add cubes

This commit is contained in:
2026-04-14 11:37:17 -05:00
parent 70bf31ddbe
commit 3ac0a519e8
3 changed files with 195 additions and 172 deletions

View File

@@ -53,21 +53,7 @@ void Rubiks::onLoad() {
ImGui::SetCurrentContext(im->aquireContext()); ImGui::SetCurrentContext(im->aquireContext());
window->getRenderer()->clearColor = { 0, 0, 0, 1.0f }; window->getRenderer()->clearColor = { 0.2f, 0.2f, 0.2f, 1.0f };
cubeShader = Archimedes::Shader(cubeVS, cubeFS, Archimedes::Shader::LoadType::FromSource);
window->getRenderer()->setupShader(cubeShader);
cube = Archimedes::Body(
Archimedes::VertexBuffer(vertices),
Archimedes::IndexArray(indices),
layout,
cubeShader
);
window->getRenderer()->setupRenderTarget(cube.getMesh());
int w, h; int w, h;
window->getSize(w, h); window->getSize(w, h);
@@ -81,6 +67,8 @@ void Rubiks::onLoad() {
camera.setPerspective(glm::perspective(glm::radians(45.0f), (float)w/(float)h, 0.1f, 100.0f)); camera.setPerspective(glm::perspective(glm::radians(45.0f), (float)w/(float)h, 0.1f, 100.0f));
//camera.setPerspective(glm::ortho(-(float)w / 2.0f, (float)w / 2.0f, -(float)h / 2.0f, (float)h / 2.0f, 0.1f, 100.0f)); //camera.setPerspective(glm::ortho(-(float)w / 2.0f, (float)w / 2.0f, -(float)h / 2.0f, (float)h / 2.0f, 0.1f, 100.0f));
rubiksCube.init(window->getRenderer());
} }
void Rubiks::run() { void Rubiks::run() {
@@ -109,13 +97,16 @@ void Rubiks::run() {
camPosPrev = camPos; camPosPrev = camPos;
camRotPrev = camRot; camRotPrev = camRot;
for(auto& b : rubiksCube.getBlocks()) {
window->getRenderer()->draw( window->getRenderer()->draw(
cube.getMesh(), b.getMesh(),
cube.getTransform(), b.getTransform(),
camera.getTransform(), camera.getTransform(),
camera.getPerspective(), camera.getPerspective(),
color color
); );
}
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@@ -179,10 +170,6 @@ bool Rubiks::onEvent(const Archimedes::Event& e) {
Archimedes::ScrollWindowEvent event = (Archimedes::ScrollWindowEvent&) e; Archimedes::ScrollWindowEvent event = (Archimedes::ScrollWindowEvent&) e;
cube.rotateRel(glm::vec3(glm::pi<float>() * event.dy / 50.0f, 0.0f, 0.0f));
cube.rotateRel(glm::vec3(0.0f, glm::pi<float>() * event.dx / 50.0f, 0.0f));
return true; return true;
} else if(type == app->getEventType(Archimedes::MouseMovedWindowEvent()) && !io.WantCaptureMouse) { } else if(type == app->getEventType(Archimedes::MouseMovedWindowEvent()) && !io.WantCaptureMouse) {

View File

@@ -1,7 +1,7 @@
// This only works with opengl!!!! // This only works with opengl!!!!
#ifndef JOBJECT_H #ifndef RUBIKS_H
#define JOBJECT_H #define RUBIKS_H
#include "Archimedes.h" #include "Archimedes.h"
@@ -11,6 +11,9 @@
#include "utils/Objects/Body.h" #include "utils/Objects/Body.h"
#include "utils/Objects/Camera.h" #include "utils/Objects/Camera.h"
#include "RubiksCube.h"
class Rubiks : public Archimedes::Module { class Rubiks : public Archimedes::Module {
public: public:
@@ -29,153 +32,12 @@ class Rubiks : public Archimedes::Module {
private: private:
Archimedes::Window* window; Archimedes::Window* window;
std::string cubeVS = "#version 430 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aNorm;\n"
"layout (location = 2) in vec4 aCol;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 proj;\n"
"uniform vec4 color;\n"
"out vec3 Norm;\n"
"out vec3 FragPos;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" gl_Position = proj * view * model * vec4(aPos, 1.0f);\n"
" Norm = mat3(transpose(inverse(model))) * aNorm;\n"
" FragPos = vec3(model * vec4(aPos, 1.0f));\n"
" col = aCol;\n"
"}\0";
std::string cubeFS = "#version 430 core\n"
"in vec3 Norm;\n"
"in vec3 FragPos;\n"
"in vec4 col;\n"
"out vec4 FragColor;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 proj;\n"
"uniform vec4 color;\n"
"void main()\n"
"{\n"
" vec3 light = vec3(1.0f, 1.0f, 1.0f);\n"
" vec3 amblight = 0.1f * light;\n"
" vec3 norm = normalize(Norm);\n"
" vec3 lightdir = normalize(vec3(10, 20, 20) - FragPos);\n"
" vec3 diff = max(dot(norm, lightdir), 0.0) * light;\n"
" FragColor = vec4((amblight + diff) * col.rgb, 1.0f);\n"
"}\n\0";
Archimedes::Shader cubeShader;
Archimedes::Body cube;
Archimedes::VertexLayout layout = Archimedes::VertexLayout({
Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3),
Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3),
Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 4)
});
Archimedes::Camera camera; Archimedes::Camera camera;
std::vector<float> vertices = { RubiksCube rubiksCube;
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, //back
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, //front
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f, //left
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, //right
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //bottom
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, //top
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f
}; };
std::vector<unsigned int> indices = { #ifdef RUBIKS_DYNAMIC
0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
15,
16,
17,
18,
19,
20,
21,
22,
23,
24,
25,
26,
27,
28,
29,
30,
31,
32,
33,
34,
35,
};
};
#ifdef SANDBOX_DYNAMIC
typedef Rubiks mtype; typedef Rubiks mtype;
#include "endModule.h" #include "endModule.h"
#endif #endif

View File

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