Material
This commit is contained in:
@ -1,11 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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class Shader;
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}
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@ -5,6 +5,7 @@
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#pragma once
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#include "RenderTarget.hpp"
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#include "display/shader/Shader.hpp"
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namespace Dawn {
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class DawnGame;
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@ -30,8 +31,22 @@ namespace Dawn {
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*/
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virtual RenderTarget & getBackBuffer() = 0;
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/**
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* Returns the current render pipeline intended to be used for rendering
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* the currently active scene on the game instance.
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*
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* @return Reference to the currently active main scene render pipeline.
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*/
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virtual RenderPipeline & getRenderPipeline() = 0;
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/**
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* Returns the default shader, the default shader will be applied to the
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* materials first.
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*
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* @return Reference to the default shader.
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*/
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virtual std::shared_ptr<Shader> getDefaultShader() = 0;
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/**
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* Initialize / Start the Render Manager.
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*
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@ -43,5 +58,7 @@ namespace Dawn {
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* Perform a synchronous frame update on the render manager.
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*/
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virtual void update() = 0;
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};
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}
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80
src/dawn/display/shader/_Shader.hpp
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80
src/dawn/display/shader/_Shader.hpp
Normal file
@ -0,0 +1,80 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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namespace Dawn {
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class Material;
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enum ShaderParameterType {
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SHADER_PARAMETER_TYPE_MATRIX,
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SHADER_PARAMETER_TYPE_BOOLEAN,
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SHADER_PARAMETER_TYPE_COLOR,
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SHADER_PARAMETER_TYPE_VECTOR3
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};
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template<typename T>
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class IShader {
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public:
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/**
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* Attaches the supplied shader as the current shader.
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*/
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virtual void bind() = 0;
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// virtual void setCamera(glm::mat4 projection, glm::mat4 view) = 0;
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// virtual void setLocalPosition(glm::mat4 position) = 0;
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virtual void setDefaultParameters(Material &material) = 0;
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virtual void setGlobalParameters(
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glm::mat4 projection,
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glm::mat4 view
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) = 0;
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virtual void setMeshParameters(glm::mat4 position) = 0;
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/**
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* Retreives the list of all parameters that the shader supports. This
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* should not include the GLOBAL shader parameters (listed above) since
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* those will be modified by the engine directly.
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*
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* @return Key-Value-Pair of Shader parameters and their type.
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*/
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virtual std::map<T, enum ShaderParameterType> getParameters() = 0;
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/**
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* Set's a specific shader parameter to a matrix.
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*
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* @param parameter parameter on the shader to set.
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* @param matrix Matrix to apply.
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*/
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virtual void setMatrix(T parameter, glm::mat4 matrix) = 0;
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/**
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* Attaches a boolean to a shader.
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*
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* @param parameter parameter to set.
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* @param value Value to set.
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*/
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virtual void setBoolean(T parameter, bool_t value) = 0;
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/**
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* Set a color on to the shader.
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*
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* @param parameter parameter to set the color to.
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* @param color Color to set.
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*/
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virtual void setColor(T parameter, struct Color color) = 0;
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/**
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* Set a 3D vector on to the shader.
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*
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* @param parameter parameter to set the vector to.
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* @param vector Vector to set.
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*/
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virtual void setVector3(T parameter, glm::vec3 vector) = 0;
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};
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}
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@ -10,9 +10,11 @@ using namespace Dawn;
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SceneItem::SceneItem(Scene &scene, sceneitemid_t id) :
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scene(scene),
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id(id)
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id(id),
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transform(1.0f)
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{
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this->id = id;
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this->transform = glm::translate(this->transform, glm::vec3(0, 0, 0));
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}
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void SceneItem::init() {
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@ -18,6 +18,7 @@ namespace Dawn {
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public:
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Scene &scene;
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sceneitemid_t id;
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glm::mat4 transform;
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/**
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* Constructor for a SceneItem. Scene Items should only be called and
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@ -6,4 +6,5 @@
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#pragma once
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#include "scene/components/DummyComponent.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/Material.hpp"
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@ -7,5 +7,6 @@
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Camera.cpp
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Material.cpp
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MeshRenderer.cpp
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)
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@ -12,6 +12,7 @@ using namespace Dawn;
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Camera::Camera(SceneItem &item) :
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SceneItemComponent(item)
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{
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this->updateProjection();
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}
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void Camera::updateProjection() {
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@ -38,6 +39,14 @@ void Camera::updateProjection() {
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}
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look) {
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this->lookAt(pos, look, glm::vec3(0, 1, 0));
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
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this->item.transform = glm::lookAt(pos, look, up);
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}
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RenderTarget & Camera::getRenderTarget() {
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if(this->target == nullptr) {
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return this->getGame().renderManager.getBackBuffer();
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@ -44,6 +44,16 @@ namespace Dawn {
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*/
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void updateProjection();
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void lookAt(glm::vec3 position, glm::vec3 look);
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void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
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/**
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* Returns the intended render target for this camera to render to, will
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* automatically revert to the back buffer if no frame buffer is provided.
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*
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* @return The target render target framebuffer.
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*/
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RenderTarget & getRenderTarget();
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/**
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68
src/dawn/scene/components/display/Material.cpp
Normal file
68
src/dawn/scene/components/display/Material.cpp
Normal file
@ -0,0 +1,68 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Material.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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Material::Material(SceneItem &item) :
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SceneItemComponent(item),
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shader(item.scene.game.renderManager.getDefaultShader())
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{
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this->updateShaderParameters();
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}
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void Material::updateShaderParameters() {
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std::cout << "Updating params" << std::endl;
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this->colorValues.clear();
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this->boolValues.clear();
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this->parameters = this->shader->getParameters();
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this->shader->setDefaultParameters(*this);
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// We do need to validate these params at some point to make sure that the
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// shader has actually bound them.
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}
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void Material::setShaderParameters() {
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auto it = this->parameters.begin();
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while(it != this->parameters.end()) {
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switch(it->second) {
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case SHADER_PARAMETER_TYPE_COLOR:
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this->shader->setColor(it->first, this->colorValues[it->first]);
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break;
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case SHADER_PARAMETER_TYPE_MATRIX:
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this->shader->setMatrix(it->first, this->matrixValues[it->first]);
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break;
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case SHADER_PARAMETER_TYPE_BOOLEAN:
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this->shader->setBoolean(it->first, this->boolValues[it->first]);
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break;
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case SHADER_PARAMETER_TYPE_VECTOR3:
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this->shader->setVector3(it->first, this->vec3Values[it->first]);
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break;
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default:
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throw "An unsupported or invalid shader parameter type was supplied.";
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}
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++it;
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}
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}
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std::shared_ptr<Shader> Material::getShader() {
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return this->shader;
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}
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void Material::setShader(std::shared_ptr<Shader> shader) {
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this->shader = shader;
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this->updateShaderParameters();
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}
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void Material::start() {
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}
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39
src/dawn/scene/components/display/Material.hpp
Normal file
39
src/dawn/scene/components/display/Material.hpp
Normal file
@ -0,0 +1,39 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "display/shader/Shader.hpp"
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namespace Dawn {
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class Shader;
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class Material : public SceneItemComponent {
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friend class RenderPipeline;
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private:
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std::shared_ptr<Shader> shader;
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void updateShaderParameters();
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public:
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std::map<shaderparameter_t, enum ShaderParameterType> parameters;
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std::map<shaderparameter_t, struct Color> colorValues;
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std::map<shaderparameter_t, bool_t> boolValues;
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std::map<shaderparameter_t, glm::mat4> matrixValues;
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std::map<shaderparameter_t, glm::vec3> vec3Values;
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Material(SceneItem &item);
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std::shared_ptr<Shader> getShader();
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void setShader(std::shared_ptr<Shader> shader);
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void setShaderParameters();
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void start() override;
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};
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}
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@ -12,4 +12,5 @@ target_sources(${DAWN_TARGET_NAME}
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)
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# Subdirs
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add_subdirectory(mesh)
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add_subdirectory(mesh)
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add_subdirectory(shader)
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@ -15,10 +15,12 @@ RenderManager::RenderManager(DawnGame &game) :
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backBuffer(*this)
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{
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this->standardRenderPipeline=std::make_shared<StandardRenderPipeline>(*this);
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this->simpleShader = std::make_shared<SimpleTexturedShader>();
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}
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void RenderManager::init() {
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this->standardRenderPipeline->init();
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this->simpleShader->compile();
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}
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RenderTarget & RenderManager::getBackBuffer() {
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@ -29,6 +31,10 @@ RenderPipeline & RenderManager::getRenderPipeline() {
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return *this->standardRenderPipeline;
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}
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std::shared_ptr<Shader> RenderManager::getDefaultShader() {
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return this->simpleShader;
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}
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void RenderManager::update() {
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this->getRenderPipeline().render();
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}
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|
@ -6,6 +6,7 @@
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#pragma once
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#include "display/_RenderManager.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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namespace Dawn {
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class StandardRenderPipeline;
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@ -16,13 +17,16 @@ namespace Dawn {
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public:
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BackBufferRenderTarget backBuffer;
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std::shared_ptr<SimpleTexturedShader> simpleShader;
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/**
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* Construct a new RenderManager for a game instance.
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*/
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RenderManager(DawnGame &game);
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RenderTarget & getBackBuffer() override;
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RenderPipeline & getRenderPipeline() override;
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std::shared_ptr<Shader> getDefaultShader() override;
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void init() override;
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void update() override;
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|
@ -49,7 +49,22 @@ void StandardRenderPipeline::renderSceneCamera(Scene &scene, Camera &camera) {
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auto meshes = scene.findComponents<MeshRenderer>();
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auto it = meshes.begin();
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while(it != meshes.end()) {
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(*it)->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
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auto mesh = *it;
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auto item = mesh->item;
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auto material = item.getComponent<Material>();
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// TODO: fallback material?
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if(material == nullptr) {
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continue;
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}
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auto shader = material->getShader();
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shader->bind();
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shader->setGlobalParameters(camera.projection, camera.item.transform);
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shader->setMeshParameters(item.transform);
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material->setShaderParameters();
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mesh->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
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++it;
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}
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}
|
10
src/dawnopengl/display/shader/CMakeLists.txt
Normal file
10
src/dawnopengl/display/shader/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
|
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|
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Shader.cpp
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)
|
93
src/dawnopengl/display/shader/Shader.cpp
Normal file
93
src/dawnopengl/display/shader/Shader.cpp
Normal file
@ -0,0 +1,93 @@
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// Copyright (c) 2022 Dominic Masters
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//
|
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
|
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|
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#include "Shader.hpp"
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using namespace Dawn;
|
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|
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void Shader::compileShader(
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std::string vertexShader,
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std::string fragmentShader
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) {
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GLint isSuccess;
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int32_t maxLength;
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char error[1024];
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// Load the vertex shader first
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this->shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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auto vertShaderC = vertexShader.c_str();
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glShaderSource(this->shaderVertex, 1, &vertShaderC, 0);
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glCompileShader(this->shaderVertex);
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// Validate
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glGetShaderiv(this->shaderVertex, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(this->shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderInfoLog(this->shaderVertex, maxLength, &maxLength, error);
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throw error;
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}
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// Now load the Frag shader
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this->shaderFrag = glCreateShader(GL_FRAGMENT_SHADER);
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||||
auto fragShaderC = fragmentShader.c_str();
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||||
glShaderSource(this->shaderFrag, 1, &fragShaderC, 0);
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glCompileShader(this->shaderFrag);
|
||||
glGetShaderiv(this->shaderFrag, GL_COMPILE_STATUS, &isSuccess);
|
||||
if(!isSuccess) {
|
||||
glGetShaderiv(this->shaderFrag, GL_INFO_LOG_LENGTH, &maxLength);
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||||
glGetShaderInfoLog(this->shaderFrag, maxLength, &maxLength, error);
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||||
glDeleteShader(this->shaderVertex);
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throw error;
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||||
}
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||||
|
||||
// Now create the shader program.
|
||||
this->shaderProgram = glCreateProgram();
|
||||
glAttachShader(this->shaderProgram, this->shaderVertex);
|
||||
glAttachShader(this->shaderProgram, this->shaderFrag);
|
||||
|
||||
//Bind, Verify & Use the shader program
|
||||
glLinkProgram(this->shaderProgram);
|
||||
glGetProgramiv(this->shaderProgram, GL_LINK_STATUS, &isSuccess);
|
||||
if(!isSuccess) {
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||||
glGetProgramiv(this->shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
glGetProgramInfoLog(this->shaderProgram, maxLength, &maxLength, error);
|
||||
glDeleteShader(this->shaderVertex);
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||||
glDeleteShader(this->shaderFrag);
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||||
throw error;
|
||||
}
|
||||
|
||||
// Now parse out the variables.
|
||||
}
|
||||
|
||||
shaderparameter_t Shader::getParameterByName(std::string name) {
|
||||
return glGetUniformLocation(this->shaderProgram, name.c_str());
|
||||
}
|
||||
|
||||
void Shader::setMatrix(shaderparameter_t uniform, glm::mat4 matrix) {
|
||||
glUniformMatrix4fv(uniform, 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::setBoolean(shaderparameter_t uni, bool value) {
|
||||
glUniform1i(uni, value);
|
||||
}
|
||||
|
||||
void Shader::setColor(shaderparameter_t uniform, struct Color color) {
|
||||
glUniform4f(uniform, color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
void Shader::setVector3(shaderparameter_t uniform, glm::vec3 vector) {
|
||||
glUniform3f(uniform, vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void Shader::bind() {
|
||||
if(this->shaderProgram == -1) throw "Shader has not yet been compiled";
|
||||
glUseProgram(this->shaderProgram);
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
if(this->shaderProgram != -1) glDeleteProgram(this->shaderProgram);
|
||||
if(this->shaderVertex != -1) glDeleteShader(this->shaderVertex);
|
||||
if(this->shaderFrag != -1) glDeleteShader(this->shaderFrag);
|
||||
}
|
49
src/dawnopengl/display/shader/Shader.hpp
Normal file
49
src/dawnopengl/display/shader/Shader.hpp
Normal file
@ -0,0 +1,49 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/_Shader.hpp"
|
||||
#include "dawnopengl.hpp"
|
||||
#include "display/Color.hpp"
|
||||
|
||||
typedef GLuint shaderparameter_t;
|
||||
|
||||
namespace Dawn {
|
||||
class Shader : public IShader<shaderparameter_t> {
|
||||
private:
|
||||
/** Pointer to an uploaded vertex shader program */
|
||||
GLuint shaderVertex = -1;
|
||||
|
||||
/** Pointer to an uploaded fragment shader program */
|
||||
GLuint shaderFrag = -1;
|
||||
|
||||
/** Pointer to an uploaded shader program linked */
|
||||
GLuint shaderProgram = -1;
|
||||
|
||||
protected:
|
||||
void compileShader(
|
||||
std::string vertexShader,
|
||||
std::string fragmentShader
|
||||
);
|
||||
|
||||
public:
|
||||
/**
|
||||
* Locate a shader parameter by its name.
|
||||
*
|
||||
* @param name Name of the parameter to get.
|
||||
* @return The shader parameter.
|
||||
*/
|
||||
shaderparameter_t getParameterByName(std::string name);
|
||||
|
||||
void bind() override;
|
||||
virtual void compile() = 0;
|
||||
void setMatrix(shaderparameter_t parameter, glm::mat4 matrix) override;
|
||||
void setBoolean(shaderparameter_t parameter, bool_t value) override;
|
||||
void setColor(shaderparameter_t parameter, struct Color color) override;
|
||||
void setVector3(shaderparameter_t parameter, glm::vec3 vector) override;
|
||||
|
||||
~Shader();
|
||||
};
|
||||
}
|
90
src/dawnopengl/display/shader/SimpleTexturedShader.hpp
Normal file
90
src/dawnopengl/display/shader/SimpleTexturedShader.hpp
Normal file
@ -0,0 +1,90 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleTexturedShader : public Shader {
|
||||
private:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
public:
|
||||
std::map<shaderparameter_t, enum ShaderParameterType>
|
||||
getParameters() override {
|
||||
std::map<shaderparameter_t, enum ShaderParameterType> ps;
|
||||
|
||||
ps[this->paramColor] = SHADER_PARAMETER_TYPE_COLOR;
|
||||
// ps[paramTexture] SHADER_PARAMETER_TYPE_TEXTURE;
|
||||
// ps[this->paramHasTexture] = SHADER_PARAMETER_TYPE_BOOLEAN;
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
void setDefaultParameters(Material &material) override {
|
||||
material.colorValues[this->paramColor] = COLOR_MAGENTA;
|
||||
}
|
||||
|
||||
void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override {
|
||||
this->setMatrix(this->paramProjection, proj);
|
||||
this->setMatrix(this->paramView, view);
|
||||
}
|
||||
|
||||
void setMeshParameters(glm::mat4 transform) override {
|
||||
this->setMatrix(this->paramModel, transform);
|
||||
}
|
||||
|
||||
void compile() override {
|
||||
this->compileShader(
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->setBoolean(this->paramHasTexture, false);
|
||||
this->setColor(this->paramColor, COLOR_WHITE);
|
||||
}
|
||||
};
|
||||
}
|
@ -20,9 +20,11 @@ int32_t DawnGame::init() {
|
||||
|
||||
auto cameraObject = this->scene->createSceneItem();
|
||||
auto camera = cameraObject->addComponent<Camera>();
|
||||
camera->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
|
||||
|
||||
auto cubeObject = this->scene->createSceneItem();
|
||||
auto cubeMeshRenderer = cubeObject->addComponent<MeshRenderer>();
|
||||
auto cubeMaterial = cubeObject->addComponent<Material>();
|
||||
cubeMeshRenderer->mesh = std::make_shared<Mesh>();
|
||||
TriangleMesh::createTriangleMesh(*cubeMeshRenderer->mesh);
|
||||
|
||||
|
Reference in New Issue
Block a user