add cubes
This commit is contained in:
174
src/modules/Archimedes-Modules/Rubiks/RubiksCube.h
Normal file
174
src/modules/Archimedes-Modules/Rubiks/RubiksCube.h
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// This only works with opengl!!!!
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#ifndef RUBIKSCUBE_H
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#define RUBIKSCUBE_H
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#include "Archimedes.h"
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#include "utils/Objects/Body.h"
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#include "utils/Renderer/Renderer.h"
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class RubiksCube {
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public:
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RubiksCube() {}
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~RubiksCube() {}
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void init(Archimedes::Renderer* r) {
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shader = Archimedes::Shader(vs, fs, Archimedes::Shader::LoadType::FromSource);
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r->setupShader(shader);
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rt = Archimedes::RenderTarget(
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Archimedes::VertexBuffer(vertices),
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Archimedes::IndexArray(indices),
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layout,
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shader
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);
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r->setupRenderTarget(rt);
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for(int i = 0; i < blocks.size(); i++) {
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blocks.at(i) = Archimedes::Body(rt);
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blocks.at(i).moveTo(positions.at(i));
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}
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}
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std::vector<Archimedes::Body> getBlocks() { return blocks; }
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private:
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std::vector<Archimedes::Body> blocks = std::vector<Archimedes::Body>(26);
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std::vector<glm::vec3> positions = {
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glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f),
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glm::vec3(-1.0f, 1.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f),
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glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(0.0f, 1.0f, -1.0f), glm::vec3(1.0f, 1.0f, -1.0f),
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glm::vec3(-1.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(1.0f, 0.0f, 1.0f),
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glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f),
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glm::vec3(-1.0f, 0.0f, -1.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(1.0f, 0.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(0.0f, -1.0f, 1.0f), glm::vec3(1.0f, -1.0f, 1.0f),
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glm::vec3(-1.0f, -1.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(1.0f, -1.0f, 0.0f),
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glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(0.0f, -1.0f, -1.0f), glm::vec3(1.0f, -1.0f, -1.0f),
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};
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Archimedes::RenderTarget rt;
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std::string vs = "#version 430 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec3 aNorm;\n"
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"layout (location = 2) in vec4 aCol;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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"uniform mat4 proj;\n"
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"uniform vec4 color;\n"
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"out vec3 Norm;\n"
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"out vec3 FragPos;\n"
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"out vec4 col;\n"
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"void main()\n"
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"{\n"
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" gl_Position = proj * view * model * vec4(aPos, 1.0f);\n"
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" Norm = mat3(transpose(inverse(model))) * aNorm;\n"
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" FragPos = vec3(model * vec4(aPos, 1.0f));\n"
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" col = aCol;\n"
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"}\0";
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std::string fs = "#version 430 core\n"
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"in vec3 Norm;\n"
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"in vec3 FragPos;\n"
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"in vec4 col;\n"
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"out vec4 FragColor;\n"
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"uniform mat4 model;\n"
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"uniform mat4 view;\n"
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"uniform mat4 proj;\n"
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"uniform vec4 color;\n"
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"void main()\n"
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"{\n"
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" vec3 light = vec3(1.0f, 1.0f, 1.0f);\n"
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" vec3 amblight = 0.1f * light;\n"
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" vec3 norm = normalize(Norm);\n"
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" vec3 lightdir = normalize(vec3(10, 20, 20) - FragPos);\n"
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" vec3 diff = max(dot(norm, lightdir), 0.0) * light;\n"
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" FragColor = vec4((amblight + diff) * col.rgb, 1.0f);\n"
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"}\n\0";
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Archimedes::Shader shader;
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Archimedes::VertexLayout layout = Archimedes::VertexLayout({
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Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3),
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Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3),
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Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 4)
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});
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std::vector<float> vertices = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, //back
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, //front
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, //left
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, //right
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //bottom
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, //top
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f
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};
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std::vector<unsigned int> indices = {
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0, 1, 2, 3, 4, 5,
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6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 16, 17,
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18, 19, 20, 21, 22, 23,
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24, 25, 26, 27, 28, 29,
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30, 31, 32, 33, 34, 35,
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};
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};
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#endif
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