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glm initial remove pass.
This commit is contained in:
parent
50e8606b59
commit
b58b00ed06
@ -135,8 +135,8 @@ GameScene::GameScene() {
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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sprite->position.x = 0;
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sprite->position.y = 0;
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//sprite->position.x = 0;
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//sprite->position.y = 0;
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//sprite->region_x = 7.0 * (1.0 / 16.0);
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//sprite->region_y = 7.0 * (1.0 / 16.0);
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//sprite->region_width = 1.0 / 16.0;
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@ -164,15 +164,15 @@ GameScene::GameScene() {
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*/
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camera = new OrthographicCamera();
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camera->width = 2;
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camera->height = 2;
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camera->position.x = 0;
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camera->position.y = 0;
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//camera->width = 2;
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//camera->height = 2;
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//camera->position.x = 0;
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//camera->position.y = 0;
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//camera->position.z = -2;
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mesh = memnew(Mesh(2));
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cmaterial = memnew(ColoredMaterial());
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cmaterial->color = glm::vec4(1, 1, 0, 1);
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//cmaterial->color = glm::vec4(1, 1, 0, 1);
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mesh->clear();
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@ -1,73 +1,63 @@
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#include "camera.h"
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#include "../../libs/glm/gtc/matrix_transform.hpp"
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#include "math_funcs.h"
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void Camera::bind() {
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make_current();
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make_current();
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model_view_matrix = glm::mat4(1);
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model_view_matrix = Transform();
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}
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void Camera::make_current() {
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current_camera = this;
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current_camera = this;
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}
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Camera::Camera() {
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width = 2;
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height = 2;
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fov = glm::radians(45.0);
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screen_aspect_ratio = 1; //p_viewport_size.width / (float)p_viewport_size.height,
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position = glm::vec3(0, 0, 0);
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rotation = glm::vec3(0, 0, 0);
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scale = glm::vec3(1, 1, 1);
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znear = 0.05;
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zfar = 100;
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size = 1.0;
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vaspect = false;
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}
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Camera::~Camera() {
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}
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Camera* Camera::current_camera = NULL;
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Camera *Camera::current_camera = NULL;
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void OrthographicCamera::bind() {
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Camera::bind();
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Camera::bind();
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projection_matrix = glm::ortho<float>(-(width / 2.0),
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width / 2.0,
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-(height / 2.0),
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height / 2.0);
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projection_matrix = glm::translate(projection_matrix, -position);
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projection_matrix = glm::rotate(projection_matrix, rotation.x, glm::vec3(1, 0, 0));
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projection_matrix = glm::rotate(projection_matrix, rotation.y, glm::vec3(0, 1, 0));
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projection_matrix = glm::rotate(projection_matrix, rotation.z, glm::vec3(0, 0, 1));
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projection_matrix = glm::scale(projection_matrix, scale);
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projection_matrix.set_orthogonal(
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size,
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screen_aspect_ratio,
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znear,
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zfar,
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vaspect);
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}
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OrthographicCamera::OrthographicCamera() : Camera() {
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OrthographicCamera::OrthographicCamera() :
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Camera() {
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}
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OrthographicCamera::~OrthographicCamera() {
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}
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void PerspectiveCamera::bind() {
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Camera::bind();
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Camera::bind();
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projection_matrix = glm::perspectiveFov<float>(fov, width, height, near, far);
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projection_matrix = glm::translate(projection_matrix, -position);
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projection_matrix = glm::rotate(projection_matrix, rotation.x, glm::vec3(1, 0, 0));
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projection_matrix = glm::rotate(projection_matrix, rotation.y, glm::vec3(0, 1, 0));
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projection_matrix = glm::rotate(projection_matrix, rotation.z, glm::vec3(0, 0, 1));
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projection_matrix = glm::scale(projection_matrix, scale);
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projection_matrix.set_perspective(
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fov,
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screen_aspect_ratio,
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znear,
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zfar,
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vaspect);
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}
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PerspectiveCamera::PerspectiveCamera() : Camera() {
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near = 0.1;
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far = 10;
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PerspectiveCamera::PerspectiveCamera() :
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Camera() {
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fov = 70;
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}
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PerspectiveCamera::~PerspectiveCamera() {
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}
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@ -3,49 +3,50 @@
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#include "3rd_glad.h"
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#include "../../libs/glm/vec3.hpp"
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#include "../../libs/glm/matrix.hpp"
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#include "projection.h"
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#include "transform.h"
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#include "vector3.h"
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class Camera {
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public:
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virtual void bind();
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virtual void bind();
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void make_current();
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void make_current();
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Camera();
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virtual ~Camera();
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Camera();
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virtual ~Camera();
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float width;
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float height;
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float fov;
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float size;
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float screen_aspect_ratio; //p_viewport_size.width / (float)p_viewport_size.height,
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float znear;
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float zfar;
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bool vaspect;
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glm::vec3 position;
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glm::vec3 rotation;
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glm::vec3 scale;
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static Camera *current_camera;
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static Camera* current_camera;
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glm::mat4x4 projection_matrix;
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glm::mat4x4 model_view_matrix;
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Transform camera_transform;
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Transform model_view_matrix;
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Projection projection_matrix;
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};
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class OrthographicCamera : public Camera {
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public:
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void bind();
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void bind();
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OrthographicCamera();
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~OrthographicCamera();
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OrthographicCamera();
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~OrthographicCamera();
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};
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class PerspectiveCamera : public Camera {
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public:
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float near;
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float far;
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float fov;
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void bind();
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void bind();
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PerspectiveCamera();
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~PerspectiveCamera();
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PerspectiveCamera();
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~PerspectiveCamera();
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};
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//frustum
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#endif // CAMERA_H
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@ -2,12 +2,9 @@
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#define COLOR_MATERIAL_H
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#include "material.h"
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#include "glm/vec4.hpp"
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#include "camera.h"
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#include "./glm/gtc/type_ptr.hpp"
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class ColorMaterial : public Material {
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public:
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@ -16,8 +13,8 @@ public:
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}
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void bind_uniforms() {
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glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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//glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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//glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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}
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void setup_uniforms() {
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@ -3,8 +3,7 @@
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#include "material.h"
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#include "../../libs/glm/vec4.hpp"
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#include "../../libs/glm/gtc/type_ptr.hpp"
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#include "color.h"
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#include "camera.h"
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@ -15,8 +14,8 @@ public:
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}
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void bind_uniforms() {
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glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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//glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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//glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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glUniform4f(tri_color_uniform_location, color.r, color.g, color.b, color.a);
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}
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@ -59,14 +58,13 @@ public:
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}
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ColoredMaterial() : Material() {
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color = glm::vec4(1, 1, 1, 1);
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}
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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GLint tri_color_uniform_location;
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glm::vec4 color;
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Color color;
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};
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@ -1,30 +1,95 @@
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "projection.h"
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#include "shader.h"
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#include "transform.h"
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#include "transform_2d.h"
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class Material {
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public:
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void bind();
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void bind();
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virtual void unbind();
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virtual int get_material_id() = 0;
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virtual void bind_uniforms();
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virtual void setup_uniforms();
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virtual void setup_state();
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virtual const GLchar **get_vertex_shader_source() = 0;
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virtual const GLchar **get_fragment_shader_source() = 0;
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virtual void unbind();
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virtual int get_material_id() = 0;
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virtual void bind_uniforms();
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virtual void setup_uniforms();
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virtual void setup_state();
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virtual const GLchar **get_vertex_shader_source() = 0;
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virtual const GLchar **get_fragment_shader_source() = 0;
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GLint get_uniform(const char* name);
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GLint get_uniform(const char *name);
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Material();
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virtual ~Material();
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Material();
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virtual ~Material();
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protected:
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static Material *current_material;
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static Material *current_material;
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Shader * shader;
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Shader *shader;
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protected:
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Transform &p_transform) {
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const Transform &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.rows[0][0],
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tr.basis.rows[1][0],
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tr.basis.rows[2][0],
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0,
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tr.basis.rows[0][1],
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tr.basis.rows[1][1],
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tr.basis.rows[2][1],
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0,
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tr.basis.rows[0][2],
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tr.basis.rows[1][2],
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tr.basis.rows[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Transform2D &p_transform) {
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const Transform2D &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.columns[0][0],
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tr.columns[0][1],
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0,
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0,
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tr.columns[1][0],
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tr.columns[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.columns[2][0],
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tr.columns[2][1],
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0,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Projection &p_matrix) {
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GLfloat matrix[16];
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i * 4 + j] = p_matrix.matrix[i][j];
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}
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}
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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};
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#endif // MATERIAL_H
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@ -2,26 +2,14 @@
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#include "camera.h"
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#include "../../libs/glm/vec3.hpp"
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#include "../../libs/glm/matrix.hpp"
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#include "../../libs/glm/gtc/matrix_transform.hpp"
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void MeshInstance::render() {
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if (!mesh) {
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return;
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}
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glm::mat4 mat_orig = Camera::current_camera->model_view_matrix;
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Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, position);
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.x, glm::vec3(1, 0, 0));
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.y, glm::vec3(0, 1, 0));
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Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation.z, glm::vec3(0, 0, 1));
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Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, scale);
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Transform mat_orig = Camera::current_camera->model_view_matrix;
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Camera::current_camera->model_view_matrix *= transform;
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if (material) {
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material->bind();
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@ -43,10 +31,6 @@ void MeshInstance::render() {
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MeshInstance::MeshInstance() {
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material = NULL;
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mesh = NULL;
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position = glm::vec3(0, 0, 0);
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rotation = glm::vec3(0, 0, 0);
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scale = glm::vec3(1, 1, 1);
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}
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MeshInstance::~MeshInstance() {
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children.clear();
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@ -6,7 +6,7 @@
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#include "material.h"
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#include "mesh.h"
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#include "../../libs/glm/vec3.hpp"
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#include "transform.h"
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class MeshInstance {
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public:
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@ -18,9 +18,7 @@ public:
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Material *material;
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Mesh *mesh;
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glm::vec3 position;
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glm::vec3 rotation;
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glm::vec3 scale;
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Transform transform;
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std::vector<MeshInstance *> children;
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};
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@ -2,9 +2,6 @@
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Object2D::Object2D() {
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position = glm::vec2(0, 0);
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rotation = 0;
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scale = glm::vec2(1, 1);
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}
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Object2D::~Object2D() {
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@ -1,16 +1,14 @@
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#ifndef OBJECT_2D_H
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#define OBJECT_2D_H
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#include "../../libs/glm/vec2.hpp"
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#include "transform_2d.h"
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class Object2D {
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public:
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Object2D();
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virtual ~Object2D();
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glm::vec2 position;
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float rotation;
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glm::vec2 scale;
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Transform2D transform;
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};
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@ -6,55 +6,54 @@
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class Shader {
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public:
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enum VertexAttributes {
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ATTRIBUTE_POSITION = 0,
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ATTRIBUTE_NORMAL,
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ATTRIBUTE_COLOR,
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ATTRIBUTE_UV,
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};
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enum VertexAttributes {
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ATTRIBUTE_POSITION = 0,
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ATTRIBUTE_NORMAL,
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ATTRIBUTE_COLOR,
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ATTRIBUTE_UV,
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};
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bool bind();
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void unbind();
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bool bind();
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void unbind();
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void compile();
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void destroy();
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void compile();
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void destroy();
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const GLchar **get_vertex_shader_source();
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void set_vertex_shader_source(const GLchar **source);
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const GLchar **get_vertex_shader_source();
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void set_vertex_shader_source(const GLchar **source);
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const GLchar **get_fragment_shader_source();
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void set_fragment_shader_source(const GLchar **source);
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const GLchar **get_fragment_shader_source();
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void set_fragment_shader_source(const GLchar **source);
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void print_shader_errors(const GLuint p_program, const char *name);
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void print_program_errors(const GLuint p_program);
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void print_shader_errors(const GLuint p_program, const char *name);
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void print_program_errors(const GLuint p_program);
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Shader();
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~Shader();
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Shader();
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||||
~Shader();
|
||||
|
||||
GLuint vertex_shader;
|
||||
GLuint fragment_shader;
|
||||
GLuint program;
|
||||
GLuint vertex_shader;
|
||||
GLuint fragment_shader;
|
||||
GLuint program;
|
||||
|
||||
static Shader * current_shader;
|
||||
static Shader *current_shader;
|
||||
|
||||
protected:
|
||||
const GLchar **vertex_shader_source;
|
||||
const GLchar **fragment_shader_source;
|
||||
const GLchar **vertex_shader_source;
|
||||
const GLchar **fragment_shader_source;
|
||||
};
|
||||
|
||||
class ShaderCache {
|
||||
public:
|
||||
static ShaderCache *get_singleton();
|
||||
static ShaderCache *get_singleton();
|
||||
|
||||
Shader *get_shader(const int id);
|
||||
void add_shader(const int id, Shader *shader);
|
||||
Shader *get_shader(const int id);
|
||||
void add_shader(const int id, Shader *shader);
|
||||
|
||||
ShaderCache();
|
||||
~ShaderCache();
|
||||
ShaderCache();
|
||||
~ShaderCache();
|
||||
|
||||
protected:
|
||||
std::unordered_map<int, Shader *> shaders;
|
||||
std::unordered_map<int, Shader *> shaders;
|
||||
};
|
||||
|
||||
|
||||
#endif // SHADER_H
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "sprite.h"
|
||||
|
||||
void Sprite::render() {
|
||||
/*
|
||||
mesh_instance->position.x = position.x;
|
||||
mesh_instance->position.y = position.y;
|
||||
|
||||
@ -8,6 +9,7 @@ void Sprite::render() {
|
||||
|
||||
mesh_instance->scale.x = scale.x;
|
||||
mesh_instance->scale.y = scale.y;
|
||||
*/
|
||||
|
||||
mesh_instance->render();
|
||||
}
|
||||
|
@ -4,91 +4,95 @@
|
||||
#include "material.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include "../../libs/glm/vec4.hpp"
|
||||
#include "../../libs/glm/gtc/type_ptr.hpp"
|
||||
|
||||
#include "camera.h"
|
||||
|
||||
class TextureMaterial : public Material {
|
||||
public:
|
||||
int get_material_id() {
|
||||
return 3;
|
||||
}
|
||||
int get_material_id() {
|
||||
return 3;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
if (texture) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->texture);
|
||||
glUniform1i(texture_location, 0);
|
||||
}
|
||||
}
|
||||
if (texture) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->texture);
|
||||
glUniform1i(texture_location, 0);
|
||||
}
|
||||
}
|
||||
|
||||
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");
|
||||
|
||||
texture_location = get_uniform("u_texture");
|
||||
}
|
||||
texture_location = get_uniform("u_texture");
|
||||
}
|
||||
|
||||
void unbind() {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
void unbind() {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
void setup_state() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
void setup_state() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
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 vec2 a_uv;\n"
|
||||
"\n"
|
||||
"varying vec2 v_uv;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" v_uv = a_uv;\n"
|
||||
" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\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 vec2 a_uv;\n"
|
||||
"\n"
|
||||
"varying vec2 v_uv;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" v_uv = a_uv;\n"
|
||||
" gl_Position = u_proj_matrix * camera_matrix_location * u_model_view_matrix * a_position;\n"
|
||||
"}"
|
||||
};
|
||||
|
||||
return vertex_shader_source;
|
||||
}
|
||||
return vertex_shader_source;
|
||||
}
|
||||
|
||||
const GLchar **get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"uniform sampler2D u_texture;\n"
|
||||
"\n"
|
||||
"varying vec2 v_uv;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(u_texture, v_uv);\n"
|
||||
"}"
|
||||
};
|
||||
const GLchar **get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"uniform sampler2D u_texture;\n"
|
||||
"\n"
|
||||
"varying vec2 v_uv;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(u_texture, v_uv);\n"
|
||||
"}"
|
||||
};
|
||||
|
||||
return fragment_shader_source;
|
||||
}
|
||||
return fragment_shader_source;
|
||||
}
|
||||
|
||||
TextureMaterial() : Material() {
|
||||
texture_location = 0;
|
||||
texture = NULL;
|
||||
}
|
||||
TextureMaterial() :
|
||||
Material() {
|
||||
projection_matrix_location = 0;
|
||||
camera_matrix_location = 0;
|
||||
model_view_matrix_location = 0;
|
||||
|
||||
GLint projection_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
texture_location = 0;
|
||||
texture = NULL;
|
||||
}
|
||||
|
||||
GLint texture_location;
|
||||
GLint projection_matrix_location;
|
||||
GLint camera_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
|
||||
Texture *texture;
|
||||
GLint texture_location;
|
||||
|
||||
Texture *texture;
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // COLORED_MATERIAL_H
|
||||
|
@ -1,9 +1,5 @@
|
||||
#include "tile_map.h"
|
||||
|
||||
#include "../../libs/glm/gtc/matrix_transform.hpp"
|
||||
#include "../../libs/glm/matrix.hpp"
|
||||
#include "../../libs/glm/vec3.hpp"
|
||||
|
||||
#include "camera.h"
|
||||
|
||||
void TileMap::build_mesh() {
|
||||
@ -105,13 +101,13 @@ void TileMap::render() {
|
||||
if (!mesh)
|
||||
return;
|
||||
|
||||
glm::mat4 mat_orig = Camera::current_camera->model_view_matrix;
|
||||
Transform mat_orig = Camera::current_camera->model_view_matrix;
|
||||
|
||||
Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, glm::vec3(position.x, position.y, 0));
|
||||
//Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, glm::vec3(position.x, position.y, 0));
|
||||
|
||||
Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation, glm::vec3(0, 0, 1));
|
||||
//Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation, glm::vec3(0, 0, 1));
|
||||
|
||||
Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, glm::vec3(scale.x, scale.y, 0));
|
||||
//Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, glm::vec3(scale.x, scale.y, 0));
|
||||
|
||||
if (material)
|
||||
material->bind();
|
||||
|
Loading…
Reference in New Issue
Block a user