Abstracted away the creation of buffers
Added a transform Updated the TODO.md Updated default shaders to include the apropriate three 4x4 matrices to render in 3D
This commit is contained in:
@ -2,6 +2,9 @@
|
||||
#include <MyGraphicsEngine/Window.h>
|
||||
#include <MyGraphicsEngine/Camera.h>
|
||||
#include <MyGraphicsEngine/Mesh.h>
|
||||
#include <MyGraphicsEngine/Transform.h>
|
||||
#include <MyGraphicsEngine/Buffer.h>
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "imgui.h"
|
||||
@ -29,6 +32,10 @@ int main(int argc, char* argv[]) {
|
||||
//ModelImporter::Test();
|
||||
|
||||
|
||||
Transform t;
|
||||
t.Scale.x = 1.0f;
|
||||
t.Scale.y = 1.0f;
|
||||
t.Rotation.y = 90.0f;
|
||||
|
||||
Mesh mesh;
|
||||
|
||||
@ -44,6 +51,8 @@ int main(int argc, char* argv[]) {
|
||||
0,1,3,
|
||||
1,2,3
|
||||
};
|
||||
|
||||
|
||||
Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
|
||||
|
||||
|
||||
@ -73,43 +82,30 @@ int main(int argc, char* argv[]) {
|
||||
spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
|
||||
spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
|
||||
|
||||
unsigned int VBO, VAO, EBO;
|
||||
|
||||
Buffer VertexBuffer;
|
||||
Buffer ElementBuffer;
|
||||
|
||||
unsigned int VAO;
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3), &mesh.vertices[0], GL_STATIC_DRAW);
|
||||
VertexBuffer.createBuffer();
|
||||
VertexBuffer.Bind(false);
|
||||
VertexBuffer.setBufferData(&mesh.vertices[0], mesh.vertices.size() * sizeof(glm::vec3),false);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.elements.size() * sizeof(GLushort), &mesh.elements[0], GL_STATIC_DRAW);
|
||||
ElementBuffer.createBuffer();
|
||||
ElementBuffer.Bind(true);
|
||||
ElementBuffer.setBufferData(&mesh.elements[0], mesh.elements.size() * sizeof(GLushort), true);
|
||||
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
VertexBuffer.Unbind(false);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
glm::vec3 rotation = glm::vec3(0.0f , 90.0f, 0.0f);
|
||||
|
||||
|
||||
glm::mat4 tran = glm::translate(glm::mat4(),glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
glm::mat4 rot =
|
||||
glm::rotate(glm::mat4(), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
|
||||
glm::mat4 model = tran * rot * scale;
|
||||
|
||||
|
||||
glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
|
||||
/*
|
||||
* gau_Manager* mgr;
|
||||
ga_Mixer* mixer;
|
||||
@ -131,7 +127,18 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
|
||||
while (!GameWindow.WindowShouldClose()) {
|
||||
|
||||
glm::mat4 tran = glm::translate(glm::mat4(), t.Position);
|
||||
glm::mat4 scale = glm::scale(glm::mat4(), t.Scale);
|
||||
glm::mat4 rot =
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
|
||||
glm::mat4 model = tran * rot * scale;
|
||||
|
||||
glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
|
||||
|
||||
GameWindow.Poll();
|
||||
|
||||
@ -142,7 +149,7 @@ int main(int argc, char* argv[]) {
|
||||
shader.setUniformMat4("M", model);
|
||||
shader.setUniformMat4("V", cam.GetViewMatrix());
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
ElementBuffer.Bind(true);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
|
||||
glBindVertexArray(0);
|
||||
|
||||
@ -151,13 +158,13 @@ int main(int argc, char* argv[]) {
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGui::Begin("Test");
|
||||
ImGui::Begin("Transform Test Tool");
|
||||
|
||||
ImGui::SliderFloat("Scale Y:", (float*)&t.Scale.y, 1, 4);
|
||||
ImGui::SliderFloat("Scale X:", (float*)&t.Scale.x, 1, 4);
|
||||
|
||||
ImGui::SliderFloat("Position X:", (float*)&t.Position.z, -5, 5);
|
||||
|
||||
ImGui::Text("Hello world!");
|
||||
bool isChecked = false;
|
||||
ImGui::Checkbox("Yellow!", &isChecked);
|
||||
float v = 5;
|
||||
ImGui::SliderFloat("Something to slide on..", &v, 1, 10 );
|
||||
|
||||
ImGui::End();
|
||||
|
||||
@ -176,7 +183,7 @@ int main(int argc, char* argv[]) {
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &EBO);
|
||||
ElementBuffer.Delete();
|
||||
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user