Nonfunctional new rendering
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@ -10,14 +10,14 @@
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#include <vector>
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struct Mesh {
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explicit Mesh(std::vector<float> vertices_vector) : vertices(&vertices_vector[0]), vertex_count(vertices_vector.size()) {
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explicit Mesh(std::vector<float> vertices) : vertices(vertices), vertex_count(vertices.size() / 5) {
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(&vertices), &vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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@ -39,7 +39,7 @@ private:
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unsigned int vertex_count;
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/// Vertices in the format x, y, z, u, v
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float *vertices;
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std::vector<float> vertices;
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};
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#endif //ECSGAME_MESH_H
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@ -16,9 +16,14 @@ using namespace ECS;
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class RenderSystem : public EntitySystem {
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public:
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void render(World *pWorld, Shader shader) {
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pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> camera_transform) {
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pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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shader.setMat4("projection", camera->projection);
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shader.setMat4("view", camera_transform->matrix);
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shader.setMat4("view", cameraTransform->matrix);
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pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
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shader.setMat4("model", transform->matrix);
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@ -89,7 +89,7 @@ void Shader::setFloat(const std::string &name, float value) const {
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}
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void Shader::setMat4(const std::string &name, glm::mat4 mat) const {
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 10, GL_FALSE, glm::value_ptr(mat));
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat));
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}
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void Shader::checkCompileErrors(unsigned int shader, const std::string &type) {
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@ -1,8 +1,7 @@
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#version 320 es
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out mediump vec4 FragColor;
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in mediump vec3 COLOR;
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void main()
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{
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FragColor = vec4(COLOR, 1.0);
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@ -1,11 +1,12 @@
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#version 320 es
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layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
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layout (location = 1) in vec3 aColor; // the color variable has attribute position 1
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 uvPos;
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out vec3 COLOR; // output a color to the fragment shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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COLOR = aColor;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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105
main.cpp
105
main.cpp
@ -51,11 +51,15 @@ int main() {
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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// TODO: Could be automated by getting all classes within 'ECS/Systems'
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// world->registerSystem(new GravitySystem(-9.8f));
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world->registerSystem(new PositionDebugOutputSystem());
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world->registerSystem(new KeyboardMovementSystem());
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world->registerSystem(new RenderSystem());
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RenderSystem* renderSystem = new RenderSystem();
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world->registerSystem(renderSystem);
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Entity *player = world->create();
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player->assign<Transform>();
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@ -64,53 +68,53 @@ int main() {
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Entity *box = world->create();
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box->assign<Transform>();
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box->assign<Mesh>(std::vector<float>{
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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,
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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,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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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,
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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,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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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,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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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,
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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, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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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,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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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, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-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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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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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, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-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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box->get<Transform>()->translate(glm::vec3(0.0f, 0.0f, -10.0f));
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Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// positions // colors
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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unsigned int indices[] = { // note that we start from 0!
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0, 1, 2 // first Triangle
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};
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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double timeInLastFrame = glfwGetTime();
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double elapsed_time = 0.0;
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@ -124,18 +128,7 @@ int main() {
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std::cout << "Elapsed time: " << elapsed_time << std::endl;
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world->tick(delta);
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/* Render here */
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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defaultShader.use();
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glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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renderSystem->render(world, defaultShader);
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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