3d camera test render setup.

This commit is contained in:
Relintai 2023-12-20 09:47:21 +01:00
parent 0d52245e20
commit 97841ab135
5 changed files with 92 additions and 68 deletions

View File

@ -53,6 +53,7 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/obje
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/sprite.cpp -o sfw/application/sprite.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/tile_map.cpp -o sfw/application/tile_map.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/texture.cpp -o sfw/application/texture.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh_utils.cpp -o sfw/application/mesh_utils.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c game_scene.cpp -o game_scene.o
ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c main.cpp -o main.o
@ -67,6 +68,7 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/aabb.o sfw/basis.
sfw/application/shader.o sfw/application/material.o sfw/application/mesh.o \
sfw/application/camera.o sfw/application/mesh_instance.o sfw/application/object_2d.o \
sfw/application/sprite.o sfw/application/tile_map.o sfw/application/texture.o \
sfw/application/mesh_utils.o \
game_scene.o main.o \
-o game

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@ -4,6 +4,7 @@
#include "3rd_glad.h"
#include "memory.h"
#include "mesh_utils.h"
void GameScene::event() {
/*
@ -98,6 +99,12 @@ void GameScene::render() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
static float rot = 0;
camera->camera_transform.basis = Basis(Vector3(0, 1, 0), rot);
rot += 0.01;
camera->bind();
//tile_map->render();
@ -105,9 +112,10 @@ void GameScene::render() {
//sprite->render();
//material->bind();
//mesh->render();
color_material->bind();
mesh->render();
sprite->render();
//sprite->render();
}
GameScene::GameScene() {
@ -125,23 +133,23 @@ GameScene::GameScene() {
//float ar = static_cast<float>(w) / static_cast<float>(h);
//camera->width = camera->height * ar;
texture = new Texture();
texture->load_image("icon.png");
//texture = new Texture();
//texture->load_image("icon.png");
//ha a textúrának van alpha csatornája:
//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
material = new TextureMaterial();
material->texture = texture;
//material = new TextureMaterial();
//material->texture = texture;
sprite = new Sprite();
sprite->mesh_instance->material = material;
//sprite = new Sprite();
//sprite->mesh_instance->material = material;
//sprite->position.x = 0;
//sprite->position.y = 0;
//sprite->region_x = 7.0 * (1.0 / 16.0);
//sprite->region_y = 7.0 * (1.0 / 16.0);
//sprite->region_width = 1.0 / 16.0;
//sprite->region_height = 1.0 / 16.0;
sprite->update_mesh();
//sprite->update_mesh();
/*
tile_map = new TileMap();
tile_map->material = material;
@ -163,18 +171,24 @@ GameScene::GameScene() {
tile_map->build_mesh();
*/
camera = new OrthographicCamera();
camera = new PerspectiveCamera();
//camera->width = 2;
//camera->height = 2;
//camera->position.x = 0;
//camera->position.y = 0;
//camera->position.z = -2;
camera->camera_transform.origin.z -= 2;
camera->screen_aspect_ratio = 1980.0 / 1080.0;
mesh = memnew(Mesh(2));
cmaterial = memnew(ColoredMaterial());
mesh = memnew(Mesh());
//cmaterial = memnew(ColoredMaterial());
//cmaterial->color = glm::vec4(1, 1, 0, 1);
color_material = memnew(ColorMaterial());
mesh->clear();
//mesh->clear();
MeshUtils::create_cone(mesh);
mesh->upload();
//float width = 1;
//float height = 1;
@ -199,6 +213,7 @@ GameScene::GameScene() {
//mesh->add_uv(region_x + region_width, region_y);
//mesh->add_vertex2(w2, h2);
/*
mesh->add_vertex2(0, 0.5);
mesh->add_vertex2(-0.5, -0.5);
mesh->add_vertex2(0.5, -0.5);
@ -207,6 +222,7 @@ GameScene::GameScene() {
//mesh->add_triangle(0, 1, 3);
mesh->upload();
*/
}
GameScene::~GameScene() {
@ -214,12 +230,13 @@ GameScene::~GameScene() {
delete tile_map;
*/
memdelete(camera);
memdelete(texture);
memdelete(material);
//memdelete(texture);
//memdelete(material);
memdelete(sprite);
//memdelete(sprite);
memdelete(camera);
memdelete(mesh);
memdelete(material);
//memdelete(material);
memdelete(color_material);
}

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@ -12,14 +12,13 @@
#include "tile_map.h"
*/
#include "camera.h"
#include "color_material.h"
#include "colored_material.h"
#include "mesh.h"
#include "camera.h"
#include "sprite.h"
#include "texture.h"
#include "texture_material.h"
#include "camera.h"
#include "sprite.h"
class GameScene : public Scene {
public:
@ -36,14 +35,18 @@ public:
bool down;
*/
/*
Texture *texture;
TextureMaterial *material;
//TileMap *tile_map;
Sprite *sprite;
*/
Camera *camera;
Mesh *mesh;
ColoredMaterial *cmaterial;
ColorMaterial *color_material;
//ColoredMaterial *cmaterial;
};
#endif

View File

@ -28,7 +28,6 @@ Camera *Camera::current_camera = NULL;
void OrthographicCamera::bind() {
Camera::bind();
projection_matrix.set_orthogonal(
size,
screen_aspect_ratio,

View File

@ -6,60 +6,63 @@
#include "camera.h"
class ColorMaterial : public Material {
public:
int get_material_id() {
return 2;
}
int get_material_id() {
return 2;
}
void bind_uniforms() {
//glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
//glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
}
void bind_uniforms() {
set_uniform(projection_matrix_location, Camera::current_camera->projection_matrix);
set_uniform(camera_matrix_location, Camera::current_camera->camera_transform);
set_uniform(model_view_matrix_location, Camera::current_camera->model_view_matrix);
}
void setup_uniforms() {
projection_matrix_location = get_uniform("u_proj_matrix");
model_view_matrix_location = get_uniform("u_model_view_matrix");
}
void setup_uniforms() {
projection_matrix_location = get_uniform("u_proj_matrix");
camera_matrix_location = get_uniform("u_camera_matrix");
model_view_matrix_location = get_uniform("u_model_view_matrix");
}
const GLchar** get_vertex_shader_source() {
static const GLchar *vertex_shader_source[] = {
"uniform mat4 u_proj_matrix;\n"
"uniform mat4 u_model_view_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec4 a_color;\n"
"\n"
"varying vec4 v_color;\n"
"\n"
"void main() {\n"
" v_color = a_color;\n"
" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n"
"}\n"
};
const GLchar **get_vertex_shader_source() {
static const GLchar *vertex_shader_source[] = {
"uniform mat4 u_proj_matrix;\n"
"uniform mat4 u_camera_matrix;\n"
"uniform mat4 u_model_view_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec4 a_color;\n"
"\n"
"varying vec4 v_color;\n"
"\n"
"void main() {\n"
" v_color = a_color;\n"
" gl_Position = u_proj_matrix * u_camera_matrix * u_model_view_matrix * a_position;\n"
"}\n"
};
return vertex_shader_source;
}
return vertex_shader_source;
}
const GLchar** get_fragment_shader_source() {
static const GLchar *fragment_shader_source[] = {
"precision mediump float;"
"varying vec4 v_color;\n"
"\n"
"void main() { gl_FragColor = v_color; }\n"
};
const GLchar **get_fragment_shader_source() {
static const GLchar *fragment_shader_source[] = {
"precision mediump float;"
"varying vec4 v_color;\n"
"\n"
"void main() { gl_FragColor = v_color; }\n"
};
return fragment_shader_source;
}
return fragment_shader_source;
}
ColorMaterial() {
color = glm::vec4(1, 1, 1, 1);
}
ColorMaterial() {
projection_matrix_location = 0;
camera_matrix_location = 0;
model_view_matrix_location = 0;
}
GLint projection_matrix_location;
GLint model_view_matrix_location;
glm::vec4 color;
GLint projection_matrix_location;
GLint camera_matrix_location;
GLint model_view_matrix_location;
};
#endif