Serializing camera parameters, added Textures and default texture
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9c56d3f061
commit
39fe10ffc7
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@ -122,6 +122,12 @@ bool SerializeInt (Serializer &serializer, const std::string &key, int& value) {
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return serializer.SerializeData(key, reinterpret_cast<char*>(&value), sizeof(int));
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}
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template <typename Serializer>
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bool SerializeFloat (Serializer &serializer, const std::string &key, float& value) {
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return serializer.SerializeData(key, reinterpret_cast<char*>(&value), sizeof(float));
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}
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template <typename Serializer>
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bool SerializedUint16 (Serializer &serializer, const std::string &key, uint16_t& value) {
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return serializer.SerializeData(key, reinterpret_cast<char*>(&value), sizeof(uint16_t));
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@ -32,6 +32,15 @@ static const GLfloat g_quad_vertex_buffer_data[] = {
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat g_textured_quad_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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};
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//
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// Module
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//
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@ -55,6 +64,9 @@ static void module_serialize (
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struct module_state *state,
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Serializer* serializer) {
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SerializeBool(*serializer, "protot.RenderModule.DrawDepth", sRendererSettings.DrawDepth);
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SerializeBool(*serializer, "protot.RenderModule.Camera.mIsOrthographic", gRenderer->mCamera.mIsOrthographic);
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SerializeFloat(*serializer, "protot.RenderModule.Camera.mNear", gRenderer->mCamera.mNear);
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SerializeFloat(*serializer, "protot.RenderModule.Camera.mFar", gRenderer->mCamera.mFar);
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// // get the state from the serializer
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// Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
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// assert (camera != nullptr);
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@ -130,23 +142,40 @@ const struct module_api MODULE_API = {
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// Camera
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//
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void Camera::UpdateMatrices() {
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mViewMatrix = LookAt(eye, poi, up);
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mViewMatrix = LookAt(mEye, mPoi, mUp);
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if (orthographic) {
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mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, near, far);
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if (mIsOrthographic) {
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mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, mNear, mFar);
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} else {
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}
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}
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void Camera::DrawGui() {
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ImGui::Checkbox("Orthographic", &mIsOrthographic);
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ImGui::SliderFloat("Near", &mNear, -10, 10);
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ImGui::SliderFloat("Far", &mFar, -10, 10);
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}
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//
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// Camera
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// Renderer
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//
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void Renderer::Initialize(int width, int height) {
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mDefaultTexture.MakeGrid(128, Vector3f (0.8, 0.8f, 0.8f), Vector3f (0.2f, 0.2f, 0.2f));
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// Mesh
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
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glBindVertexArray(mMesh.mVertexArrayId);
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glGenBuffers(1, &mMesh.mVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Plane
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glGenVertexArrays(1, &mPlane.mVertexArrayId);
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glBindVertexArray(mPlane.mVertexArrayId);
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glGenBuffers(1, &mPlane.mVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, mPlane.mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Simple Shader
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mDefaultProgram = RenderProgram("data/shaders/vs_simple.glsl", "data/shaders/fs_simple.glsl");
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@ -189,6 +218,9 @@ glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data
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void Renderer::Shutdown() {
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glDeleteVertexArrays(1, &mMesh.mVertexArrayId);
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glDeleteBuffers(1, &mMesh.mVertexBuffer);
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glDeleteVertexArrays(1, &mPlane.mVertexArrayId);
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glDeleteBuffers(1, &mPlane.mVertexBuffer);
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}
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@ -198,12 +230,9 @@ void Renderer::RenderGl() {
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if (width != mWidth || height != mHeight)
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Resize(width, height);
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mCamera.eye = Vector3f (0.0f, 0.0f, 4.0f);
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mCamera.poi = Vector3f (0.0f, 0.0f, 0.0f);
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mCamera.up = Vector3f (0.0f, 1.0f, 0.0f);
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mCamera.near = 0.0f;
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mCamera.far = 4.0f;
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mCamera.orthographic = true;
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mCamera.mEye = Vector3f (0.0f, 0.0f, 4.0f);
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mCamera.mPoi = Vector3f (0.0f, 0.0f, 0.0f);
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mCamera.mUp = Vector3f (0.0f, 1.0f, 0.0f);
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mCamera.UpdateMatrices();
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@ -259,9 +288,9 @@ void Renderer::RenderGl() {
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glUniform1i(muRenderQuadTexture, 0);
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// TODO: adjust for perspective
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glUniform1f(muRenderQuadDepthNear, mCamera.near);
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glUniform1f(muRenderQuadDepthNear, mCamera.mNear);
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// TODO: why do I have to divide by depth range?
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glUniform1f(muRenderQuadDepthFar, mCamera.far / (mCamera.far - mCamera.near));
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glUniform1f(muRenderQuadDepthFar, mCamera.mFar / (mCamera.mFar - mCamera.mNear));
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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@ -306,6 +335,19 @@ void Renderer::RenderGui() {
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);
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}
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ImGui::EndDock();
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if (ImGui::BeginDock("Render Settings")) {
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mCamera.DrawGui();
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ImGui::Text("Default Texture");
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const ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) mDefaultTexture.mTextureId,
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ImVec2(content_avail.x, content_avail.x),
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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}
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ImGui::EndDock();
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}
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void Renderer::Resize (int width, int height) {
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@ -13,30 +13,30 @@
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#include "RenderUtils.h"
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struct Camera {
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Vector3f eye;
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Vector3f poi;
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Vector3f up;
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Vector3f mEye;
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Vector3f mPoi;
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Vector3f mUp;
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float near;
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float far;
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float fov;
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bool orthographic;
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float width;
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float height;
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float mNear;
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float mFar;
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float mFov;
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bool mIsOrthographic;
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float mWidth;
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float mHeight;
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Matrix44f mProjectionMatrix;
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Matrix44f mViewMatrix;
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Camera() :
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eye {5.f, 4.f, 5.f},
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poi {0.f, 2.f, 0.f},
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up {0.f, 1.f, 0.f},
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near (0.1f),
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far (150.f),
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fov (60.f),
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orthographic (false),
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width (-1.f),
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height (-1.f),
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mEye {5.f, 4.f, 5.f},
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mPoi {0.f, 2.f, 0.f},
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mUp {0.f, 1.f, 0.f},
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mNear (0.1f),
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mFar (150.f),
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mFov (60.f),
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mIsOrthographic (false),
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mWidth (-1.f),
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mHeight (-1.f),
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mProjectionMatrix (
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1.f, 0.f, 0.f, 0.f,
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@ -51,6 +51,7 @@ struct Camera {
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{}
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void UpdateMatrices();
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void DrawGui();
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};
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struct Light {
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@ -117,6 +118,9 @@ struct Renderer {
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Camera mCamera;
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Mesh mMesh;
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Mesh mPlane;
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Texture mDefaultTexture;
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RenderProgram mDefaultProgram;
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GLuint muDefaultModelViewProjection;
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@ -8,6 +8,10 @@
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#include "RenderUtils.h"
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#include "Globals.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb/stb_image.h"
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using namespace SimpleMath;
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//
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@ -243,3 +247,79 @@ void RenderTarget::RenderToLinearizedDepth(bool render_to_depth) {
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0);
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}
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}
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//
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// Texture
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//
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Texture::~Texture() {
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if (mTextureId != -1) {
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glDeleteTextures(1, &mTextureId);
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mTextureId = -1;
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}
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}
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void Texture::MakeGrid(const int& size, const Vector3f &c1, const Vector3f &c2) {
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mWidth = size;
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mHeight = size;
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unsigned char buffer[size * size * 3];
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int size_half = size / 2;
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for (int i = 0; i < size_half; ++i) {
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for (int j = 0; j < size_half; ++j) {
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buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c1[0] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c1[1] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c1[2] * 255.0f);
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}
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}
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for (int i = size_half; i < size; ++i) {
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for (int j = 0; j < size_half; ++j) {
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buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c2[0] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c2[1] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c2[2] * 255.0f);
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}
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}
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for (int i = size_half; i < size; ++i) {
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for (int j = size_half; j < size; ++j) {
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buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c1[0] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c1[1] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c1[2] * 255.0f);
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}
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}
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for (int i = 0; i < size_half; ++i) {
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for (int j = size_half; j < size; ++j) {
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buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c2[0] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c2[1] * 255.0f);
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buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c2[2] * 255.0f);
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}
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}
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glGenTextures(1, &mTextureId);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glTexImage2D(GL_TEXTURE_2D,
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0, // level
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GL_RGB, // internal format
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size, // width
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size, // height
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0, // border (must be 0)
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GL_RGB, // format of pixel data
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GL_UNSIGNED_BYTE, // type of pixel data
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buffer // pixel data
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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bool Texture::Load(const char* filename, int num_components) {
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// unsigned char* rgb = stbi_load(filename, &mWidth, &mHeight, num_components);
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assert(false);
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}
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@ -176,4 +176,14 @@ struct RenderTarget {
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void RenderToLinearizedDepth(bool render_to_depth);
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};
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struct Texture {
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GLuint mTextureId;
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GLuint mWidth;
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GLuint mHeight;
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~Texture();
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void MakeGrid(const int& size, const Vector3f &c1, const Vector3f &c2);
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bool Load(const char* path, int num_components = 3);
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};
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#endif
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