karl 3c35a730f5 Add basic setup for shadow rendering
adapted from the previous ECS project. working to some extent, but far from ideal
2021-05-20 00:15:58 +02:00

106 lines
3.5 KiB
C++

#pragma once
// Must be the first include
#include <glad/glad.h>
// Other includes
#include <GLFW/glfw3.h>
#include "Gedeng/Shader.h"
#include "Gedeng/Spatial.h"
#include "Material.h"
#include <vector>
namespace Gedeng {
struct Mesh : public Spatial {
Mesh() = default;
explicit Mesh(const std::vector<float> &_vertices, const std::vector<unsigned int> &_indices)
: vertex_count(_indices.size()), vertices(_vertices), indices(_indices) {
// Copy the vertices into a local classic float array. Nothing was displayed without this,
// maybe
// due to weird hidden type incompatibility or out of scope issues?
float vertices[_vertices.size()];
std::copy(_vertices.begin(), _vertices.end(), vertices);
unsigned int indices[_indices.size()];
std::copy(_indices.begin(), _indices.end(), indices);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then
// configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// Tangent attribute
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)(8 * sizeof(float)));
glEnableVertexAttribArray(3);
// Bitangent attribute
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)(11 * sizeof(float)));
glEnableVertexAttribArray(4);
glBindVertexArray(0);
}
virtual void render(Shader &shader) const {
glm::mat4 model_matrix = get_matrix();
// model_matrix[3] = glm::vec4(get_origin(), 1.0);
shader.setMat4("model", model_matrix);
/* // 0 can't be a valid texture name, so we use it for meshes without textures here
if (texture_id != 0) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
if (normal_id != 0) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normal_id);
} */
// TODO: Not always required (not when rendering shadows) - make functions separate?
// shader.setFloat("diffuseStrength", material.diffuse);
// shader.setFloat("specularStrength", material.specular);
// shader.setFloat("normalScale", material.normal_scale);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, 0);
}
unsigned int vertex_count;
std::vector<float> vertices;
std::vector<unsigned int> indices;
private:
unsigned int EBO;
unsigned int VBO;
unsigned int VAO;
Material material;
};
} // namespace Gedeng