneeded public funcitons do anything?)
*AND get rid of NFENGINE
*High CPU usage?
*Debug and log system
@ -24,6 +24,7 @@ Refactor NothinFancy.h to ONLY include stuff the frontend needs
*Alt-Enter
*File IO functions
*Keyboard and mouse click input
Check for memory leaks in deconstructors
Separate Model and UIElement from Drawable
Entity and Camera classes
Mouse position input