Lightweight OpenGL 3D Renderer
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Euclid/src/renderer.cpp

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5.4 KiB

#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include "GLFW/glfw3.h"
#include "glm/ext/matrix_transform.hpp"
#include "glm/gtx/string_cast.hpp"
#include "glm/fwd.hpp"
#include "renderer.hpp"
#include "shaders.hpp"
namespace Renderer {
// Object
Object::Object() {}
Object::Object(glm::vec3 pos) : Object() {
setPosition(pos);
}
Object::Object(glm::vec3 pos, glm::vec3 angle) : Object(pos) {
setRotation(angle);
}
glm::mat4 Object::getModelTransform() { return modelTransform; }
void Object::scale(glm::vec3 vscale) {
glm::mat4 T = glm::mat4(1.0f);
T = glm::scale(T, vscale);
modelTransform = T;
}
void Object::transform(glm::mat4 T) {
modelTransform = T;
}
glm::mat4 Object::getPositionTransform() { return positionTransform; }
void Object::updatePositionTransform() {
glm::mat4 T = glm::mat4(1.0f);
positionTransform = glm::translate(T, position);
}
void Object::setPosition(glm::vec3 pos) {
position = pos;
std::cout << "New pos: " << glm::to_string(pos) << " vs. " << glm::to_string(position) << std::endl;
updatePositionTransform();
std::cout << "Updated positionTransform: " << glm::to_string(positionTransform) << std::endl;
}
void Object::translate(glm::vec3 dpos) {
position += dpos;
updatePositionTransform();
}
glm::mat4 Object::getRotationTransform() { return rotationTransform; }
void Object::updateRotationTransform() {
float x_Ang, y_Ang, z_Ang;
x_Ang = angle[0];
y_Ang = angle[1];
z_Ang = angle[2];
glm::mat4 T = glm::mat4(1.0f);
T = glm::rotate(T, glm::radians(x_Ang), glm::vec3(1.0f, 0.0f, 0.0f));
T = glm::rotate(T, glm::radians(y_Ang), glm::vec3(0.0f, 1.0f, 0.0f));
T = glm::rotate(T, glm::radians(z_Ang), glm::vec3(0.0f, 0.0f, 1.0f));
rotationTransform = T;
// std::cout << "Name: " << name << " | ";
// std::cout << glm::to_string(T) << std::endl;
}
void Object::setRotation(glm::vec3 ang) {
angle = ang;
updateRotationTransform();
}
void Object::rotate(glm::vec3 dangle) {
angle += dangle;
updateRotationTransform();
}
// Scene
Scene::Scene(GLFWwindow* win) : camera(win) {
window = win;
camera.setFOV(DEFAULT_FOV);
}
Scene::Scene(GLFWwindow* win, std::vector<RenderObject> ROs) : Scene(win) {
renderObjects = ROs;
}
void Scene::spawnObject(RenderObject ro) {
renderObjects.push_back(ro);
}
void Scene::setCamera(Camera cam) {
camera = cam;
}
void Scene::render() {
for ( RenderObject ro: renderObjects )
ro.render(window, camera);
}
// Camera
Camera::Camera(GLFWwindow* win) {
window = win;
}
Camera::Camera(GLFWwindow* win, glm::vec3 pos) : Camera(win) {
setPosition(pos);
}
Camera::Camera(GLFWwindow* win, glm::vec3 pos, glm::vec3 angle) : Camera(win, pos) {
setRotation(angle);
}
void Camera::setFOV(float fov) {
int width, height;
glfwGetWindowSize(window, &width, &height);
projection = glm::perspective(glm::radians(fov), (float)width / (float)height, NEAR_PLANE, FAR_PLANE);
}
// RenderObject
RenderObject::RenderObject(std::vector<float> verts, std::vector<unsigned int> indices)
: shader(VERT_SHADER_SRC_FILE, FRAG_SHADER_SRC_FILE) {
vertsVec = verts;
indicesVec = indices;
float vertsArray[vertsVec.size()];
std::copy(vertsVec.begin(), vertsVec.end(), vertsArray);
unsigned int indicesArray[indicesVec.size()];
std::copy(indicesVec.begin(), indicesVec.end(), indicesArray);
// Vertex Array Object
glGenVertexArrays(1, &VAO); // gen the VAO
glBindVertexArray(VAO); // bind it
// Copy the verts into the buffer
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertsVec.size() * sizeof(vertsVec[0]), vertsArray, GL_DYNAMIC_DRAW); // for moving stuff
// Copy the indices for the verts into another buffer
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesVec.size() * sizeof(indicesVec[0]), indicesArray, GL_STATIC_DRAW);
// Shader stuff
// Pos
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)0);
glEnableVertexAttribArray(0);
// Color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// Texture
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2);
}
void RenderObject::preRenderHook() {}
// TODO: Make prerender instead of render
void RenderObject::render(GLFWwindow* win, Camera cam) {
shader.setMat4("modelPosition", getPositionTransform());
shader.setMat4("modelRotation", getRotationTransform());
shader.setMat4("model", getModelTransform());
shader.setMat4("camPos", cam.getPositionTransform());
shader.setMat4("camRot", cam.getRotationTransform());
shader.setMat4("camProjection", cam.projection);
std::cout << "Rendered positionTransform:" << glm::to_string(getPositionTransform()) << std::endl;
shader.use();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawArrays(GL_TRIANGLES, 0, indicesVec.size());
}
// TexturedObject
void TexturedObject::setTexture(const char* t_src) {
texture.texture_src = t_src;
texture.load();
}
void TexturedObject::preRenderHook() {
printf("TexturedObject was here!\n");
printf("Now has texture: %s", texture.texture_src);
if (texture.loaded)
texture.bind();
}
// Private stuff
void TexturedObject::bind_texture(Textures::Texture2D new_texture) {
texture = new_texture;
}
}