Refactoring the render engine to feel a little better organized. One major issue remains with the model not rendering at the time. Possibly this is solved after fixing the outline render pass
This commit is contained in:
2023-02-03 16:33:02 +01:00
parent 4355a12b9a
commit 85263312cd
37 changed files with 405 additions and 8295 deletions

View File

@ -2,82 +2,100 @@
#include <vector>
#include <string>
#include "Window.h"
#include "Renderer.h"
#include "Skybox.h"
#include "shader.h"
#include "camera.h"
#include "Renderer/Renderer.h"
#include "Primitives/Skybox.h"
#include "Primitives/shader.h"
#include "Primitives/camera.h"
#include "Application.h"
#include <stb_image.h>
void processInput( GLFWwindow* window);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
float deltaTime = 0.0f; ; // Time between current frame and last frame
float lastFrame = 0.0f; // Time of last frame
bool firstMouse = true;
float lastx = 400, lasty = 300;
Camera camera(glm::vec3(0.0f,0.0f,8.0f));
class LearnOpenGL : Application
{
public:
void Run () override{
void Run () override
{
// Create a window
Window window(800,600, "LearnOpenGL");
Camera camera(glm::vec3(0.0f,0.0f,8.0f));
Renderer renderer = Renderer(camera);
renderer.Setup();
stbi_set_flip_vertically_on_load(true);
// Load scene resources
Shader shader ("Shaders/shader.vs", "Shaders/shader.fs");
Shader outlineShader("Shaders/shader.vs","Shaders/outlineshader.fs");
Shader skyboxShader("Shaders/skybox.vs", "Shaders/Cubemap.fs");
Model backpack("../Models/backpack.obj");
Model backpack("Models/backpack.obj");
int bullshit = 0;
std::vector<std::string> faces = {
"Textures/skybox/right.jpg",
"Textures/skybox/left.jpg",
"Textures/skybox/top.jpg",
"Textures/skybox/bottom.jpg",
"Textures/skybox/front.jpg",
"Textures/skybox/back.jpg"
};
Skybox skybox= Skybox ();
skybox.Bind();
skybox.loadCubeTextures(faces);
skybox.BuildVAO();
Renderer renderer = Renderer(camera, backpack);
renderer.Setup();
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while(!window.shouldClose())
{
//window.GetInput();
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
processInput(window.ptr());
renderer.Render();
window.SwapBuffers();
glfwPollEvents();
}
}
};
/*
void processInput( GLFWwindow* window){
void processInput( GLFWwindow* window)
{
if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
const float CameraSpeed = 2.5f * Renderer::deltaTime;
const float CameraSpeed = 0.5f * deltaTime;
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
Renderer::camera.ProcessKeyboard(FORWARD, Renderer::deltaTime);
camera.ProcessKeyboard(FORWARD, CameraSpeed);
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
Renderer::camera.ProcessKeyboard(BACKWARD, Renderer::deltaTime);
camera.ProcessKeyboard(BACKWARD,CameraSpeed);
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
Renderer::camera.ProcessKeyboard(LEFT, Renderer::deltaTime);
camera.ProcessKeyboard(LEFT, CameraSpeed);
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
Renderer::camera.ProcessKeyboard(RIGHT,Renderer::deltaTime);
camera.ProcessKeyboard(RIGHT,CameraSpeed);
}
*/
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if(firstMouse){
lastx = xpos;
lasty = ypos;
firstMouse = false;
}
float xoffset = xpos - lastx;
float yoffset = ypos - lasty;
lastx = xpos;
lasty - ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0,0, width,height);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
int main()
{