add cubes
This commit is contained in:
@@ -53,21 +53,7 @@ void Rubiks::onLoad() {
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ImGui::SetCurrentContext(im->aquireContext());
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window->getRenderer()->clearColor = { 0, 0, 0, 1.0f };
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cubeShader = Archimedes::Shader(cubeVS, cubeFS, Archimedes::Shader::LoadType::FromSource);
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window->getRenderer()->setupShader(cubeShader);
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cube = Archimedes::Body(
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Archimedes::VertexBuffer(vertices),
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Archimedes::IndexArray(indices),
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layout,
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cubeShader
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);
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window->getRenderer()->setupRenderTarget(cube.getMesh());
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window->getRenderer()->clearColor = { 0.2f, 0.2f, 0.2f, 1.0f };
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int w, h;
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window->getSize(w, h);
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@@ -81,6 +67,8 @@ void Rubiks::onLoad() {
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camera.setPerspective(glm::perspective(glm::radians(45.0f), (float)w/(float)h, 0.1f, 100.0f));
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//camera.setPerspective(glm::ortho(-(float)w / 2.0f, (float)w / 2.0f, -(float)h / 2.0f, (float)h / 2.0f, 0.1f, 100.0f));
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rubiksCube.init(window->getRenderer());
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}
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void Rubiks::run() {
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@@ -109,13 +97,16 @@ void Rubiks::run() {
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camPosPrev = camPos;
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camRotPrev = camRot;
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window->getRenderer()->draw(
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cube.getMesh(),
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cube.getTransform(),
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camera.getTransform(),
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camera.getPerspective(),
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color
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);
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for(auto& b : rubiksCube.getBlocks()) {
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window->getRenderer()->draw(
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b.getMesh(),
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b.getTransform(),
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camera.getTransform(),
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camera.getPerspective(),
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color
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);
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}
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{
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ImGuiIO& io = ImGui::GetIO();
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@@ -179,10 +170,6 @@ bool Rubiks::onEvent(const Archimedes::Event& e) {
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Archimedes::ScrollWindowEvent event = (Archimedes::ScrollWindowEvent&) e;
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cube.rotateRel(glm::vec3(glm::pi<float>() * event.dy / 50.0f, 0.0f, 0.0f));
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cube.rotateRel(glm::vec3(0.0f, glm::pi<float>() * event.dx / 50.0f, 0.0f));
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return true;
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} else if(type == app->getEventType(Archimedes::MouseMovedWindowEvent()) && !io.WantCaptureMouse) {
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@@ -1,7 +1,7 @@
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// This only works with opengl!!!!
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#ifndef JOBJECT_H
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#define JOBJECT_H
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#ifndef RUBIKS_H
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#define RUBIKS_H
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#include "Archimedes.h"
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@@ -11,6 +11,9 @@
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#include "utils/Objects/Body.h"
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#include "utils/Objects/Camera.h"
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#include "RubiksCube.h"
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class Rubiks : public Archimedes::Module {
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public:
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@@ -29,153 +32,12 @@ class Rubiks : public Archimedes::Module {
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private:
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Archimedes::Window* window;
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std::string cubeVS = "#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 cubeFS = "#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 cubeShader;
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Archimedes::Body cube;
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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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Archimedes::Camera camera;
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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,
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1,
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2,
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3,
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4,
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5,
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6,
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7,
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8,
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9,
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10,
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11,
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12,
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13,
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14,
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15,
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16,
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17,
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18,
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19,
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20,
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21,
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22,
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23,
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24,
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25,
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26,
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27,
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28,
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29,
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30,
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31,
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32,
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33,
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34,
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35,
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};
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RubiksCube rubiksCube;
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};
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#ifdef SANDBOX_DYNAMIC
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#ifdef RUBIKS_DYNAMIC
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typedef Rubiks mtype;
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#include "endModule.h"
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#endif
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174
src/modules/Archimedes-Modules/Rubiks/RubiksCube.h
Normal file
174
src/modules/Archimedes-Modules/Rubiks/RubiksCube.h
Normal file
@@ -0,0 +1,174 @@
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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,
|
||||
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
|
||||
Reference in New Issue
Block a user