Format code
This commit is contained in:
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d47eb8c943
commit
74367e5fb0
@ -1,11 +1,11 @@
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#include "defaultplayercontroller.h"
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#include "input.h"
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#include "internal.h"
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#include "internal/physics.h"
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#include "internal/ui.h"
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#include "noclipplayercontroller.h"
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#include "ui.h"
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#include "uielements.h"
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#include "defaultplayercontroller.h"
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#include "noclipplayercontroller.h"
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#include "internal.h"
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#include "internal/ui.h"
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#include "internal/physics.h"
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namespace kek::Defaults {
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@ -88,7 +88,7 @@ static void defaultKeyCallback(GLFWwindow *window, int key, int scancode, int ac
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double x, y;
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glfwGetCursorPos(kekData.window, &x, &y);
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doUIMouseHover(x, y);
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}else {
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} else {
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Input::setCursorMode(GLFWCursorMode::CAPTURE);
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for(auto e : UI::getElements()) {
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@ -102,7 +102,7 @@ static void defaultKeyCallback(GLFWwindow *window, int key, int scancode, int ac
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kekData.player->controller = kekData.player->noclip ? (PlayerController *) noclipController : (PlayerController *) defaultController;
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if(kekData.player->noclip) {
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kekData.physics->world->removeRigidBody(kekData.player->physics->body);
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}else {
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} else {
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kekData.physics->world->addRigidBody(kekData.player->physics->body);
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}
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}
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@ -118,8 +118,7 @@ static void defaultMouseCallback(GLFWwindow *window, double x, double y, void *d
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}
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switch(Input::getCursorMode()) {
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case GLFWCursorMode::CAPTURE:
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{
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case GLFWCursorMode::CAPTURE: {
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float xoff = lastX - x;
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float yoff = lastY - y;
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@ -131,8 +130,7 @@ static void defaultMouseCallback(GLFWwindow *window, double x, double y, void *d
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break;
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}
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case GLFWCursorMode::FREE:
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case GLFWCursorMode::HIDDEN:
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{
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case GLFWCursorMode::HIDDEN: {
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doUIMouseHover(x, y);
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break;
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}
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@ -142,21 +140,18 @@ static void defaultMouseCallback(GLFWwindow *window, double x, double y, void *d
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lastY = y;
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}
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static void defaultMouseButtonCallback(GLFWwindow* window, int button, int action, int mods, void *data) {
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static void defaultMouseButtonCallback(GLFWwindow *window, int button, int action, int mods, void *data) {
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switch(Input::getCursorMode()) {
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case GLFWCursorMode::CAPTURE:
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{
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case GLFWCursorMode::CAPTURE: {
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// TODO
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break;
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}
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case GLFWCursorMode::FREE:
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case GLFWCursorMode::HIDDEN:
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{
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case GLFWCursorMode::HIDDEN: {
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switch(action) {
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case GLFW_PRESS:
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break;
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case GLFW_RELEASE:
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{
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case GLFW_RELEASE: {
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double x, y;
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glfwGetCursorPos(window, &x, &y);
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doUIMouseClick(x, y, (GLFWMouseButton) button);
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@ -188,7 +183,7 @@ void init() {
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Input::addMouseButtonListener(MouseButtonCallback(defaultMouseButtonCallback, nullptr));
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options = new ButtonElement(uiPx(0), uiPx(100), uiPx(100), uiPx(50));
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//UI::addElement(options);
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// UI::addElement(options);
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kekData.player = new Player();
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btVector3 positions[2];
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@ -204,23 +199,22 @@ void init() {
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btTransform from;
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from.setIdentity();
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from.setOrigin(btVector3(0,0,0));
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from.setOrigin(btVector3(0, 0, 0));
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btTransform to;
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to.setIdentity();
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to.setOrigin(btVector3(1,1,1));
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to.setOrigin(btVector3(1, 1, 1));
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btCollisionWorld::ClosestConvexResultCallback cb = btCollisionWorld::ClosestConvexResultCallback(from.getOrigin(), to.getOrigin());
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kekData.physics->world->convexSweepTest((btConvexShape *) shape, from, to, cb);
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kekData.player->physics = new PlayerPhysicsObjectData();
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kekData.player->physics->body = body;
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kekData.player->moveTo(glm::vec3(5,10,0));
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kekData.player->moveTo(glm::vec3(5, 10, 0));
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kekData.player->controller = defaultController;
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}
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void destroy() {
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}
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}
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@ -1,33 +1,33 @@
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#include "engine.h"
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#include <iostream>
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#include <chrono>
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#include <cstring>
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#include <iostream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <chrono>
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include <stb_image.h>
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#include <stb_image_write.h>
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#include "errordialog.h"
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#include "objparser.h"
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#include "resource.h"
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#include "camera.h"
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#include "constants.h"
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#include "gameobject.h"
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#include "scene.h"
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#include "defaults.h"
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#include "errordialog.h"
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#include "gameobject.h"
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#include "objparser.h"
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#include "physics.h"
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#include "resource.h"
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#include "scene.h"
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#include "ui.h"
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#include "uielements.h"
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#include "physics.h"
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#include "internal.h"
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#include "internal/ui.h"
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#include "internal/input.h"
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#include "internal/ui.h"
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kek::KekData kek::kekData;
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@ -42,19 +42,19 @@ static void framebufferSizeCallback(GLFWwindow *window, int w, int h) {
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}
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static void glDebugOutput(GLenum source, GLenum type, unsigned int id, GLenum severity, GLsizei length, const char *message, const void *userParam) {
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//if(id == 0x20071) return;
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// if(id == 0x20071) return;
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if(severity == GL_DEBUG_SEVERITY_NOTIFICATION) return;
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std::cout << "OpenGL Debug (" << id << "): " << message << std::endl;
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}
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int init() {
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// Init GLFW
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if (glfwInit() != GL_TRUE) {
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if(glfwInit() != GL_TRUE) {
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const char *errorMsg;
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int code = glfwGetError(&errorMsg);
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if(code != GLFW_NO_ERROR) {
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ErrorDialog::showError("Failed to initialize GLFW: " + std::string(errorMsg) + std::string(" (") + std::to_string(code) + std::string(")"));
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}else {
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} else {
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ErrorDialog::showError("Failed to initialize GLFW: Unknown error");
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}
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@ -79,7 +79,7 @@ int init() {
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int code = glfwGetError(&errorMsg);
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if(code != GLFW_NO_ERROR) {
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ErrorDialog::showError("Failed to create window: " + std::string(errorMsg) + " (" + std::to_string(code) + ")");
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}else {
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} else {
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ErrorDialog::showError("Failed to create window: Unknown error");
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}
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@ -93,7 +93,7 @@ int init() {
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// Init GLEW
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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if(glewInit() != GLEW_OK) {
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ErrorDialog::showError("Failed to initialize GLEW");
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glfwTerminate();
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return KEK_ERROR;
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@ -105,7 +105,7 @@ int init() {
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int flags;
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glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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if (flags & GL_CONTEXT_FLAG_DEBUG_BIT) {
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if(flags & GL_CONTEXT_FLAG_DEBUG_BIT) {
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(glDebugOutput, nullptr);
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@ -122,7 +122,7 @@ int init() {
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glCullFace(GL_BACK);
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glClearColor(0.1f, 0.3f, 0.1f, 0.0f);
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//glfwSwapInterval(0);
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// glfwSwapInterval(0);
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stbi_set_flip_vertically_on_load(true);
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@ -228,23 +228,20 @@ int start() {
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ShaderLight shLight;
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memcpy(shLight.color, glm::value_ptr(light->color), sizeof(shLight.color));
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switch(light->getType()) {
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case LightType::POINT:
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{
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case LightType::POINT: {
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PointLight *l = (PointLight *) light;
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memcpy(&shLight.position, glm::value_ptr(l->getPosition()), sizeof(shLight.position));
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memcpy(&shLight.attenuation, glm::value_ptr(glm::vec3(l->constant, l->linear, l->quadratic)), sizeof(shLight.attenuation));
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numPointLights++;
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break;
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}
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case LightType::DIRECTIONAL:
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{
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case LightType::DIRECTIONAL: {
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DirectionalLight *l = (DirectionalLight *) light;
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memcpy(&shLight.direction, glm::value_ptr(l->direction), sizeof(shLight.direction));
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numDirectionalLights++;
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break;
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}
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case LightType::SPOT:
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{
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case LightType::SPOT: {
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SpotLight *l = (SpotLight *) light;
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memcpy(&shLight.position, glm::value_ptr(l->getPosition()), sizeof(shLight.position));
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memcpy(&shLight.direction, glm::value_ptr(l->direction), sizeof(shLight.direction));
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#include "input.h"
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#include <map>
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#include <iostream>
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#include <map>
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#include "internal.h"
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#include "internal/input.h"
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@ -55,7 +55,7 @@ void onKeyCharCallback(GLFWwindow *window, unsigned int codepoint) {
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}
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}
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void onMouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
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void onMouseButtonCallback(GLFWwindow *window, int button, int action, int mods) {
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for(auto cb : kekData.input->mouseButtonCallbacks) {
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cb.second(window, button, action, mods);
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}
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@ -157,8 +157,7 @@ KeyboardCapture captureKeyboardInput(KeyCharCallback charCallback, KeyCallback k
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id,
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charCallback,
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keyCallback,
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uncaptureCallback
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};
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uncaptureCallback};
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return id;
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}
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@ -169,8 +168,7 @@ bool uncaptureKeyboardInput(KeyboardCapture capture) {
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KEK_INVALID_ID,
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KeyCharCallback(),
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KeyCallback(),
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Callable()
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};
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Callable()};
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return true;
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}
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@ -34,7 +34,7 @@ void GameObject::draw(Shader *shader) {
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void GameObject::addPhysics(btCollisionShape *shape, float mass, int collisionFlags) {
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this->physics = new PhysicsObjectData();
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btVector3 inertia = btVector3(0,0,0);
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btVector3 inertia = btVector3(0, 0, 0);
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shape->calculateLocalInertia(mass, inertia);
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btRigidBody *body = new btRigidBody(mass, new btDefaultMotionState(), shape, inertia);
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body->setFriction(1);
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@ -1,7 +1,7 @@
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#include <vector>
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#include "light.h"
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#include "constants.h"
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#include "light.h"
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namespace kek {
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@ -10,40 +10,40 @@ Light::Light(glm::vec3 color) {
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}
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Light::~Light() {
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}
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PointLight::PointLight(glm::vec3 color, float constant, float linear, float quadratic): Light(color) {
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PointLight::PointLight(glm::vec3 color, float constant, float linear, float quadratic)
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: Light(color) {
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this->constant = constant;
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this->linear = linear;
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this->quadratic = quadratic;
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}
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PointLight::~PointLight() {
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}
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LightType PointLight::getType() {
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return LightType::POINT;
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}
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DirectionalLight::DirectionalLight(glm::vec3 color, glm::vec3 direction): Light(color) {
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DirectionalLight::DirectionalLight(glm::vec3 color, glm::vec3 direction)
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: Light(color) {
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this->direction = direction;
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}
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DirectionalLight::~DirectionalLight() {
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}
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LightType DirectionalLight::getType() {
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return LightType::DIRECTIONAL;
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}
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void DirectionalLight::lookAt(glm::vec3 direction){
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void DirectionalLight::lookAt(glm::vec3 direction) {
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this->direction = direction;
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}
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SpotLight::SpotLight(glm::vec3 color, glm::vec3 direction, float constant, float linear, float quadratic, float innerCutoff, float outerCutoff): Light(color) {
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SpotLight::SpotLight(glm::vec3 color, glm::vec3 direction, float constant, float linear, float quadratic, float innerCutoff, float outerCutoff)
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: Light(color) {
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this->direction = direction;
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this->constant = constant;
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this->linear = linear;
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@ -53,7 +53,6 @@ SpotLight::SpotLight(glm::vec3 color, glm::vec3 direction, float constant, float
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}
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SpotLight::~SpotLight() {
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}
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LightType SpotLight::getType() {
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@ -65,14 +64,19 @@ void SpotLight::lookAt(glm::vec3 direction) {
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}
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LightList::LightList() {
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}
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void LightList::add(Light *light) {
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switch(light->getType()) {
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case LightType::POINT: point.push_back((PointLight *) light); break;
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case LightType::DIRECTIONAL: directional.push_back((DirectionalLight *) light); break;
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case LightType::SPOT: spot.push_back((SpotLight *) light); break;
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case LightType::POINT:
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point.push_back((PointLight *) light);
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break;
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case LightType::DIRECTIONAL:
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directional.push_back((DirectionalLight *) light);
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break;
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case LightType::SPOT:
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spot.push_back((SpotLight *) light);
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break;
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}
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}
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@ -3,8 +3,8 @@
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#include "internal.h"
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#include "internal/physics.h"
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#include <glm/gtx/vector_angle.hpp>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <glm/gtx/vector_angle.hpp>
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namespace kek {
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@ -31,7 +31,7 @@ static bool castPlayer(glm::vec3 pos, glm::vec3 delta, const btCollisionObject *
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}
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static bool checkPlayerGrounded(float groundDistance, float maxWalkAngle, const btCollisionObject **outGround, glm::vec3 *outNormal) {
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glm::vec3 groundDir = glm::vec3(0,-groundDistance,0);
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glm::vec3 groundDir = glm::vec3(0, -groundDistance, 0);
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glm::vec3 point;
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glm::vec3 normal;
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@ -49,11 +49,9 @@ static bool checkPlayerGrounded(float groundDistance, float maxWalkAngle, const
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}
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DefaultPlayerController::DefaultPlayerController() {
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}
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DefaultPlayerController::~DefaultPlayerController() {
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}
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glm::vec3 DefaultPlayerController::move(glm::vec3 movement) {
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@ -61,7 +59,7 @@ glm::vec3 DefaultPlayerController::move(glm::vec3 movement) {
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glm::vec3 totalMovement = glm::vec3(0);
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int count = 0;
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while (count < 3) {
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while(count < 3) {
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float frac;
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glm::vec3 normal;
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bool collision = castPlayer(pos + totalMovement, movement, nullptr, &frac, nullptr, &normal);
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@ -96,7 +94,7 @@ void DefaultPlayerController::update() {
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if(!onGround) {
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velocity += gravity * kekData.lastFrameTime;
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}else{
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} else {
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velocity = glm::vec3(0);
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}
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@ -5,11 +5,9 @@
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namespace kek {
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NoclipPlayerController::NoclipPlayerController() {
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}
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NoclipPlayerController::~NoclipPlayerController() {
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}
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glm::vec3 NoclipPlayerController::move(glm::vec3 movement) {
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@ -5,8 +5,8 @@
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namespace kek {
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Player::Player(): RotateableObject() {
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Player::Player()
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: RotateableObject() {
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}
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void Player::rotateTo(glm::quat rotation) {
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@ -3,7 +3,6 @@
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namespace kek {
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PlayerController::~PlayerController() {
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}
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}
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@ -5,8 +5,8 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <math.h>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <math.h>
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#include "object.h"
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#include "utils.h"
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@ -64,7 +64,7 @@ glm::mat4 Camera::transformationMatrix() {
|
||||
float x = sin(rollRad);
|
||||
float y = cos(rollRad);
|
||||
glm::vec3 up = glm::vec3(x, y, 0.0f);
|
||||
//glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
// glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 right = glm::normalize(glm::cross(direction, up));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(right, direction));
|
||||
|
||||
@ -103,7 +103,7 @@ glm::vec3 Camera::eulerAngles() {
|
||||
float yawDegrees;
|
||||
if(direction.x == 0 && direction.z == 0) {
|
||||
yawDegrees = 0;
|
||||
}else {
|
||||
} else {
|
||||
glm::vec2 xz = glm::normalize(glm::vec2(direction.x, direction.z)); // Normalized XZ coordinates
|
||||
yawDegrees = glm::degrees(atan2(-xz.y, xz.x)) + 90.0f; // -z because OpenGL
|
||||
if(yawDegrees > 180.0f) {
|
||||
|
@ -1,15 +1,15 @@
|
||||
#include "fonts.h"
|
||||
|
||||
#include <stb_image_write.h>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <iostream>
|
||||
#include <stb_image_write.h>
|
||||
|
||||
#include "shader.h"
|
||||
#include "engine.h"
|
||||
#include "constants.h"
|
||||
#include "engine.h"
|
||||
#include "internal.h"
|
||||
#include "shader.h"
|
||||
#include "unicode.h"
|
||||
|
||||
namespace kek {
|
||||
@ -37,7 +37,8 @@ void TextObject::destroy() {
|
||||
blocks.clear();
|
||||
}
|
||||
|
||||
TextObject::TextObject(TextObject &&other): blocks(other.blocks) {
|
||||
TextObject::TextObject(TextObject &&other)
|
||||
: blocks(other.blocks) {
|
||||
other.blocks.clear();
|
||||
}
|
||||
|
||||
@ -79,8 +80,7 @@ struct RenderChar {
|
||||
xPos + w, yPos, texR, texU,
|
||||
xPos + w, yPos, texR, texU,
|
||||
xPos, yPos + h, texL, texD,
|
||||
xPos + w, yPos + h, texR, texD
|
||||
};
|
||||
xPos + w, yPos + h, texR, texD};
|
||||
for(int i = 0; i < 24; i++) data[i] = coords[i];
|
||||
}
|
||||
};
|
||||
@ -142,7 +142,7 @@ void TextObject::loadChars() {
|
||||
auto charsForBlock = chars.find(charBlock);
|
||||
if(charsForBlock != chars.end()) {
|
||||
charsForBlock->second.push_back(rCh);
|
||||
}else {
|
||||
} else {
|
||||
std::vector<RenderChar> chs;
|
||||
chs.push_back(rCh);
|
||||
chars[charBlock] = chs;
|
||||
@ -175,7 +175,7 @@ void TextObject::loadChars() {
|
||||
|
||||
oldBlock->length = textLength;
|
||||
glNamedBufferSubData(oldBlock->vbo, 0, textLength * sizeof(RenderChar), &it->second[0]);
|
||||
}else {
|
||||
} else {
|
||||
// Allocate Buffer
|
||||
TextBlock block;
|
||||
allocateBuffer(&block, textLength);
|
||||
@ -192,7 +192,7 @@ void TextObject::loadChars() {
|
||||
while(it2 != blocks.end()) {
|
||||
if(chars.find(it2->first) == chars.end()) {
|
||||
it2 = blocks.erase(it2);
|
||||
}else {
|
||||
} else {
|
||||
it2++;
|
||||
}
|
||||
}
|
||||
|
@ -28,7 +28,7 @@ Mesh::Mesh(std::vector<Vertex> vertices, std::vector<uint32_t> indices, Material
|
||||
glCreateBuffers(1, &vbo);
|
||||
glCreateBuffers(1, &ebo);
|
||||
|
||||
//glBindVertexArray(vao);
|
||||
// glBindVertexArray(vao);
|
||||
|
||||
glNamedBufferData(vbo, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
glNamedBufferData(ebo, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "shader.h"
|
||||
#include "types.h"
|
||||
#include "resource.h"
|
||||
#include "constants.h"
|
||||
#include "resource.h"
|
||||
#include "types.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
@ -27,7 +27,7 @@ static GLuint compileShader(GLenum type, std::string path) {
|
||||
}
|
||||
stream << includeBuf;
|
||||
delete includeBuf;
|
||||
}else {
|
||||
} else {
|
||||
stream << line << '\n';
|
||||
}
|
||||
}
|
||||
@ -47,7 +47,8 @@ static GLuint compileShader(GLenum type, std::string path) {
|
||||
if(!success) {
|
||||
char log[512];
|
||||
glGetShaderInfoLog(shaderID, 512, nullptr, log);
|
||||
std::cout << "Failed to compile shader \"" << path << "\":\n" << log << std::endl;
|
||||
std::cout << "Failed to compile shader \"" << path << "\":\n"
|
||||
<< log << std::endl;
|
||||
throw std::exception();
|
||||
}
|
||||
|
||||
@ -76,7 +77,8 @@ static GLuint compileProgram(unsigned int n, GLenum *types, std::string *paths)
|
||||
if(!success) {
|
||||
char log[512];
|
||||
glGetProgramInfoLog(id, 512, nullptr, log);
|
||||
std::cout << "Failed to link program:\n" << log << std::endl;
|
||||
std::cout << "Failed to link program:\n"
|
||||
<< log << std::endl;
|
||||
throw std::exception();
|
||||
}
|
||||
|
||||
|
@ -3,8 +3,8 @@
|
||||
#include <stb_image.h>
|
||||
#include <stb_image_write.h>
|
||||
|
||||
#include "resource.h"
|
||||
#include "internal.h"
|
||||
#include "resource.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
@ -18,7 +18,7 @@ static GLuint allocTexture(unsigned char *data, int width, int height, float bor
|
||||
glTextureParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTextureStorage2D(id, 1, GL_RGB8, width, height);
|
||||
glTextureSubImage2D(id, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
//glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateTextureMipmap(id);
|
||||
return id;
|
||||
}
|
||||
@ -36,7 +36,7 @@ Texture::Texture(std::string texturePath) {
|
||||
unsigned char *data = stbi_load_from_memory((stbi_uc *) buf->buffer, buf->length, &width, &height, &nrChannels, 0);
|
||||
delete buf;
|
||||
|
||||
float borderColor[] = { 1.0f, 0.0f, 1.0f, 1.0f };
|
||||
float borderColor[] = {1.0f, 0.0f, 1.0f, 1.0f};
|
||||
id = allocTexture(data, width, height, borderColor);
|
||||
|
||||
stbi_image_free(data);
|
||||
@ -74,7 +74,7 @@ std::shared_ptr<Texture> Texture::generateColor(glm::vec3 color) {
|
||||
data[0] = (unsigned char) (color.x * 255);
|
||||
data[1] = (unsigned char) (color.y * 255);
|
||||
data[2] = (unsigned char) (color.z * 255);
|
||||
float borderColor[4] = { color.x, color.y, color.z, 1.0f };
|
||||
float borderColor[4] = {color.x, color.y, color.z, 1.0f};
|
||||
GLuint tex = allocTexture(data, 1, 1, borderColor);
|
||||
free(data);
|
||||
return std::make_shared<Texture>(tex);
|
||||
|
@ -7,12 +7,12 @@
|
||||
|
||||
namespace kek {
|
||||
|
||||
UIElement::UIElement(UIValue x, UIValue y): x(x), y(y) {
|
||||
|
||||
UIElement::UIElement(UIValue x, UIValue y)
|
||||
: x(x),
|
||||
y(y) {
|
||||
}
|
||||
|
||||
UIElement::~UIElement() {
|
||||
|
||||
}
|
||||
|
||||
// Returns the element's position relative to its parent in pixels
|
||||
@ -170,7 +170,7 @@ void UIElement::clickAll(UIPoint pos, UIPoint screenPos, GLFWMouseButton button)
|
||||
if(clickedChild != nullptr) {
|
||||
UIPoint childPos = clickedChild->getPosition();
|
||||
clickedChild->clickAll(UIPoint(pos.x - childPos.x, pos.y - childPos.y), screenPos, button);
|
||||
}else {
|
||||
} else {
|
||||
click(pos, screenPos, button);
|
||||
}
|
||||
}
|
||||
@ -196,7 +196,7 @@ bool UIElement::focusEnterAll(UIPoint pos, UIPoint screenPos) {
|
||||
}
|
||||
|
||||
if(focusable) {
|
||||
//UI::focusElement(this); FIXME
|
||||
// UI::focusElement(this); FIXME
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -7,7 +7,8 @@
|
||||
|
||||
namespace kek {
|
||||
|
||||
TextElement::TextElement(UIValue x, UIValue y, Font *font): UIElement(x, y) {
|
||||
TextElement::TextElement(UIValue x, UIValue y, Font *font)
|
||||
: UIElement(x, y) {
|
||||
this->text = new TextObject(font, "Text");
|
||||
this->sizePixels = KEK_DEFAULT_FONT_SIZE_PIXELS;
|
||||
this->color = Colors::WHITE;
|
||||
@ -15,7 +16,8 @@ TextElement::TextElement(UIValue x, UIValue y, Font *font): UIElement(x, y) {
|
||||
this->textBounds = TextBounds::SMALLEST;
|
||||
}
|
||||
|
||||
TextElement::TextElement(UIValue x, UIValue y): TextElement(x, y, kekData.ui->defaultFont) {}
|
||||
TextElement::TextElement(UIValue x, UIValue y)
|
||||
: TextElement(x, y, kekData.ui->defaultFont) {}
|
||||
|
||||
TextElement::~TextElement() {
|
||||
delete text;
|
||||
@ -49,7 +51,6 @@ UIBounds TextElement::getBounds() {
|
||||
default:
|
||||
return offsetUIBounds(w, h, origin);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void TextElement::setText(std::string text) {
|
||||
@ -84,12 +85,12 @@ void TextElement::draw(UIPoint screenPos, glm::mat4 projection) {
|
||||
}
|
||||
}
|
||||
|
||||
UIWindow::UIWindow(UIValue x, UIValue y): UIElement(x, y) {
|
||||
UIWindow::UIWindow(UIValue x, UIValue y)
|
||||
: UIElement(x, y) {
|
||||
addChild(new TextElement(x, y));
|
||||
}
|
||||
|
||||
UIWindow::~UIWindow() {
|
||||
|
||||
}
|
||||
|
||||
UIElementType UIWindow::getType() {
|
||||
@ -97,19 +98,25 @@ UIElementType UIWindow::getType() {
|
||||
}
|
||||
|
||||
void UIWindow::draw(UIPoint screenPos, glm::mat4 projection) {
|
||||
|
||||
}
|
||||
|
||||
static float rectangleVerts[] = {
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f,
|
||||
1.0f,
|
||||
1.0f,
|
||||
1.0f,
|
||||
1.0f,
|
||||
0.0f,
|
||||
1.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
1.0f,
|
||||
};
|
||||
|
||||
RectangleElement::RectangleElement(UIValue x, UIValue y, UIValue w, UIValue h): UIElement(x, y) {
|
||||
RectangleElement::RectangleElement(UIValue x, UIValue y, UIValue w, UIValue h)
|
||||
: UIElement(x, y) {
|
||||
this->w = w;
|
||||
this->h = h;
|
||||
color = Colors::BLACK;
|
||||
@ -153,7 +160,8 @@ void RectangleElement::draw(UIPoint screenPos, glm::mat4 projection) {
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
ButtonElement::ButtonElement(UIValue x, UIValue y, UIValue w, UIValue h): RectangleElement(x, y, w, h) {
|
||||
ButtonElement::ButtonElement(UIValue x, UIValue y, UIValue w, UIValue h)
|
||||
: RectangleElement(x, y, w, h) {
|
||||
clickable = true;
|
||||
|
||||
color = Colors::CYAN;
|
||||
|
@ -44,7 +44,8 @@ static void show(GtkMessageType type, GtkButtonsType buttons, const char *title,
|
||||
gtk_dialog_run(GTK_DIALOG(d));
|
||||
gtk_widget_destroy(w);
|
||||
gtk_widget_destroy(d);
|
||||
while(g_main_context_iteration(nullptr, false));
|
||||
while(g_main_context_iteration(nullptr, false))
|
||||
;
|
||||
}
|
||||
|
||||
void showInfo(std::string message) {
|
||||
|
@ -1,12 +1,12 @@
|
||||
#include "objparser.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
#include "types.h"
|
||||
#include "resource.h"
|
||||
#include "types.h"
|
||||
|
||||
namespace kek::ObjParser {
|
||||
|
||||
@ -51,15 +51,15 @@ Mesh *parseMesh(MemoryBuffer *buf, std::string folderPath) {
|
||||
float x, y, z;
|
||||
str >> x >> y >> z;
|
||||
vertexPositions.push_back(glm::vec3(x, y, z));
|
||||
}else if(cmd == "vn") {
|
||||
} else if(cmd == "vn") {
|
||||
float x, y, z;
|
||||
str >> x >> y >> z;
|
||||
vertexNormals.push_back(glm::normalize(glm::vec3(x, y, z)));
|
||||
}else if(cmd == "vt") {
|
||||
} else if(cmd == "vt") {
|
||||
float u, v = 1.0f;
|
||||
str >> u >> v;
|
||||
vertexTexCoords.push_back(glm::vec2(u, v));
|
||||
}else if(cmd == "f") {
|
||||
} else if(cmd == "f") {
|
||||
uint32_t v1, v1T, v1N;
|
||||
readFaceVertex(str, &v1, &v1T, &v1N);
|
||||
uint32_t v2, v2T, v2N;
|
||||
@ -73,14 +73,14 @@ Mesh *parseMesh(MemoryBuffer *buf, std::string folderPath) {
|
||||
indices.push_back(indices.size());
|
||||
vertices.push_back(Vertex(vertexPositions[v3 - 1], vertexNormals[v3N - 1], vertexTexCoords[v3T - 1]));
|
||||
indices.push_back(indices.size());
|
||||
}else if(cmd == "mtllib") {
|
||||
} else if(cmd == "mtllib") {
|
||||
std::string name;
|
||||
str >> name;
|
||||
std::string mtllibPath = folderPath + name;
|
||||
|
||||
std::map<std::string, Material *> mats = loadMaterials(mtllibPath);
|
||||
materials.insert(mats.begin(), mats.end());
|
||||
}else if(cmd == "usemtl") {
|
||||
} else if(cmd == "usemtl") {
|
||||
std::string mtlName;
|
||||
str >> mtlName;
|
||||
auto it = materials.find(mtlName);
|
||||
@ -90,7 +90,7 @@ Mesh *parseMesh(MemoryBuffer *buf, std::string folderPath) {
|
||||
}
|
||||
|
||||
material = it->second;
|
||||
}else {
|
||||
} else {
|
||||
std::cout << "Ignoring unknown/unsupported OBJ command: " << cmd << std::endl;
|
||||
}
|
||||
}
|
||||
@ -146,23 +146,23 @@ std::map<std::string, Material *> parseMaterials(MemoryBuffer *buf, std::string
|
||||
if(name.length() > 0) mats.emplace(name, makeMaterial(ambient, diffuse, specular, shininess));
|
||||
|
||||
str >> name;
|
||||
}else if(cmd == "Ka") {
|
||||
} else if(cmd == "Ka") {
|
||||
float r, g, b;
|
||||
str >> r >> g >> b;
|
||||
ambient = Texture::generateColor(glm::vec3(r, g, b));
|
||||
}else if(cmd == "Kd") {
|
||||
} else if(cmd == "Kd") {
|
||||
float r, g, b;
|
||||
str >> r >> g >> b;
|
||||
diffuse = Texture::generateColor(glm::vec3(r, g, b));
|
||||
}else if(cmd == "Ks") {
|
||||
} else if(cmd == "Ks") {
|
||||
float r, g, b;
|
||||
str >> r >> g >> b;
|
||||
specular = Texture::generateColor(glm::vec3(r, g, b));
|
||||
}else if(cmd == "Ns") {
|
||||
} else if(cmd == "Ns") {
|
||||
float s;
|
||||
str >> s;
|
||||
shininess = s;
|
||||
}else {
|
||||
} else {
|
||||
std::cout << "Ignoring unknown/unsupported MTL command: " << cmd << std::endl;
|
||||
}
|
||||
}
|
||||
|
@ -8,7 +8,7 @@ namespace kek {
|
||||
|
||||
class Camera: public DefaultObject {
|
||||
|
||||
public:
|
||||
public:
|
||||
glm::vec3 direction;
|
||||
float roll;
|
||||
|
||||
@ -38,7 +38,6 @@ public:
|
||||
glm::vec3 eulerAngles();
|
||||
|
||||
void applyEuler(glm::vec3 euler);
|
||||
|
||||
};
|
||||
|
||||
}
|
@ -5,11 +5,17 @@ namespace kek {
|
||||
struct Color {
|
||||
float r, g, b, a;
|
||||
|
||||
constexpr Color(float r, float g, float b, float a): r(r), g(g), b(b), a(a) {}
|
||||
constexpr Color(float r, float g, float b, float a)
|
||||
: r(r),
|
||||
g(g),
|
||||
b(b),
|
||||
a(a) {}
|
||||
|
||||
constexpr Color(float r, float g, float b): Color(r, g, b, 1.0) {}
|
||||
constexpr Color(float r, float g, float b)
|
||||
: Color(r, g, b, 1.0) {}
|
||||
|
||||
constexpr Color(): Color(0,0,0,1) {}
|
||||
constexpr Color()
|
||||
: Color(0, 0, 0, 1) {}
|
||||
|
||||
float *valuePointer() {
|
||||
return &r;
|
||||
@ -22,12 +28,11 @@ struct Color {
|
||||
constexpr Color brighter(float factor = 0.7) const {
|
||||
return Color(r / factor, g / factor, b / factor, a);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class Colors {
|
||||
|
||||
public:
|
||||
public:
|
||||
static constexpr Color RED = Color(1.0, 0.0, 0.0);
|
||||
static constexpr Color ORANGE = Color(1.0, 0.5, 0.0);
|
||||
static constexpr Color YELLOW = Color(1.0, 1.0, 0.0);
|
||||
|
@ -1,14 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "playercontroller.h"
|
||||
#include "input.h"
|
||||
#include "playercontroller.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
class DefaultPlayerController: public PlayerController {
|
||||
|
||||
public:
|
||||
glm::vec3 gravity = glm::vec3(0,-9.81,0);
|
||||
public:
|
||||
glm::vec3 gravity = glm::vec3(0, -9.81, 0);
|
||||
float minSlideAngle = 5;
|
||||
float maxWalkAngle = 60;
|
||||
float jumpVelocity = 3;
|
||||
@ -28,7 +28,6 @@ public:
|
||||
|
||||
virtual glm::vec3 move(glm::vec3 movement);
|
||||
virtual void update();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -4,8 +4,8 @@
|
||||
#include FT_FREETYPE_H
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "color.h"
|
||||
#include "resource.h"
|
||||
@ -64,7 +64,7 @@ struct TextBlock {
|
||||
|
||||
class TextObject {
|
||||
|
||||
private:
|
||||
private:
|
||||
Font *font;
|
||||
std::string text;
|
||||
|
||||
@ -73,7 +73,7 @@ private:
|
||||
int width;
|
||||
int height;
|
||||
|
||||
public:
|
||||
public:
|
||||
std::map<unsigned int, TextBlock> blocks;
|
||||
|
||||
TextObject(Font *font, std::string text);
|
||||
@ -96,18 +96,17 @@ public:
|
||||
|
||||
TextMetrics getMetrics(int sizePixels);
|
||||
|
||||
private:
|
||||
private:
|
||||
void destroy();
|
||||
|
||||
void allocateBuffer(TextBlock *block, int numChars);
|
||||
|
||||
void loadChars();
|
||||
|
||||
};
|
||||
|
||||
class Font {
|
||||
|
||||
private:
|
||||
private:
|
||||
int lineHeight;
|
||||
int ascender;
|
||||
int descender;
|
||||
@ -117,8 +116,7 @@ private:
|
||||
|
||||
std::map<unsigned int, CharacterBlock> characterBlocks;
|
||||
|
||||
public:
|
||||
|
||||
public:
|
||||
Font(std::string path);
|
||||
|
||||
~Font();
|
||||
@ -151,9 +149,8 @@ public:
|
||||
// Draws text centered around (x,y)
|
||||
void drawTextCentered(TextObject *textObject, glm::mat4 projection, int x, int y, int sizePixels, Color color);
|
||||
|
||||
private:
|
||||
private:
|
||||
CharacterBlock generateCharacterBlock(unsigned int block);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "object.h"
|
||||
#include "mesh.h"
|
||||
#include "object.h"
|
||||
#include "physics.h"
|
||||
|
||||
#include <BulletCollision/CollisionShapes/btCollisionShape.h>
|
||||
@ -10,10 +10,10 @@ namespace kek {
|
||||
|
||||
class GameObject: public RotateableObject {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
std::vector<Mesh *> meshes;
|
||||
|
||||
public:
|
||||
public:
|
||||
PhysicsObjectData *physics;
|
||||
|
||||
GameObject();
|
||||
@ -31,7 +31,7 @@ public:
|
||||
|
||||
virtual void rotateTo(glm::quat rotation);
|
||||
|
||||
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0,1,0))); };
|
||||
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0, 1, 0))); };
|
||||
|
||||
virtual glm::quat getRotation();
|
||||
|
||||
@ -40,7 +40,6 @@ public:
|
||||
virtual void moveTo(glm::vec3 position);
|
||||
|
||||
virtual glm::vec3 getPosition();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -4,13 +4,13 @@
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "input.h"
|
||||
#include "camera.h"
|
||||
#include "fonts.h"
|
||||
#include "input.h"
|
||||
#include "player.h"
|
||||
#include "scene.h"
|
||||
#include "texture.h"
|
||||
#include "fonts.h"
|
||||
#include "ui.h"
|
||||
#include "player.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
|
@ -1,5 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "../input.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
struct ActiveKeyboardCapture {
|
||||
@ -26,7 +30,7 @@ namespace Input {
|
||||
void onCursorPosCallback(GLFWwindow *window, double x, double y);
|
||||
void onKeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
|
||||
void onKeyCharCallback(GLFWwindow *window, unsigned int codepoint);
|
||||
void onMouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
void onMouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
|
||||
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "../physics.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
@ -17,29 +20,29 @@ struct PlayerPhysicsObjectData: public PhysicsObjectData {
|
||||
btGhostObject *jumpCollider;
|
||||
};
|
||||
|
||||
struct ClosestNotSelfConvexResultCallback : public btCollisionWorld::ConvexResultCallback {
|
||||
ClosestNotSelfConvexResultCallback(const btVector3& convexFromWorld, const btVector3& convexToWorld, btCollisionObject *self) :
|
||||
m_self(self),
|
||||
struct ClosestNotSelfConvexResultCallback: public btCollisionWorld::ConvexResultCallback {
|
||||
ClosestNotSelfConvexResultCallback(const btVector3 &convexFromWorld, const btVector3 &convexToWorld, btCollisionObject *self)
|
||||
: m_self(self),
|
||||
m_convexFromWorld(convexFromWorld),
|
||||
m_convexToWorld(convexToWorld),
|
||||
m_hitCollisionObject(0){}
|
||||
m_hitCollisionObject(0) {}
|
||||
|
||||
btCollisionObject *m_self;
|
||||
btVector3 m_convexFromWorld; //used to calculate hitPointWorld from hitFraction
|
||||
btVector3 m_convexFromWorld; // used to calculate hitPointWorld from hitFraction
|
||||
btVector3 m_convexToWorld;
|
||||
|
||||
btVector3 m_hitNormalWorld;
|
||||
btVector3 m_hitPointWorld;
|
||||
const btCollisionObject* m_hitCollisionObject;
|
||||
const btCollisionObject *m_hitCollisionObject;
|
||||
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) {
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
|
||||
if(convexResult.m_hitCollisionObject == m_self) return 1.0f;
|
||||
m_closestHitFraction = convexResult.m_hitFraction;
|
||||
m_hitCollisionObject = convexResult.m_hitCollisionObject;
|
||||
if (normalInWorldSpace) {
|
||||
if(normalInWorldSpace) {
|
||||
m_hitNormalWorld = convexResult.m_hitNormalLocal;
|
||||
}else{
|
||||
///need to transform normal into worldspace
|
||||
} else {
|
||||
/// need to transform normal into worldspace
|
||||
m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal;
|
||||
}
|
||||
m_hitPointWorld = convexResult.m_hitPointLocal;
|
||||
|
@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "../ui.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
struct UIData {
|
||||
|
@ -15,7 +15,7 @@ enum class LightType {
|
||||
|
||||
class Light {
|
||||
|
||||
public:
|
||||
public:
|
||||
glm::vec3 color;
|
||||
|
||||
Light(glm::vec3 color);
|
||||
@ -23,12 +23,11 @@ public:
|
||||
virtual ~Light();
|
||||
|
||||
virtual LightType getType() = 0;
|
||||
|
||||
};
|
||||
|
||||
class PointLight: public Light, public DefaultObject {
|
||||
|
||||
public:
|
||||
public:
|
||||
float constant, linear, quadratic;
|
||||
|
||||
PointLight(glm::vec3 color, float constant, float linear, float quadratic);
|
||||
@ -36,12 +35,11 @@ public:
|
||||
~PointLight();
|
||||
|
||||
LightType getType();
|
||||
|
||||
};
|
||||
|
||||
class DirectionalLight: public Light {
|
||||
|
||||
public:
|
||||
public:
|
||||
glm::vec3 direction;
|
||||
|
||||
DirectionalLight(glm::vec3 color, glm::vec3 direction);
|
||||
@ -51,12 +49,11 @@ public:
|
||||
LightType getType();
|
||||
|
||||
void lookAt(glm::vec3 direction);
|
||||
|
||||
};
|
||||
|
||||
class SpotLight: public Light, public DefaultObject {
|
||||
|
||||
public:
|
||||
public:
|
||||
glm::vec3 direction;
|
||||
float constant, linear, quadratic;
|
||||
float innerCutoff, outerCutoff;
|
||||
@ -68,12 +65,11 @@ public:
|
||||
LightType getType();
|
||||
|
||||
void lookAt(glm::vec3 direction);
|
||||
|
||||
};
|
||||
|
||||
class LightList {
|
||||
|
||||
public:
|
||||
public:
|
||||
std::vector<PointLight *> point;
|
||||
std::vector<DirectionalLight *> directional;
|
||||
std::vector<SpotLight *> spot;
|
||||
@ -81,7 +77,6 @@ public:
|
||||
LightList();
|
||||
|
||||
void add(Light *light);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,10 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "shader.h"
|
||||
#include "texture.h"
|
||||
@ -17,24 +17,22 @@ struct Vertex {
|
||||
glm::vec2 texCoords;
|
||||
|
||||
Vertex(glm::vec3 pos, glm::vec3 normal, glm::vec2 texCoords);
|
||||
|
||||
};
|
||||
|
||||
struct Material {
|
||||
|
||||
public:
|
||||
public:
|
||||
std::shared_ptr<Texture> ambient;
|
||||
std::shared_ptr<Texture> diffuse;
|
||||
std::shared_ptr<Texture> specular;
|
||||
float shininess;
|
||||
|
||||
Material(std::shared_ptr<Texture> ambient, std::shared_ptr<Texture> diffuse, std::shared_ptr<Texture> specular, float shininess);
|
||||
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
|
||||
public:
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
Material *material;
|
||||
@ -46,7 +44,6 @@ public:
|
||||
~Mesh();
|
||||
|
||||
void draw(Shader *shader);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,13 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "playercontroller.h"
|
||||
#include "input.h"
|
||||
#include "playercontroller.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
class NoclipPlayerController: public PlayerController {
|
||||
|
||||
public:
|
||||
public:
|
||||
float noclipSpeed = 6;
|
||||
|
||||
KeyBinding keyForward = KEK_INVALID_ID;
|
||||
@ -24,7 +24,6 @@ public:
|
||||
|
||||
virtual glm::vec3 move(glm::vec3 movement);
|
||||
virtual void update();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -7,8 +7,8 @@ namespace kek {
|
||||
|
||||
class Object {
|
||||
|
||||
public:
|
||||
virtual ~Object() {};
|
||||
public:
|
||||
virtual ~Object(){};
|
||||
|
||||
virtual void translate(glm::vec3 delta) = 0;
|
||||
|
||||
@ -21,31 +21,29 @@ public:
|
||||
virtual void moveTo(glm::vec3 position) = 0;
|
||||
|
||||
virtual glm::vec3 getPosition() = 0;
|
||||
|
||||
};
|
||||
|
||||
class DefaultObject: public Object {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
glm::vec3 position;
|
||||
|
||||
public:
|
||||
public:
|
||||
DefaultObject();
|
||||
|
||||
virtual ~DefaultObject() {};
|
||||
virtual ~DefaultObject(){};
|
||||
|
||||
virtual void translate(glm::vec3 delta);
|
||||
|
||||
virtual void moveTo(glm::vec3 position);
|
||||
|
||||
virtual glm::vec3 getPosition();
|
||||
|
||||
};
|
||||
|
||||
class RotateableObject: public Object {
|
||||
|
||||
public:
|
||||
virtual ~RotateableObject() {};
|
||||
public:
|
||||
virtual ~RotateableObject(){};
|
||||
|
||||
virtual void rotate(float angle, glm::vec3 axis) = 0;
|
||||
|
||||
@ -56,18 +54,17 @@ public:
|
||||
virtual void lookAtPos(glm::vec3 position);
|
||||
|
||||
virtual glm::quat getRotation() = 0;
|
||||
|
||||
};
|
||||
|
||||
class DefaultRotateableObject: public RotateableObject, public DefaultObject {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
glm::quat rotation;
|
||||
|
||||
public:
|
||||
public:
|
||||
DefaultRotateableObject();
|
||||
|
||||
virtual ~DefaultRotateableObject() {};
|
||||
virtual ~DefaultRotateableObject(){};
|
||||
|
||||
virtual void rotate(float angle, glm::vec3 axis);
|
||||
|
||||
@ -82,7 +79,6 @@ public:
|
||||
virtual void moveTo(glm::vec3 position) { DefaultObject::moveTo(position); };
|
||||
|
||||
virtual glm::vec3 getPosition() { return DefaultObject::getPosition(); };
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -2,8 +2,8 @@
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "types.h"
|
||||
#include "mesh.h"
|
||||
#include "types.h"
|
||||
|
||||
namespace kek::ObjParser {
|
||||
|
||||
|
@ -7,7 +7,7 @@ namespace kek {
|
||||
|
||||
class Player: public RotateableObject {
|
||||
|
||||
public:
|
||||
public:
|
||||
PlayerPhysicsObjectData *physics;
|
||||
PlayerController *controller;
|
||||
bool noclip = false;
|
||||
@ -19,7 +19,7 @@ public:
|
||||
|
||||
virtual void rotateTo(glm::quat rotation);
|
||||
|
||||
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0,1,0))); };
|
||||
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0, 1, 0))); };
|
||||
|
||||
virtual glm::quat getRotation();
|
||||
|
||||
@ -32,7 +32,6 @@ public:
|
||||
virtual glm::vec3 getEyePosition() { return getPosition() + glm::vec3(0, KEK_PLAYER_EYE_OFFSET, 0); }
|
||||
|
||||
virtual glm::vec3 getFootPosition() { return getPosition() - glm::vec3(0, KEK_PLAYER_HEIGHT / 2, 0); };
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -6,12 +6,11 @@ namespace kek {
|
||||
|
||||
class PlayerController {
|
||||
|
||||
public:
|
||||
public:
|
||||
virtual ~PlayerController() = 0;
|
||||
|
||||
virtual glm::vec3 move(glm::vec3 movement) = 0;
|
||||
virtual void update() = 0;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -9,7 +9,7 @@ namespace kek {
|
||||
|
||||
class Scene {
|
||||
|
||||
public:
|
||||
public:
|
||||
std::vector<GameObject *> objects;
|
||||
LightList *lights;
|
||||
|
||||
@ -25,7 +25,6 @@ public:
|
||||
|
||||
// Draws the scene
|
||||
void draw(Shader *shader);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,13 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
|
||||
#include "constants.h"
|
||||
|
||||
namespace kek {
|
||||
|
||||
#pragma pack(push, 1)
|
||||
|
||||
struct ShaderLight {
|
||||
float color[3];
|
||||
float pad;
|
||||
@ -18,9 +19,10 @@ struct ShaderLight {
|
||||
float attenuation[3]; // constant, linear, quadratic
|
||||
float pad4;
|
||||
float cutoff[2]; // inner, outer
|
||||
//float lightSpaceMatrix[16]; // mat4
|
||||
// float lightSpaceMatrix[16]; // mat4
|
||||
float padding[2];
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
// Lighting data for shader
|
||||
@ -33,7 +35,7 @@ struct LightingData {
|
||||
|
||||
class Shader {
|
||||
|
||||
public:
|
||||
public:
|
||||
unsigned int id;
|
||||
LightingData *lighting;
|
||||
|
||||
@ -46,7 +48,6 @@ public:
|
||||
void initLighting();
|
||||
|
||||
void use();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -4,15 +4,15 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace kek {
|
||||
|
||||
class Texture {
|
||||
|
||||
public:
|
||||
public:
|
||||
GLuint id;
|
||||
std::string path;
|
||||
|
||||
@ -27,7 +27,6 @@ public:
|
||||
static std::shared_ptr<Texture> load(std::string texturePath);
|
||||
|
||||
static std::shared_ptr<Texture> generateColor(glm::vec3 color);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -1,15 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
namespace kek {
|
||||
|
||||
class MemoryBuffer: public std::streambuf {
|
||||
|
||||
public:
|
||||
public:
|
||||
char *buffer;
|
||||
size_t length;
|
||||
|
||||
@ -22,7 +22,6 @@ public:
|
||||
~MemoryBuffer() {
|
||||
free(buffer);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -16,13 +16,20 @@ namespace kek {
|
||||
|
||||
struct UIPoint {
|
||||
int x, y;
|
||||
UIPoint(int x, int y): x(x), y(y) {}
|
||||
|
||||
UIPoint(int x, int y)
|
||||
: x(x),
|
||||
y(y) {}
|
||||
};
|
||||
|
||||
struct UIBounds {
|
||||
int x, y, w, h;
|
||||
|
||||
UIBounds(int x, int y, int w, int h): x(x), y(y), w(w), h(h) {}
|
||||
UIBounds(int x, int y, int w, int h)
|
||||
: x(x),
|
||||
y(y),
|
||||
w(w),
|
||||
h(h) {}
|
||||
|
||||
inline bool contains(UIPoint pos) {
|
||||
return pos.x > x && pos.y > y && pos.x < x + w && pos.y < y + h;
|
||||
@ -115,16 +122,15 @@ struct UIValue {
|
||||
constexpr friend UIValue operator-(const UIValue &lhs, const UIValue &rhs) {
|
||||
return UIValue(lhs) -= rhs;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class UIElement {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
UIElement *parent = nullptr;
|
||||
std::vector<UIElement *> children;
|
||||
|
||||
public:
|
||||
public:
|
||||
UIValue x, y;
|
||||
Origin origin = Origin::TOP_LEFT;
|
||||
bool clickable = false;
|
||||
@ -152,13 +158,13 @@ public:
|
||||
void addChild(UIElement *child);
|
||||
void removeChild(UIElement *child);
|
||||
|
||||
protected:
|
||||
protected:
|
||||
int uiToScreen(UIValue val);
|
||||
static int offsetX(int w, Origin origin);
|
||||
static int offsetY(int h, Origin origin);
|
||||
static UIBounds offsetUIBounds(int w, int h, Origin origin);
|
||||
|
||||
public:
|
||||
public:
|
||||
// Returns the bounds of the element relative to its origin
|
||||
virtual UIBounds getBounds() = 0;
|
||||
|
||||
@ -167,22 +173,21 @@ public:
|
||||
|
||||
void hoverAll(UIPoint pos, UIPoint screenPos);
|
||||
void hoverExitAll();
|
||||
virtual void hoverEnter(UIPoint pos, UIPoint screenPos) {};
|
||||
virtual void hover(UIPoint pos, UIPoint screenPos) {};
|
||||
virtual void hoverExit() {};
|
||||
virtual void hoverEnter(UIPoint pos, UIPoint screenPos){};
|
||||
virtual void hover(UIPoint pos, UIPoint screenPos){};
|
||||
virtual void hoverExit(){};
|
||||
|
||||
void clickAll(UIPoint pos, UIPoint screenPos, GLFWMouseButton button);
|
||||
virtual void click(UIPoint pos, UIPoint screenPos, GLFWMouseButton button) {};
|
||||
virtual void click(UIPoint pos, UIPoint screenPos, GLFWMouseButton button){};
|
||||
|
||||
bool focusEnterAll(UIPoint pos, UIPoint screenPos);
|
||||
virtual void focusEnter(UIPoint pos, UIPoint screenPos) {};
|
||||
virtual void focusExit() {};
|
||||
virtual void focusEnter(UIPoint pos, UIPoint screenPos){};
|
||||
virtual void focusExit(){};
|
||||
|
||||
UIElement *dragEnterAll(UIPoint pos, UIPoint screenPos);
|
||||
virtual void dragEnter(UIPoint pos, UIPoint screenPos) {};
|
||||
virtual void drag(UIPoint pos, UIPoint screenPos) {};
|
||||
virtual void dragExit(UIPoint pos, UIPoint screenPos) {};
|
||||
|
||||
virtual void dragEnter(UIPoint pos, UIPoint screenPos){};
|
||||
virtual void drag(UIPoint pos, UIPoint screenPos){};
|
||||
virtual void dragExit(UIPoint pos, UIPoint screenPos){};
|
||||
};
|
||||
|
||||
namespace UI {
|
||||
|
@ -13,7 +13,6 @@ class UIWindow: public UIElement {
|
||||
virtual UIElementType getType();
|
||||
|
||||
virtual void draw(UIPoint screenPos, glm::mat4 projection);
|
||||
|
||||
};
|
||||
|
||||
enum class TextMode {
|
||||
@ -30,10 +29,10 @@ enum class TextBounds {
|
||||
|
||||
class TextElement: public UIElement {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
TextObject *text;
|
||||
|
||||
public:
|
||||
public:
|
||||
int sizePixels;
|
||||
Color color;
|
||||
TextMode textMode;
|
||||
@ -54,18 +53,17 @@ public:
|
||||
std::string getText();
|
||||
|
||||
virtual void draw(UIPoint screenPos, glm::mat4 projection);
|
||||
|
||||
};
|
||||
|
||||
class RectangleElement: public UIElement {
|
||||
|
||||
protected:
|
||||
protected:
|
||||
UIValue w, h;
|
||||
|
||||
unsigned int vao;
|
||||
unsigned int vbo;
|
||||
|
||||
public:
|
||||
public:
|
||||
Color color;
|
||||
|
||||
RectangleElement(UIValue x, UIValue y, UIValue w, UIValue h);
|
||||
@ -77,12 +75,11 @@ public:
|
||||
virtual UIBounds getBounds();
|
||||
|
||||
virtual void draw(UIPoint screenPos, glm::mat4 projection);
|
||||
|
||||
};
|
||||
|
||||
class ButtonElement: public RectangleElement {
|
||||
|
||||
public:
|
||||
public:
|
||||
TextElement *text;
|
||||
Color color;
|
||||
Color hoverColor;
|
||||
@ -97,7 +94,6 @@ public:
|
||||
virtual void click(UIPoint pos, UIPoint screenPos, GLFWMouseButton button);
|
||||
|
||||
virtual void draw(UIPoint screenPos, glm::mat4 projection);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -8,19 +8,25 @@
|
||||
|
||||
namespace kek {
|
||||
|
||||
template<typename ...Args>
|
||||
using GenericFunction = void(*)(Args... args);
|
||||
template <typename... Args>
|
||||
using GenericFunction = void (*)(Args... args);
|
||||
|
||||
template<typename ...Args>
|
||||
template <typename... Args>
|
||||
struct GenericCallable {
|
||||
GenericFunction<Args..., void *> function;
|
||||
void *data;
|
||||
|
||||
GenericCallable(): function(nullptr), data(nullptr) {}
|
||||
GenericCallable()
|
||||
: function(nullptr),
|
||||
data(nullptr) {}
|
||||
|
||||
GenericCallable(GenericFunction<Args..., void *> function): function(function), data(nullptr) {};
|
||||
GenericCallable(GenericFunction<Args..., void *> function)
|
||||
: function(function),
|
||||
data(nullptr){};
|
||||
|
||||
GenericCallable(GenericFunction<Args..., void *> function, void *data): function(function), data(data) {}
|
||||
GenericCallable(GenericFunction<Args..., void *> function, void *data)
|
||||
: function(function),
|
||||
data(data) {}
|
||||
|
||||
void operator()(Args... args) {
|
||||
if(function == nullptr) return;
|
||||
@ -39,7 +45,12 @@ float clampCyclic(int value, int min, int max);
|
||||
float clamp(int value, int min, int max);
|
||||
|
||||
enum class CubeFace {
|
||||
FRONT, BACK, UP, DOWN, LEFT, RIGHT
|
||||
FRONT,
|
||||
BACK,
|
||||
UP,
|
||||
DOWN,
|
||||
LEFT,
|
||||
RIGHT
|
||||
};
|
||||
|
||||
glm::vec3 faceNormal(CubeFace face);
|
||||
|
@ -16,37 +16,40 @@ using namespace kek;
|
||||
static ButtonElement *button;
|
||||
static KeyboardCapture capture = KEK_INVALID_ID;
|
||||
|
||||
void periodicCallback(GLFWwindow *window, void *data){
|
||||
|
||||
void periodicCallback(GLFWwindow *window, void *data) {
|
||||
}
|
||||
|
||||
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods, void *data){
|
||||
|
||||
void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods, void *data) {
|
||||
}
|
||||
|
||||
void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods, void *data){
|
||||
|
||||
void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods, void *data) {
|
||||
}
|
||||
|
||||
void onButtonClick(void *data) {
|
||||
button->color = Colors::RED;
|
||||
button->hoverColor = Colors::ORANGE;
|
||||
capture = Input::captureKeyboardInput(KeyCharCallback([](GLFWwindow *window, unsigned int codepoint, void *data) {
|
||||
capture = Input::captureKeyboardInput(
|
||||
KeyCharCallback([](GLFWwindow *window, unsigned int codepoint, void *data) {
|
||||
std::u32string str = Unicode::convertStdToU32(button->text->getText());
|
||||
if(codepoint == KEK_INPUT_DELETE) {
|
||||
str = str.substr(0, str.length() - 1);
|
||||
}else {
|
||||
} else {
|
||||
str.push_back(codepoint);
|
||||
}
|
||||
button->text->setText(Unicode::convertU32ToStd(str));
|
||||
}, nullptr), KeyCallback([](GLFWwindow *window, int key, int scancode, int action, int mods, void *data) {
|
||||
},
|
||||
nullptr),
|
||||
KeyCallback([](GLFWwindow *window, int key, int scancode, int action, int mods, void *data) {
|
||||
if(key == GLFW_KEY_ENTER && action == GLFW_PRESS) {
|
||||
Input::uncaptureKeyboardInput(capture);
|
||||
}
|
||||
}, nullptr), Callable([](void *data) {
|
||||
},
|
||||
nullptr),
|
||||
Callable([](void *data) {
|
||||
button->color = Colors::WHITE;
|
||||
button->hoverColor = Colors::GRAY;
|
||||
}, nullptr));
|
||||
},
|
||||
nullptr));
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
@ -58,7 +61,7 @@ int main(int argc, char **argv) {
|
||||
{
|
||||
std::shared_ptr<Texture> tex = Texture::load("image/white.png");
|
||||
floor->addMesh(genCubeMesh(100, 1, 100, tex, tex, tex));
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(50,0.5,50));
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(50, 0.5, 50));
|
||||
floor->addPhysics(shape, 0, btCollisionObject::CF_STATIC_OBJECT);
|
||||
scene->addObject(floor);
|
||||
}
|
||||
@ -67,10 +70,10 @@ int main(int argc, char **argv) {
|
||||
{
|
||||
std::shared_ptr<Texture> tex = Texture::load("image/white.png");
|
||||
wall->addMesh(genCubeMesh(1, 10, 50, tex, tex, tex));
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(0.5,5,25));
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(0.5, 5, 25));
|
||||
wall->addPhysics(shape, 0, btCollisionObject::CF_STATIC_OBJECT);
|
||||
wall->moveTo(glm::vec3(0,2.5,0));
|
||||
wall->rotate(M_PI / 4, glm::vec3(0,0,1));
|
||||
wall->moveTo(glm::vec3(0, 2.5, 0));
|
||||
wall->rotate(M_PI / 4, glm::vec3(0, 0, 1));
|
||||
scene->addObject(wall);
|
||||
}
|
||||
|
||||
@ -84,7 +87,7 @@ int main(int argc, char **argv) {
|
||||
|
||||
Mesh *mesh2 = ObjParser::loadMesh("object/cube_colored/Cube.obj");
|
||||
GameObject *test3 = new GameObject();
|
||||
btCollisionShape *shape2 = new btBoxShape(btVector3(1,1,1));
|
||||
btCollisionShape *shape2 = new btBoxShape(btVector3(1, 1, 1));
|
||||
test3->addPhysics(shape2, 0, btCollisionObject::CF_STATIC_OBJECT);
|
||||
test3->addMesh(mesh2);
|
||||
test3->moveTo(glm::vec3(2, 1, 2));
|
||||
@ -92,7 +95,7 @@ int main(int argc, char **argv) {
|
||||
|
||||
for(int i = 0; i < 10; i++) {
|
||||
GameObject *test2 = new GameObject();
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(1,1,1));
|
||||
btCollisionShape *shape = new btBoxShape(btVector3(1, 1, 1));
|
||||
test2->addPhysics(shape, 10);
|
||||
test2->addMesh(ObjParser::loadMesh("object/cube_colored/Cube.obj"));
|
||||
test2->moveTo(glm::vec3(1.0f, 5.0f, 3 * i));
|
||||
@ -100,15 +103,15 @@ int main(int argc, char **argv) {
|
||||
}
|
||||
|
||||
PointLight *light = new PointLight(glm::vec3(1), 1, 0, 0.1);
|
||||
light->moveTo(glm::vec3(0,1,0));
|
||||
light->moveTo(glm::vec3(0, 1, 0));
|
||||
scene->lights->add(light);
|
||||
|
||||
//DirectionalLight *l = new DirectionalLight(glm::vec3(1), glm::vec3(1, -1, 1));
|
||||
//scene->lights->add(l);
|
||||
// DirectionalLight *l = new DirectionalLight(glm::vec3(1), glm::vec3(1, -1, 1));
|
||||
// scene->lights->add(l);
|
||||
|
||||
//SpotLight *spot = new SpotLight(glm::vec3(1), glm::vec3(0, 0, -1), 1, 0, 1, glm::radians(8.0f), glm::radians(15.0f));
|
||||
//spot->moveTo(glm::vec3(0, 0, 5));
|
||||
//scene->lights->add(spot);
|
||||
// SpotLight *spot = new SpotLight(glm::vec3(1), glm::vec3(0, 0, -1), 1, 0, 1, glm::radians(8.0f), glm::radians(15.0f));
|
||||
// spot->moveTo(glm::vec3(0, 0, 5));
|
||||
// scene->lights->add(spot);
|
||||
|
||||
Engine::setActiveScene(scene);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user