Merge branch 'testing'
This commit is contained in:
@@ -49,7 +49,7 @@ CPMAddPackage(
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CPMAddPackage(
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NAME JGL
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-16.zip
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-20.zip
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)
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CPMAddPackage(
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@@ -49,7 +49,7 @@ private:
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Vector3 globalLightColor = {0, 0, 0};
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Vector4 globalFogColor = {0, 0, 0, 0};
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Vector2 globalFogRange = {0, 0};
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GLenum globalFogMode = NULL; ///There's Linear, GL_EXP, GL_EXP2.
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GLenum globalFogMode = 0; ///There's Linear, GL_EXP, GL_EXP2.
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GLfloat globalFogDensity = 0.0f;
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public:
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@@ -18,23 +18,25 @@ private:
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///Pitch Yaw Roll, The orientation of the entity in the world,
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Vector3 angle = {0,0,0};
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///Loads the texture for the entity.
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virtual void loadTexture();
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///Loads the geometry for it.
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void loadGeometry();
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///The scale it should be rendered at.
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GLfloat scale = 1.0f;
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Vector3 scale = {1.0f, 1.0f, 1.0f};
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protected:
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std::string modelPath;
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std::string texturePath;
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///If the entity has a parent entity, It's here.
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Entity* parent;
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///Entity list of child entities.
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std::vector<Entity*> children;
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///Loads the geometry for it.
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void loadGeometry(const std::string& file);
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void loadTexture(const std::string& file);
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void loadMultiTexture(const std::vector<std::string>& files);
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void loadMotionTexture(const std::vector<std::string>& files, u16 frameDelta, bool doAnim = true);
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public:
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std::string name; //Entity name. TODO remove this.
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bool alive;
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virtual std::vector<std::string> GetEntityUUIDList() const { return std::vector<std::string> { "" }; }
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template <class T>
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@@ -75,7 +77,7 @@ public:
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[[nodiscard]] Entity* GetFamilyTreeRoot() const;
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Entity *Add(Entity *newChild);
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void setScale(const float& multiplier);
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[[nodiscard]] GLfloat getScale() const;
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[[nodiscard]] Vector3 getScale() const;
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// TODO: Constrain to DerivedEntityType
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template <typename T>
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@@ -8,11 +8,11 @@ public:
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std::string name;
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///The shader program
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GLuint id = NULL;
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GLuint id = 0;
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///The individual shaders
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GLuint vertex = NULL;
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GLuint fragment = NULL;
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GLuint vertex = 0;
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GLuint fragment = 0;
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Shader(const char* name, const std::string& vertexPath, const std::string& fragmentPath);
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Shader(const char* name, const std::string& filePath, const GLenum& type);
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@@ -33,22 +33,24 @@ public:
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void erase() override;
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///Every texture other than the base texture.
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std::vector<Texture> multi;
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///Loads a multi-texture from a given directory. One must be called "default.png"
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MultiTexture(Entity* entity, const char* pathContainingTextures, bool storeOnTextureList);
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///Loads a list of Textures into a MultiTexture.
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MultiTexture(Entity* entity, const std::vector<std::string>& textures, bool storeOnTextureList);
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MultiTexture() = default;
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//TODO load multi-texture from array of std::string of file names.
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};
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///A list of textures where the one actually displayed depends on how much time has elapsed.
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class MotionTexture : public Texture {
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private:
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std::chrono::high_resolution_clock::time_point lastUpdate;
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int lastDisplayedIndex;
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u16 msDelay;
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public:
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int lastDisplayedIndex = 0;
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u16 msDelay = 0;
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bool doAnim = true;
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public:
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std::vector<Texture> motion;
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Texture* current();
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MotionTexture(Entity* entity, const std::vector<std::string>& textures,u16 msBetweenFrames, bool storeOnTextureList);
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Texture* base();
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void advance();
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void toggleAnim();
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MotionTexture(Entity* entity, const std::vector<std::string>& textures,u16 msBetweenFrames, bool storeOnTextureList, bool doAnim = true);
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MotionTexture() = default;
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};
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@@ -17,8 +17,7 @@ public:
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//The "camera point" is the position the camera will want to be while following the player.
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//We will probably end up having a different camera point class controlled by the "world".
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void update(float elapsed) override;
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//void update(float elapsed) override;
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void pre_render() override;
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void loadTexture() override;
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Cube();
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};
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@@ -10,7 +10,7 @@ int main()
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engine->window = new ReWindow::RWindow("Re3D Test Application", 1152, 864, RenderingAPI::OPENGL);
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engine->world = new(World);
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Engine::init();
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JGL::InitTextEngine();
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JGL::Update(engine->window->getSize());
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Fonts::initFonts();
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engine->window->setVsyncEnabled(false);
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engine->window->setResizable(false);
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@@ -10,7 +10,7 @@ void Ball::update(float elapsed) {
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Ball::Ball() {
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name = "ball";
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modelPath = "assets/models/sphere_lo.obj";
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texturePath = "assets/textures/missing.png";
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loadGeometry("assets/models/sphere_lo.obj");
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loadTexture("assets/textures/missing.png");
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setScale(1.0f);
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}
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@@ -1,31 +1,27 @@
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#include <cube.h>
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#include <Redacted3D/engine/engine.h>
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#include <ball.h>
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void Cube::pre_render() {
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getGeometry();
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setAngle(getAngle().Add(24 * engine->frameDelta));
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}
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void Cube::update(float elapsed) {
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}
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Cube::Cube() {
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name = "cube";
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modelPath = "assets/models/cube.obj";
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texturePath = "assets/textures/multi/";
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setScale(0.5f);
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}
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void Cube::loadTexture() {
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//MultiTexture texture(this, texturePath.c_str(), true);
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std::vector<std::string> textures;
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textures.emplace_back("assets/textures/motion/default.png");
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textures.emplace_back("assets/textures/motion/1.png");
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textures.emplace_back("assets/textures/motion/2.png");
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textures.emplace_back("assets/textures/motion/3.png");
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textures.emplace_back("assets/textures/motion/4.png");
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textures.emplace_back("assets/textures/motion/5.png");
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textures.emplace_back("assets/textures/motion/6.png");
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MotionTexture texture(this, textures, 250, true);
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loadGeometry("assets/models/cube.obj");
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std::vector<std::string> motionTextures = {
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"assets/textures/motion/default.png", "assets/textures/motion/1.png", "assets/textures/motion/2.png",
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"assets/textures/motion/3.png", "assets/textures/motion/4.png", "assets/textures/motion/5.png",
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"assets/textures/motion/6.png"
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};
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std::vector<std::string> multiTextures = {
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"assets/textures/multi/default.png", "assets/textures/multi/1.png", "assets/textures/multi/2.png", "assets/textures/multi/3.png",
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"assets/textures/multi/4.png", "assets/textures/multi/5.png", "assets/textures/multi/6.png"
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};
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loadMultiTexture(multiTextures);
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//loadMotionTexture(motionTextures, 250, true);
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}
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@@ -3,7 +3,7 @@
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DemoSkybox::DemoSkybox() {
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name = "skybox";
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modelPath = engine->workingDir + "/assets/models/sphere_vlo.obj";
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texturePath = engine->workingDir + "/assets/textures/skybox.png";
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loadGeometry("assets/models/sphere_vlo.obj");
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loadTexture("assets/textures/skybox.png");
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setScale(engine->farPlane);
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}
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@@ -37,14 +37,23 @@ void FreeCam::pre_render() {
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if (engine->window->isKeyDown(Keys::E))
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setAngle(getAngle().x, getAngle().y, getAngle().z + 75.0f * engine->frameDelta);
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}
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Vector3 textAngle = {0,0,0};
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void FreeCam::jglRenderPass() {
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JGL::J3D::DrawString3D(JGL::Colors::White, "Entity Count: " + std::to_string(engine->world->getEntityCount()), {2.5,0,0}, -0.005125, 48, Fonts::ModeSeven);
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JGL::J3D::DrawString3D(JGL::Colors::White, "Cam Pos: X: " + std::to_string(position.x) + " Y: " + std::to_string(position.y) + " Z: " + std::to_string(position.z), {4.75, 0.25,0}, -0.005125, 32, Fonts::ModeSeven);
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textAngle.x = textAngle.x - (96.f * engine->frameDelta);
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using namespace JGL;
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J3D::Begin();
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J3D::DrawString(JGL::Colors::Red, "Text", {0, -2, 0}, textAngle, 4.f, 32, Fonts::Jupiteroid);
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J3D::End();
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JGL::J3D::DrawString3D(JGL::Colors::White, "FPS: " + std::to_string(engine->framerate()), {0,0,0}, -0.005125, 48, Fonts::ModeSeven);
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JGL::J3D::DrawString3D(JGL::Colors::White, "Framecount: " + std::to_string(engine->frameCount), {0,0.25,0}, -0.005125, 48, Fonts::ModeSeven);
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JGL::J3D::DrawString3D(JGL::Colors::White, "Frame dT: " + std::to_string(engine->frameDelta), {0,0.5,0}, -0.005125, 48, Fonts::ModeSeven);
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J2D::Begin();
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J2D::FillRect({255,0,0,128}, {0, 72}, {100, 100});
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J2D::FillCircle(JGL::Colors::White, {16, 128}, 12, 16);
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J2D::DrawString(JGL::Colors::White, "Framerate: " + std::to_string((int) engine->framerate()), 0, -16, 1, 16, Fonts::Jupiteroid);
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J2D::DrawString(JGL::Colors::White, "Framecount: " + std::to_string(engine->frameCount), 0, -33, 1,16, Fonts::Jupiteroid);
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J2D::DrawString(JGL::Colors::White, "Position: " + std::to_string(position.x) + " " + std::to_string(position.y) + " " + std::to_string(position.z), 0, -50, 1,16, Fonts::Jupiteroid);
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J2D::DrawString(JGL::Colors::White, "ViewAngle: " + std::to_string(getAngle().x) + " " + std::to_string(getAngle().y) + " " + std::to_string(getAngle().z), 0, -67, 1,16, Fonts::Jupiteroid);
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J2D::End();
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}
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@@ -1,7 +1,9 @@
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#include <sstream>
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#include <thread>
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#include <JGL/JGL.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/types/entity/camera.h>
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#include <jlog/jlog.hpp>
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using namespace J3ML;
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@@ -80,6 +82,7 @@ void Engine::initGL() const {
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable(GL_LIGHT0);
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}
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void Engine::init() {
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@@ -109,11 +112,15 @@ void Engine::render() {
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if (auto* c = dynamic_cast<Camera*>(e); c == nullptr) //If it's not a camera.
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e->render();
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if (glGetError() != GL_NO_ERROR)
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int glError = glGetError();
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if (glError != GL_NO_ERROR) {
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FATAL("GL Error: " + std::to_string(glError))
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exit(0);
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}
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}
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void Engine::jglRenderPass() {
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JGL::Update(engine->window->getSize());
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glDisable(GL_LIGHTING);
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///If elements are attached to a camera that's not the active one then they shouldn't be drawn.
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if(world->getActiveCamera() != nullptr)
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@@ -42,7 +42,7 @@ Entity::Entity() {
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ticksAlive = 0;
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children = std::vector<Entity*> ();
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parent = nullptr;
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scale = 1.0f;
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scale = {1.0f, 1.0f, 1.0f};
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//UUIDv4::UUIDGenerator<std::mt19937_64> uuidGenerator;
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//UUIDv4::UUID id = uuidGenerator.getUUID();
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@@ -50,24 +50,43 @@ Entity::Entity() {
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}
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void Entity::setScale(const float &multiplier) {
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scale = multiplier;
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scale.Set(multiplier, multiplier, multiplier);
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}
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GLfloat Entity::getScale() const {
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Vector3 Entity::getScale() const {
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return scale;
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}
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void Entity::loadTexture() {
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Texture texture(this, texturePath.c_str(), true);
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void Entity::loadTexture(const std::string& file) {
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for (const auto* e : engine->world->GetChildren())
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if (instanceOf(this, e))
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return;
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Texture texture(this, file.c_str(), true);
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}
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void Entity::loadGeometry() {
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VertexArray vArray(this, modelPath, true);
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void Entity::loadMultiTexture(const std::vector<std::string>& files) {
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for (const auto* e : engine->world->GetChildren())
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if (instanceOf(this, e))
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return;
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MultiTexture texture(this, files, true);
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}
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void Entity::loadMotionTexture(const std::vector<std::string>& files, u16 frameDelta, bool doAnim) {
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for (const auto* e : engine->world->GetChildren())
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if (instanceOf(this, e))
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return;
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MotionTexture(this, files, frameDelta, true, doAnim);
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}
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void Entity::loadGeometry(const std::string& file) {
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for (const auto& vA : engine->world->geometryList)
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for (const auto& reference : vA->usedBy)
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if (instanceOf(this, reference))
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return;
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VertexArray vArray(this, file, true);
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}
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VertexArray* Entity::getGeometry() {
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if (engine->world->geometryList.empty())
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loadGeometry();
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for (auto& vArray : engine->world->geometryList)
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for (auto& entity : vArray->usedBy)
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if (instanceOf(this, entity)) {
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@@ -75,28 +94,60 @@ VertexArray* Entity::getGeometry() {
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vArray->usedBy.push_back(this);
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return vArray;
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}
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loadGeometry();
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return getGeometry();
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return nullptr;
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}
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Texture* Entity::getTexture() {
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for (auto& texture : engine->world->textureList)
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for (auto& entity : texture->usedBy)
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if (instanceOf(this, entity)) {
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if (std::find(texture->usedBy.begin(), texture->usedBy.end(), this) == texture->usedBy.end()) //If this is the first time the entity is using it.
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texture->usedBy.push_back(this);
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return texture;
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}
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return nullptr;
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}
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inline Texture* baseTexture = new Texture;
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void Entity::render() {
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bool multiTexture = false;
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bool motionTexture = false;
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if (!baseTexture) {
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Texture t;
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glGenTextures(1, &t.id);
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glBindTexture(GL_TEXTURE_2D, t.id);
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if (auto* t = dynamic_cast<MultiTexture*>(getTexture()))
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multiTexture = true;
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unsigned char whitePixel[4] = { 255, 255, 255, 255};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
|
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if (!multiTexture)
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if (auto* t = dynamic_cast<MotionTexture*>(getTexture()))
|
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motionTexture = true;
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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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
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glActiveTexture(0);
|
||||
baseTexture = new Texture(t);
|
||||
}
|
||||
|
||||
MultiTexture texture;
|
||||
texture.id = baseTexture->id;
|
||||
|
||||
if (auto* t = dynamic_cast<MultiTexture*>(getTexture())) {
|
||||
texture.multi.emplace_back(*t);
|
||||
for (const auto &item: t->multi)
|
||||
texture.multi.push_back(item);
|
||||
}
|
||||
|
||||
else if (auto* j = dynamic_cast<MotionTexture*>(getTexture()))
|
||||
texture.multi.push_back(*j->current());
|
||||
|
||||
else if (auto* k = dynamic_cast<Texture*>(getTexture()))
|
||||
texture.multi.push_back(*k);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glRotatef(angle.x, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(angle.y, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(angle.z, 0.0f, 0.0f, 1.0f);
|
||||
if (getScale() != 1.0f)
|
||||
glScalef(getScale(), getScale(), getScale());
|
||||
if (getScale().x != 1.0f || getScale().y != 1.0f || getScale().z != 1.0f)
|
||||
glScalef(getScale().x, getScale().y, getScale().z);
|
||||
|
||||
//Set up texture.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -104,7 +155,9 @@ void Entity::render() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, motionTexture ? ((MotionTexture*)getTexture())->current()->id : getTexture()->id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
//Texture unit mode.
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
if (!engine->useVBO)
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &getGeometry()->vertices[0].x),
|
||||
@@ -114,41 +167,32 @@ void Entity::render() {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, getGeometry()->tbo),
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
|
||||
|
||||
if (!multiTexture)
|
||||
getGeometry()->draw();
|
||||
|
||||
if (multiTexture) {
|
||||
auto* multi = (MultiTexture*) getTexture();
|
||||
int i = 0;
|
||||
for(auto& t : texture.multi) {
|
||||
glActiveTexture(GL_TEXTURE1 + i);
|
||||
glClientActiveTexture(GL_TEXTURE1 + i);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
int i = 0;
|
||||
GLfloat blendingFactor[3] = {engine->world->getAmbientLightColor().x * 0.2f, engine->world->getAmbientLightColor().y * 0.2f, engine->world->getAmbientLightColor().z * 0.2f};
|
||||
for(auto& texture : multi->multi) {
|
||||
glActiveTexture(GL_TEXTURE1 + i);
|
||||
glClientActiveTexture(GL_TEXTURE1 + i);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
if (!engine->useVBO)
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &getGeometry()->vertices[0].x),
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(TextureCoordinate), &getGeometry()->texCoords[0].x);
|
||||
|
||||
if (!engine->useVBO)
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &getGeometry()->vertices[0].x),
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(TextureCoordinate), &getGeometry()->texCoords[0].x);
|
||||
|
||||
if (engine->useVBO)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, getGeometry()->tbo),
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
|
||||
if (engine->useVBO)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, getGeometry()->tbo),
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
|
||||
|
||||
//Texture unit mode.
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
|
||||
|
||||
//Makes the lighting work the way you'd think it would.
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, blendingFactor);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, t.id);
|
||||
i++;
|
||||
}
|
||||
getGeometry()->draw();
|
||||
|
||||
//Reset the multi-texture units.
|
||||
for (int j = 0; j <= i; j++) {
|
||||
for (int j = 0; j < i; j++) {
|
||||
glActiveTexture(GL_TEXTURE1 + j);
|
||||
glClientActiveTexture(GL_TEXTURE1 + j);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
@@ -156,7 +200,6 @@ void Entity::render() {
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
//Reset texture unit 0.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -180,20 +223,6 @@ void Entity::render() {
|
||||
|
||||
//bool Entity::isCollidingWith(Entity *entity) {}
|
||||
|
||||
Texture* Entity::getTexture() {
|
||||
if (engine->world->textureList.empty())
|
||||
loadTexture();
|
||||
for (auto& texture : engine->world->textureList)
|
||||
for (auto& entity : texture->usedBy)
|
||||
if (instanceOf(this, entity)) {
|
||||
if (std::find(texture->usedBy.begin(), texture->usedBy.end(), this) == texture->usedBy.end()) //If this is the first time the entity is using it.
|
||||
texture->usedBy.push_back(this);
|
||||
return texture;
|
||||
}
|
||||
loadTexture();
|
||||
return getTexture();
|
||||
}
|
||||
|
||||
void Entity::erase() {
|
||||
Texture* t = getTexture();
|
||||
VertexArray* vA = getGeometry();
|
||||
@@ -220,9 +249,10 @@ void Entity::erase() {
|
||||
|
||||
AABB Entity::getAABB() {
|
||||
AABB aabb = Collision::genMinimallyEnclosingAABB(getGeometry());
|
||||
if (getScale() != 1)
|
||||
aabb.minPoint *= scale,
|
||||
aabb.maxPoint *= scale;
|
||||
//TODO this won't look right.
|
||||
if (getScale().x != 1)
|
||||
aabb.minPoint *= scale.x,
|
||||
aabb.maxPoint *= scale.x;
|
||||
|
||||
aabb.minPoint += position;
|
||||
aabb.maxPoint += position;
|
||||
@@ -231,7 +261,8 @@ AABB Entity::getAABB() {
|
||||
|
||||
Sphere Entity::getSphere() {
|
||||
Sphere sphere = Collision::genMinimallyEnclosingSphere(getGeometry());
|
||||
sphere.Radius *= scale;
|
||||
//TODO this won't look right.
|
||||
sphere.Radius *= scale.x;
|
||||
sphere.Position = position;
|
||||
return sphere;
|
||||
}
|
||||
|
@@ -12,7 +12,7 @@ void Skybox::render() {
|
||||
glTranslatef(position.x ,position.y, position.z);
|
||||
glBindTexture(GL_TEXTURE_2D, getTexture()->id);
|
||||
glCullFace(GL_FRONT);
|
||||
glScalef(getScale(), getScale(), getScale());
|
||||
glScalef(getScale().x, getScale().y, getScale().z);
|
||||
getGeometry()->draw();
|
||||
glCullFace(GL_BACK);
|
||||
glBindTexture(GL_TEXTURE_2D,0);
|
||||
@@ -21,7 +21,5 @@ void Skybox::render() {
|
||||
|
||||
Skybox::Skybox() {
|
||||
name = "skybox";
|
||||
modelPath = engine->workingDir + "/assets/models/sphere_vlo.obj";
|
||||
texturePath = engine->workingDir + "/assets/textures/missing.png";
|
||||
setScale(engine->farPlane);
|
||||
}
|
@@ -1,9 +1,10 @@
|
||||
#include <Redacted3D/types/texture.h>
|
||||
#include <ReTexture/rTexture.h>
|
||||
#include <Redacted3D/types/texture.h>
|
||||
#include <Redacted3D/engine/engine.h>
|
||||
|
||||
void Texture::load(Entity* entity, const std::string& file, bool storeOnTextureList) {
|
||||
auto* texture = new RTexture(file, {RTextureFlag::INVERT_Y});
|
||||
|
||||
glGenTextures(1, &id);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
if (texture->format == RTextureFormat::RGBA)
|
||||
@@ -11,6 +12,7 @@ void Texture::load(Entity* entity, const std::string& file, bool storeOnTextureL
|
||||
if (texture->format == RTextureFormat::RGB)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture->width, texture->height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture->pixelData.data());
|
||||
delete texture;
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
@@ -55,35 +57,31 @@ void Texture::erase(Texture* texture) const {
|
||||
engine->world->textureList.erase(engine->world->textureList.begin() + i);
|
||||
}
|
||||
|
||||
|
||||
MultiTexture::MultiTexture(Entity* entity, const char* pathContainingTextures, bool storeOnTextureList) {
|
||||
for (const auto& entry : std::filesystem::directory_iterator(pathContainingTextures))
|
||||
if (entry.is_regular_file() && entry.path().extension() == ".png") {
|
||||
Texture texture(entity, (const char*) entry.path().c_str(), false);
|
||||
|
||||
//The base texture *must* go in the first slot.
|
||||
if (entry.path().filename() == "default.png")
|
||||
this->id = texture.id,
|
||||
this->usedBy = texture.usedBy;
|
||||
else multi.push_back(texture);
|
||||
}
|
||||
MultiTexture::MultiTexture(Entity* entity, const std::vector<std::string>& textures, bool storeOnTextureList) {
|
||||
Texture base;
|
||||
for (const auto& t : textures) {
|
||||
if (id != 0)
|
||||
multi.emplace_back(entity, t.c_str(), false);
|
||||
else
|
||||
base = Texture(entity, t.c_str(), false),
|
||||
id = base.id,
|
||||
usedBy = base.usedBy;
|
||||
}
|
||||
|
||||
if (storeOnTextureList)
|
||||
engine->world->textureList.push_back(new MultiTexture(*this));
|
||||
|
||||
//You cannot have more than 8 total textures rendered in one pass.
|
||||
//In Fixed-Function OpenGL you only have 8 TMUs available.
|
||||
//TODO: multi-pass multi-texturing (will be slower).
|
||||
if (multi.size() > 7)
|
||||
engine->setError(ENGINE_ERROR_CODE::MULTI_TEXTURE_SIZE_EXCEEDS, true);
|
||||
if (multi.size() > 6)
|
||||
engine->setError(ENGINE_ERROR_CODE::MULTI_TEXTURE_SIZE_EXCEEDS, false);
|
||||
}
|
||||
|
||||
void MultiTexture::erase() {
|
||||
Texture::erase(this);
|
||||
}
|
||||
|
||||
MotionTexture::MotionTexture(Entity* entity, const std::vector<std::string>& textures, u16 msBetweenFrames, bool storeOnTextureList) {
|
||||
MotionTexture::MotionTexture(Entity* entity, const std::vector<std::string>& textures, u16 msBetweenFrames, bool storeOnTextureList, bool doAnim) {
|
||||
msDelay = msBetweenFrames;
|
||||
this->doAnim = doAnim;
|
||||
Texture base(entity, textures[0].c_str(), false);
|
||||
std::vector<std::string> extra(textures.begin()+1, textures.end());
|
||||
|
||||
@@ -125,3 +123,17 @@ Texture* MotionTexture::current() {
|
||||
|
||||
return &motion[lastDisplayedIndex - 1];
|
||||
}
|
||||
|
||||
void MotionTexture::advance() {
|
||||
lastDisplayedIndex++;
|
||||
if (lastDisplayedIndex > motion.size())
|
||||
lastDisplayedIndex = 0;
|
||||
}
|
||||
|
||||
void MotionTexture::toggleAnim() {
|
||||
doAnim = !doAnim;
|
||||
}
|
||||
|
||||
Texture* MotionTexture::base() {
|
||||
return this;
|
||||
}
|
||||
|
Reference in New Issue
Block a user