Compare commits
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 692fbf8196 | |||
| a75360a8ef | |||
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| 6554e0dc74 | |||
| 0f9f72af4e | |||
| 6d6bac8ca1 | |||
| 78f53fdd54 | |||
| 78ba333164 | |||
| 6e69a543f0 | |||
| 8350b85aa1 | |||
| cfc47df080 | |||
| b734e8270d | |||
| 452e9bdc92 | |||
| 16d9959ace | |||
| e0a695c7b1 | |||
| c639afe08b | |||
| 8885b40709 | |||
| 8f7ca3ae38 | |||
| b06cf47480 | |||
| 335c79e23e | |||
| 987961cfe4 |
13
.gitea/workflows/nix-check.yaml
Normal file
13
.gitea/workflows/nix-check.yaml
Normal file
@@ -0,0 +1,13 @@
|
||||
name: Verify build
|
||||
run-name: ${{ gitea.actor }} is building
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on: [push]
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|
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jobs:
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verify_build:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- uses: cachix/install-nix-action@v30
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with:
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nix_path: nixpkgs=channel:nixos-24.11
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- run: nix-shell shell.nix --run make
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29
headers/camera.hpp
Normal file
29
headers/camera.hpp
Normal file
@@ -0,0 +1,29 @@
|
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <glm/glm.hpp>
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class Camera {
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public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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~Camera();
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void setPos(glm::vec3 pos);
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void addPos(glm::vec3 pos);
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void addFPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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void addRotate(float yaw, float pitch);
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glm::vec3 getPos();
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glm::mat4 getView();
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glm::mat4 getProjection();
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float aspect;
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private:
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void update();
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glm::mat4 projection;
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glm::vec3 up;
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glm::vec3 front;
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glm::vec3 pos;
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float yaw;
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float pitch;
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float fov;
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};
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#endif
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31
headers/mesh.hpp
Normal file
31
headers/mesh.hpp
Normal file
@@ -0,0 +1,31 @@
|
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#ifndef MESH_H
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#define MESH_H
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#include "camera.hpp"
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#include "shader.hpp"
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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class Mesh {
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public:
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Mesh(Shader *s, unsigned int VAO, int count);
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Mesh(Shader *s, std::string path);
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~Mesh();
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void draw(Camera *c);
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void setPosition(glm::vec3 p);
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void setScale(glm::vec3 s);
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void setRotation(glm::quat r);
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void setOwnedBuffers(bool o);
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void setOwnedShader(bool o);
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Shader *getShader();
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private:
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bool buffersOwned;
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bool shaderOwned;
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int count;
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unsigned int VAO;
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Shader *shader;
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glm::vec3 position; /*0,0,0*/
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glm::vec3 scale; /*1,1,1*/
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glm::quat rotation; /*1,0,0,0*/
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};
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#endif
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4
headers/obj.hpp
Normal file
4
headers/obj.hpp
Normal file
@@ -0,0 +1,4 @@
|
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#include <glm/glm.hpp>
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#include <vector>
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unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices);
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@@ -1,6 +1,7 @@
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#ifndef SHADER_H
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#define SHADER_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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class Shader {
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@@ -10,6 +11,8 @@ public:
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void use();
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void setInt(const std::string &name, int value);
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void setFloat(const std::string &name, float value);
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void setVec3(const std::string &name, glm::vec3 value);
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void setMat4(const std::string &name, glm::mat4 value);
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private:
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unsigned int ID;
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@@ -1,5 +1,9 @@
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float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f,
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0.0f, 0.0f, 0.5f, 0.0f};
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float tri_vertices[] = {
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-0.5f, -0.5f, 0.0f, /**/
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0.5f, -0.5f, 0.0f, /**/
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0.0f, 0.5f, 0.0f /**/
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};
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float tri_rgb_vertices[] = {
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, /**/
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, /**/
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@@ -26,6 +30,95 @@ float sqr_tex_vertices[] = {
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f /*top left*/
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};
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float cube_vertices[] = {
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/*positions*texture cords*/
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, /**/
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, /**/
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, /**/
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, /**/
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, /**/
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||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, /**/
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||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, /**/
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, /**/
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, /**/
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, /**/
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, /**/
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, /**/
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, /**/
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, /**/
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, /**/
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, /**/
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||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f /**/
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||||
};
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||||
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float uvcube[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
const char *basicVertexShaderSource =
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
|
||||
15
headers/texture.hpp
Normal file
15
headers/texture.hpp
Normal file
@@ -0,0 +1,15 @@
|
||||
#ifndef TEXTURE_H
|
||||
#define TEXTURE_H
|
||||
#include <glad/glad.h>
|
||||
|
||||
class Texture {
|
||||
public:
|
||||
Texture(GLenum type, const char *path);
|
||||
~Texture();
|
||||
void bind(GLenum texture);
|
||||
|
||||
private:
|
||||
unsigned int ID;
|
||||
GLenum type;
|
||||
};
|
||||
#endif
|
||||
15
shaders/MVPTexNoRGBVert.glsl
Normal file
15
shaders/MVPTexNoRGBVert.glsl
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
18
shaders/MVPTexVert.glsl
Normal file
18
shaders/MVPTexVert.glsl
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aColor;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
out vec3 ourColor;
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
@@ -8,5 +8,5 @@ uniform sampler2D tex0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(Tex0, TexCoord) * vec4(ourColor, 1.0);
|
||||
FragColor = texture(tex0, TexCoord) * vec4(ourColor, 1.0);
|
||||
}
|
||||
|
||||
12
shaders/TexNoRGBFrag.glsl
Normal file
12
shaders/TexNoRGBFrag.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 ourColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D tex0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(tex0, TexCoord);
|
||||
}
|
||||
50
shaders/lighting/Frag.glsl
Normal file
50
shaders/lighting/Frag.glsl
Normal file
@@ -0,0 +1,50 @@
|
||||
#version 330 core
|
||||
struct Material {
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform vec3 ourColor;
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
//misc
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(light.position - FragPos);
|
||||
|
||||
// ambient
|
||||
vec3 ambient = light.ambient * material.ambient;
|
||||
|
||||
// diffuse
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = light.diffuse * (diff * material.diffuse);
|
||||
|
||||
// specular
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = light.specular * (spec * material.specular);
|
||||
|
||||
//out
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
9
shaders/lighting/LightFrag.glsl
Normal file
9
shaders/lighting/LightFrag.glsl
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 ourColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(ourColor, 1.0);
|
||||
}
|
||||
18
shaders/lighting/Vert.glsl
Normal file
18
shaders/lighting/Vert.glsl
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
FragPos = vec3(model * vec4(aPos, 1.0));
|
||||
Normal = aNormal;
|
||||
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
|
||||
}
|
||||
14
shell.nix
14
shell.nix
@@ -1,15 +1,15 @@
|
||||
{ pkgs ? import <nixpkgs> { } }:
|
||||
|
||||
{pkgs ? import <nixpkgs> {}}:
|
||||
with pkgs;
|
||||
|
||||
mkShell rec {
|
||||
mkShell rec {
|
||||
packages = [gdb clang-tools];
|
||||
nativeBuildInputs = [ pkg-config ];
|
||||
buildInputs = [
|
||||
nativeBuildInputs = [
|
||||
pkg-config
|
||||
gcc
|
||||
gnumake
|
||||
];
|
||||
buildInputs = [
|
||||
glfw3
|
||||
glm
|
||||
];
|
||||
LD_LIBRARY_PATH = lib.makeLibraryPath buildInputs;
|
||||
}
|
||||
}
|
||||
|
||||
59
src/camera.cpp
Normal file
59
src/camera.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
#include <camera.hpp>
|
||||
#include <glm/ext/matrix_clip_space.hpp>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
|
||||
Camera::Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect)
|
||||
: aspect(aspect), up(glm::vec3(0, 1, 0)), pos(pos), yaw(yaw), pitch(pitch),
|
||||
fov(fov) {
|
||||
update();
|
||||
}
|
||||
|
||||
Camera::~Camera() {}
|
||||
|
||||
void Camera::setRotate(float yaw, float pitch) {
|
||||
this->yaw = yaw;
|
||||
this->pitch = pitch;
|
||||
update();
|
||||
}
|
||||
|
||||
void Camera::addRotate(float yaw, float pitch) {
|
||||
this->yaw += yaw;
|
||||
this->pitch += pitch;
|
||||
if (this->pitch > 89.0f)
|
||||
this->pitch = 89.0f;
|
||||
if (this->pitch < -89.0f)
|
||||
this->pitch = -89.0f;
|
||||
update();
|
||||
}
|
||||
|
||||
void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
|
||||
|
||||
void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
|
||||
|
||||
void Camera::addFPos(glm::vec3 pos) {
|
||||
glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
|
||||
glm::vec3 r = glm::normalize(glm::cross(f, up));
|
||||
this->pos += f * pos.x;
|
||||
this->pos += up * pos.y;
|
||||
this->pos += r * pos.z;
|
||||
}
|
||||
|
||||
void Camera::update() {
|
||||
glm::vec3 direction;
|
||||
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
direction.y = sin(glm::radians(pitch));
|
||||
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
front = glm::normalize(direction);
|
||||
}
|
||||
|
||||
glm::mat4 Camera::getView() {
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
view = glm::lookAt(pos, pos + front, up);
|
||||
return view;
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getPos() { return pos; }
|
||||
|
||||
glm::mat4 Camera::getProjection() {
|
||||
return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
|
||||
}
|
||||
177
src/main.cpp
177
src/main.cpp
@@ -1,113 +1,160 @@
|
||||
#include <glad/glad.h>
|
||||
#include "camera.hpp"
|
||||
#include "glad/glad.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <cassert>
|
||||
#include <iostream>
|
||||
#include <glm/glm.hpp>
|
||||
#include <mesh.hpp>
|
||||
#include <shader.hpp>
|
||||
#include <shapes.h>
|
||||
#include <stb_image.h>
|
||||
#include <texture.hpp>
|
||||
|
||||
#define UNUSED(x) (void)(x)
|
||||
|
||||
void processInput(GLFWwindow *window);
|
||||
glm::vec3 processInput(GLFWwindow *window);
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
|
||||
|
||||
int main(void) {
|
||||
int tmp = 0;
|
||||
float deltaTime = 0;
|
||||
|
||||
GLFWwindow *init() {
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
assert(window != NULL && "Window Failed");
|
||||
assert(window && "Window Failed");
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
tmp = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
|
||||
assert(tmp && "Failed to init glad");
|
||||
int is_ok = 0;
|
||||
is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
|
||||
assert(is_ok && "Failed to init glad");
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
return window;
|
||||
}
|
||||
|
||||
unsigned int VBO, VAO, EBO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
void showFPS(GLFWwindow *window, double delta) {
|
||||
char title[22];
|
||||
title[21] = '\0';
|
||||
snprintf(title, 20, "OpenGl FPS: [%3.2f]", (1 / delta));
|
||||
glfwSetWindowTitle(window, title);
|
||||
}
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
int main(void) {
|
||||
glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
|
||||
glm::vec3 lightColor = glm::vec3(1);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(sqr_tex_vertices), sqr_tex_vertices,
|
||||
GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
GLFWwindow *window = init();
|
||||
Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
|
||||
glfwSetWindowUserPointer(window, cam);
|
||||
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(6 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
|
||||
"./shaders/lighting/Frag.glsl");
|
||||
Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
|
||||
"./shaders/lighting/LightFrag.glsl");
|
||||
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices,
|
||||
GL_STATIC_DRAW);
|
||||
Mesh *cube = new Mesh(cubeShader, "./cube.obj");
|
||||
Mesh *light = new Mesh(lightShader, "./cube.obj");
|
||||
cube->setOwnedShader(true);
|
||||
light->setOwnedShader(true);
|
||||
|
||||
Shader *shaderProgram =
|
||||
new Shader("./shaders/TexVert.glsl", "./shaders/TexFrag.glsl");
|
||||
|
||||
unsigned int texture;
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
int width, height, nrChannels;
|
||||
unsigned char *data =
|
||||
stbi_load("./texture/container.jpg", &width, &height, &nrChannels, 0);
|
||||
if (data) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
} else {
|
||||
std::cout << "Failed to load texture" << std::endl;
|
||||
}
|
||||
stbi_image_free(data);
|
||||
light->setPosition(lightPos);
|
||||
light->setScale(glm::vec3(.3));
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
float lastFrame = 0;
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
processInput(window);
|
||||
float currentFrame = (float)glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
showFPS(window, deltaTime);
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
shaderProgram->use();
|
||||
shaderProgram->setInt("Tex0",0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(VAO);
|
||||
Shader *s = cube->getShader();
|
||||
s->use();
|
||||
s->setVec3("lightColor", lightColor);
|
||||
s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
|
||||
s->setVec3("lightPos", lightPos);
|
||||
s->setVec3("viewPos", cam->getPos());
|
||||
|
||||
s->setVec3("light.ambient", glm::vec3(0.2));
|
||||
s->setVec3("light.diffuse", glm::vec3(0.5));
|
||||
s->setVec3("light.specular", glm::vec3(1));
|
||||
s->setVec3("light.position", lightPos);
|
||||
|
||||
s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
|
||||
s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
|
||||
s->setVec3("material.specular", glm::vec3(0.5));
|
||||
s->setFloat("material.shininess", 32);
|
||||
cube->draw(cam);
|
||||
|
||||
s = light->getShader();
|
||||
s->use();
|
||||
s->setVec3("ourColor", lightColor);
|
||||
light->draw(cam);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
glfwPollEvents();
|
||||
glm::vec3 mov = processInput(window);
|
||||
mov *= deltaTime;
|
||||
cam->addFPos(mov);
|
||||
}
|
||||
|
||||
delete (shaderProgram);
|
||||
delete cam;
|
||||
delete cube;
|
||||
delete light;
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window) {
|
||||
glm::vec3 processInput(GLFWwindow *window) {
|
||||
glm::vec3 mov = glm::vec3(0);
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
mov += glm::vec3(1, 0, 0);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
mov -= glm::vec3(1, 0, 0);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
mov += glm::vec3(0, 0, 1);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
mov -= glm::vec3(0, 0, 1);
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
mov += glm::vec3(0, 1, 0);
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
mov -= glm::vec3(0, 1, 0);
|
||||
|
||||
mov *= 5;
|
||||
return mov;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
UNUSED(window);
|
||||
glViewport(0, 0, width, height);
|
||||
Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
|
||||
if (cam)
|
||||
cam->aspect = (float)width / height;
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
|
||||
static float xprev = 0.0, yprev = 0.0;
|
||||
|
||||
float xchange = xpos - xprev;
|
||||
float ychange = yprev - ypos;
|
||||
xprev = xpos;
|
||||
yprev = ypos;
|
||||
|
||||
float sensitivity = 0.1f;
|
||||
xchange *= sensitivity;
|
||||
ychange *= sensitivity;
|
||||
|
||||
Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
|
||||
if (cam)
|
||||
cam->addRotate(xchange, ychange);
|
||||
}
|
||||
|
||||
78
src/mesh.cpp
Normal file
78
src/mesh.cpp
Normal file
@@ -0,0 +1,78 @@
|
||||
#include "camera.hpp"
|
||||
#include "obj.hpp"
|
||||
#include "shader.hpp"
|
||||
#include <mesh.hpp>
|
||||
#include <vector>
|
||||
|
||||
unsigned int meshInit(std::string path, std::vector<float> &data);
|
||||
|
||||
Mesh::Mesh(Shader *s, unsigned int VAO, int count)
|
||||
: buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
|
||||
shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
|
||||
rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
|
||||
|
||||
Mesh::Mesh(Shader *s, std::string path)
|
||||
: buffersOwned(true), shaderOwned(false), shader(s), position(glm::vec3(0)),
|
||||
scale(glm::vec3(1)), rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {
|
||||
std::vector<float> data;
|
||||
VAO = meshInit(path, data);
|
||||
count = data.size() / 8;
|
||||
}
|
||||
|
||||
Mesh::~Mesh() {
|
||||
if (shaderOwned)
|
||||
delete shader;
|
||||
if (buffersOwned) {
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
// TODO vbo, ibo
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::draw(Camera *c) {
|
||||
glm::mat4 model = glm::mat4(1);
|
||||
glBindVertexArray(VAO);
|
||||
shader->use();
|
||||
shader->setMat4("view", c->getView());
|
||||
shader->setMat4("projection", c->getProjection());
|
||||
model = glm::translate(model, position);
|
||||
model = glm::scale(model, scale);
|
||||
model = model * glm::mat4_cast(rotation);
|
||||
shader->setMat4("model", model);
|
||||
glDrawArrays(GL_TRIANGLES, 0, count);
|
||||
}
|
||||
|
||||
void Mesh::setPosition(glm::vec3 p) { position = p; }
|
||||
|
||||
void Mesh::setScale(glm::vec3 s) { scale = s; }
|
||||
|
||||
void Mesh::setRotation(glm::quat r) { rotation = r; }
|
||||
|
||||
void Mesh::setOwnedBuffers(bool o) { buffersOwned = o; }
|
||||
|
||||
void Mesh::setOwnedShader(bool o) { shaderOwned = o; }
|
||||
|
||||
Shader *Mesh::getShader() { return shader; }
|
||||
|
||||
unsigned int meshInit(std::string path, std::vector<float> &data) {
|
||||
unsigned int VBO, VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
loadOBJ(path.c_str(), &data);
|
||||
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(),
|
||||
GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(3 * sizeof(float)));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
|
||||
(void *)(6 * sizeof(float)));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2); // not in use
|
||||
glBindVertexArray(0);
|
||||
return VAO;
|
||||
}
|
||||
66
src/obj.cpp
Normal file
66
src/obj.cpp
Normal file
@@ -0,0 +1,66 @@
|
||||
#include "obj.hpp"
|
||||
#include <cassert>
|
||||
#include <cstddef>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
/*this is ugly but works*/
|
||||
unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices) {
|
||||
std::vector<glm::vec3> verts, norms;
|
||||
std::vector<glm::vec2> uvs;
|
||||
|
||||
FILE *file = fopen(path, "r");
|
||||
assert(file && "file not found");
|
||||
|
||||
int tmp = 0;
|
||||
while (1) {
|
||||
char lineHeader[128];
|
||||
int res = fscanf(file, "%s", lineHeader);
|
||||
if (res == EOF)
|
||||
break;
|
||||
if (strcmp(lineHeader, "v") == 0) {
|
||||
glm::vec3 vert;
|
||||
tmp = fscanf(file, "%f %f %f\n", &vert.x, &vert.y, &vert.z);
|
||||
assert(tmp == 3 && "bad vert");
|
||||
verts.push_back(vert);
|
||||
} else if (strcmp(lineHeader, "vt") == 0) {
|
||||
glm::vec2 uv;
|
||||
tmp = fscanf(file, "%f %f\n", &uv.x, &uv.y);
|
||||
assert(tmp == 2 && "bad uv");
|
||||
uvs.push_back(uv);
|
||||
} else if (strcmp(lineHeader, "vn") == 0) {
|
||||
glm::vec3 norm;
|
||||
tmp = fscanf(file, "%f %f %f\n", &norm.x, &norm.y, &norm.z);
|
||||
assert(tmp == 3 && "bad norm");
|
||||
norms.push_back(norm);
|
||||
} else if (strcmp(lineHeader, "f") == 0) {
|
||||
unsigned int vIndex[3], uvIndex[3], nIndex[3];
|
||||
tmp = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vIndex[0],
|
||||
&uvIndex[0], &nIndex[0], &vIndex[1], &uvIndex[1], &nIndex[1],
|
||||
&vIndex[2], &uvIndex[2], &nIndex[2]);
|
||||
assert(tmp == 9 && "bad face");
|
||||
|
||||
for (size_t i = 0; i < 3; ++i) {
|
||||
size_t vi, ni, ui;
|
||||
vi = (vIndex[i] - 1);
|
||||
ni = (nIndex[i] - 1);
|
||||
ui = (uvIndex[i] - 1);
|
||||
assert(verts.size() > vi);
|
||||
assert(norms.size() > ni);
|
||||
assert(uvs.size() > ui);
|
||||
auto vert = verts[vi];
|
||||
auto norm = norms[ni];
|
||||
auto uv = uvs[ui];
|
||||
out_vertices->push_back(vert.x);
|
||||
out_vertices->push_back(vert.y);
|
||||
out_vertices->push_back(vert.z);
|
||||
out_vertices->push_back(norm.x);
|
||||
out_vertices->push_back(norm.y);
|
||||
out_vertices->push_back(norm.z);
|
||||
out_vertices->push_back(uv.x);
|
||||
out_vertices->push_back(uv.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
return verts.size();
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
#include <fstream>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <iostream>
|
||||
#include <shader.hpp>
|
||||
#include <sstream>
|
||||
@@ -44,6 +45,16 @@ void Shader::setFloat(const std::string &name, float value) {
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
|
||||
void Shader::setVec3(const std::string &name, glm::vec3 value) {
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1,
|
||||
glm::value_ptr(value));
|
||||
}
|
||||
|
||||
void Shader::setMat4(const std::string &name, glm::mat4 value) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE,
|
||||
glm::value_ptr(value));
|
||||
}
|
||||
|
||||
/*priv*/
|
||||
unsigned int Shader::shaderCMPL(GLenum type, const char *src) {
|
||||
unsigned int shader;
|
||||
|
||||
33
src/texture.cpp
Normal file
33
src/texture.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
#include <cassert>
|
||||
#include <stb_image.h>
|
||||
#include <texture.hpp>
|
||||
|
||||
Texture::Texture(GLenum type, const char *path) : type(type) {
|
||||
glGenTextures(1, &ID);
|
||||
glBindTexture(type, ID);
|
||||
|
||||
glTexParameteri(type, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(type, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
|
||||
int width, height, nrChannels;
|
||||
unsigned char *data;
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
data = stbi_load(path, &width, &height, &nrChannels, 0);
|
||||
assert(data && "Failed to load image");
|
||||
|
||||
glTexImage2D(type, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
data);
|
||||
glGenerateMipmap(type);
|
||||
|
||||
stbi_image_free(data);
|
||||
};
|
||||
|
||||
Texture::~Texture() {glDeleteTextures(1, &ID);}
|
||||
|
||||
void Texture::bind(GLenum texture) {
|
||||
glActiveTexture(texture);
|
||||
glBindTexture(type, ID);
|
||||
}
|
||||
Reference in New Issue
Block a user