got minimal vertex shader working.
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3 changed files with 93 additions and 20 deletions
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@ -14,19 +14,27 @@ class PolygonModel {
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public:
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PolygonModel(const std::string &filename) : m_filename(filename)
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{
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if (!import()) {
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m_loaded = false;
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} else {
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m_loaded = true;
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clear();
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}
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void clear()
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{
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// TODO: delete buffers if there's data
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m_loaded_from_file = false;
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m_loaded_to_opengl = false;
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m_data_position.clear();
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m_data_normal.clear();
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m_vbo_id_position = 0;
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m_vbo_id_normal = 0;
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m_numVertices = 0;
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}
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bool import()
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{
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m_vbo_id_position = 0;
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m_vbo_id_normal = 0;
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m_numVertices = 0;
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clear();
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// Create an instance of the Importer class
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Assimp::Importer importer;
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@ -51,12 +59,21 @@ class PolygonModel {
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// Now we can access the file's contents.
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copyVertices(scene);
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m_loaded_from_file = true;
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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bool loadIntoOpenGl()
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bool uploadToOpenGl()
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{
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if (!m_loaded_from_file) {
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std::cerr<<"[polygonmodel] warning: try to upload model data "
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<< "to OpenGL but no data is loaded!" << std::endl;
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return false;
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}
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glEnableVertexAttribArray(0);
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glGenBuffers(1, &m_vbo_id_position); // Generate buffer
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@ -97,11 +114,21 @@ class PolygonModel {
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model->normals, // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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#endif
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m_loaded_to_opengl = true;
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return true;
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}
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bool bind()
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{
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// TODO: check whether this vbo is bound!
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if (!m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to bind model vbo "
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<< "which was not uploaded to OpenGL!" << std::endl;
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return false;
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}
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// bind position vbo
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position);
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@ -116,12 +143,20 @@ class PolygonModel {
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glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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#endif
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m_binding_active = true;
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return true;
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}
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void render()
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bool render()
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{
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if (!m_binding_active || !m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
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return false;
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}
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glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
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return true;
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}
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private:
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@ -171,11 +206,12 @@ class PolygonModel {
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}
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const std::string &filename() const { return m_filename; }
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bool ready() const { return m_loaded; }
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private:
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std::string m_filename;
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bool m_loaded;
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bool m_loaded_from_file;
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bool m_loaded_to_opengl;
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bool m_binding_active;
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// both will hold 3 * numVertices floats
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std::vector<float> m_data_position;
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@ -9,18 +9,52 @@ namespace endofthejedi {
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{
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std::cout<<"setup 3d" << std::endl;
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m_atomicBomb = new PolygonModel("../data/mesh/small_atomic_bomb.stl");
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m_atomicBomb->loadIntoOpenGl();
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//m_atomicBomb = new PolygonModel("../data/mesh/small_atomic_bomb.stl");
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m_atomicBomb = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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m_atomicBomb->import();
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m_atomicBomb->uploadToOpenGl();
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m_models.push_back(m_atomicBomb);
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std::string vss =
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" vertex = gl_Vertex.xyz;\n"
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"}\n"
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;
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std::string fss =
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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//" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n"
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"}\n"
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;
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m_shader.init();
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m_shader.load(vss.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss.c_str(), GL_FRAGMENT_SHADER);
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}
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void RendererPolygon3d::render(const game::State *state)
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{
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m_shader.bind();
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(void) state;
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m_atomicBomb->bind();
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m_atomicBomb->render();
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//m_atomicBomb->bind();
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//m_atomicBomb->render();
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glColor3f(1.0, 0.0, 0.0);
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glBegin(GL_QUADS);
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glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f, -1.0f);
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glVertex2f(1.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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//std::cout<<"render 3d" << std::endl;
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}
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@ -17,15 +17,18 @@ class PolygonModel;
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namespace endofthejedi {
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class RendererPolygon3d : public Renderer {
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private:
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protected:
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public:
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void setup();
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void render(const game::State *state) override;
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private:
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// all models are also here (for easy reloading etc.)
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std::vector<PolygonModel*> m_models;
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// and with a specific variable name here
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PolygonModel *m_atomicBomb;
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// for rendering everything
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Shader m_shader;
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};
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}
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