Removing hard coded values from graphics and moving it into the properties of object and model.
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16f4890458
commit
2ddf01ede2
@ -1,7 +1,8 @@
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#version 150
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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in vec3 aNormal;
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in vec3 aPosition;
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@ -13,8 +14,8 @@ out vec4 fragPosition;
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void main()
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{
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fragPosition = uViewMatrix * vec4(aPosition, 1.0);
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vNormal = inverse(transpose(mat3(uViewMatrix))) * aNormal;
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
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vTexCoord = aTexCoord;
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gl_Position = uProjectionMatrix * uViewMatrix * vec4(aPosition, 1.0);
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPosition, 1.0);
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}
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@ -46,10 +46,10 @@ void draw(float runTime)
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// clear the framebuffer:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// set view and projection matrix:
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glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
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shader->setUniform( "uViewMatrix", viewMatrix );
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shader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
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//set view and projection matrix
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shader->setUniform("projectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
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// the + (0,1,0) compensates bunny doesn't have its center at it's center
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shader->setUniform("viewMatrix", glm::lookAt(level.getCameraPosition(), (level.getCameraCenter()->getPosition() + glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0.0f, 1.0f, 0.0f)));
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//set lighting parameters
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if (level.getLights().size() > 0) {
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24
level.cc
24
level.cc
@ -12,26 +12,26 @@ Level::~Level() {
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}
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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this->terrain.load();
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// currently hard coded should later read this stuff out of a file
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cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("Bunny.obj");
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Model model = Model("Bunny.obj", 0.25f);
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// load a texture:
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Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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Object object = Object(model, material, glm::vec3(0.0f, -1.0f, -2.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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cameraCenter = &objects[0];
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//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
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Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), 2.0f);
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lights.push_back(light);
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Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), 2.0f);
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lights.push_back(light2);
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// load terrain
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this->terrain.load();
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}
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void Level::render() {
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@ -43,7 +43,7 @@ void Level::render() {
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void Level::update(float runTime) {
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// rotate bunny
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objects[0].setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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}
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glm::vec3 Level::getAmbientLight() {
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@ -53,3 +53,11 @@ glm::vec3 Level::getAmbientLight() {
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std::vector<Light> Level::getLights() {
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return lights;
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}
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glm::vec3 Level::getCameraPosition() {
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return cameraPosition;
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}
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Object* Level::getCameraCenter() {
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return cameraCenter;
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}
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4
level.hh
4
level.hh
@ -18,11 +18,15 @@ class Level {
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void render();
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glm::vec3 getAmbientLight();
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std::vector<Light> getLights();
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glm::vec3 getCameraPosition();
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Object* getCameraCenter();
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private:
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std::string filePath;
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std::vector<Object> objects;
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std::vector<Light> lights;
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glm::vec3 ambientLight;
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Object* cameraCenter;
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glm::vec3 cameraPosition;
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Terrain terrain;
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};
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15
model.cc
15
model.cc
@ -1,8 +1,15 @@
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#include "model.hh"
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Model::Model(std::string filePath, float scale) {
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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reference->bind();
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this->scale = scale;
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}
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Model::Model(std::string filePath) {
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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reference->bind();
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this->scale = 1.0f;
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}
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Model::Model(){
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@ -14,3 +21,11 @@ Model::~Model() {
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ACGL::OpenGL::SharedVertexArrayObject Model::getReference() {
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return reference;
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}
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void Model::setScale(float scale) {
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this->scale = scale;
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}
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float Model::getScale() {
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return scale;
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}
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6
model.hh
6
model.hh
@ -6,12 +6,16 @@
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class Model {
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public:
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Model(std::string filePath, float scale);
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Model(std::string filePath);
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Model();
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Model();
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~Model();
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ACGL::OpenGL::SharedVertexArrayObject getReference();
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void setScale(float scale);
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float getScale();
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private:
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ACGL::OpenGL::SharedVertexArrayObject reference;
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float scale;
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};
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#endif
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11
object.cc
11
object.cc
@ -3,7 +3,7 @@
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Object::Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity, ACGL::OpenGL::SharedShaderProgram shader) :
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Entity(position, rotation) {
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this->model = model.getReference();
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this->model = model;
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this->material = material;
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this->velocity = velocity;
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this->angularVelocity = angularVelocity;
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@ -17,10 +17,17 @@ Object::~Object() {
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}
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void Object::render() {
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// set lightning parameters for this object
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shader->setUniform("ambientFactor", material.getAmbientFactor());
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shader->setUniform("diffuseFactor", material.getDiffuseFactor());
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shader->setUniform("specularFactor", material.getSpecularFactor());
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shader->setUniform("shininess", material.getShininess());
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shader->setTexture("uTexture", material.getReference(), 0);
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model->render();
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// set model matrix
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glm::mat4 rotationMatrix = glm::rotate<float>(this->getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate<float>(this->getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate<float>(this->getRotation()[2], glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 modelMatrix = glm::translate(this->getPosition()) * rotationMatrix * glm::scale<float>(glm::vec3(model.getScale()));
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shader->setUniform( "modelMatrix", modelMatrix);
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// draw
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model.getReference()->render();
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}
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@ -14,11 +14,11 @@ class Object : public Entity {
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Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity,
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ACGL::OpenGL::SharedShaderProgram shader);
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Object();
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Object();
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~Object();
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void render();
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private:
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ACGL::OpenGL::SharedVertexArrayObject model;
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Model model;
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Material material;
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glm::vec3 velocity;
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glm::vec3 angularVelocity;
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