work on object system

This commit is contained in:
2026-02-17 14:09:20 -06:00
parent e9f1f49416
commit da1292d9e5
8 changed files with 173 additions and 77 deletions

View File

@@ -0,0 +1,30 @@
#ifndef BODY_H
#define BODY_H
#include "pch.hpp"
#include "extratools.h"
#include "Object.h"
namespace Archimedes {
class Body : public Object {
public:
Body(RenderTarget rt, glm::mat4 t = glm::mat4(1.0f)) : mesh(rt), Object(t) {};
Body(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, glm::mat4 t = glm::mat4(1.0f))
: mesh(vb, ia, vl, s), Object(t) {}
Body() {}
~Body() {};
private:
RenderTarget mesh;
};
}
#endif

View File

@@ -0,0 +1,25 @@
#ifndef CAMERA_H
#define CAMERA_H
#include "pch.hpp"
#include "extratools.h"
#include "Object.h"
namespace Archimedes {
class Camera : public Object {
public:
Camera() {}
Camera(glm::mat4 t)
: Object(t) {}
~Camera() {};
};
}
#endif

View File

@@ -12,24 +12,25 @@ namespace Archimedes {
class Object {
public:
Object(RenderTarget rt) : mesh(rt) {};
Object(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, glm::mat4 t)
: mesh(vb, ia, vl, s), worldTransform(t) {}
Object() {};
Object() {}
Object(glm::mat4 t)
: worldTransform(t) {}
~Object() {};
///scales an object absolutely
void scaleTo() {}
void scaleRel() {}
//void scaleTo() {}
void scaleRel(float scale) { worldTransform = glm::scale(worldTransform, glm::vec3(scale)); }
void moveTo() {}
void moveRel() {}
//void moveTo(glm::vec3 pos) { worldTransform = glm::translate(worldTransform, pos); }
void moveRel(glm::vec3 pos) { worldTransform = glm::translate(worldTransform, pos); }
void rotateTo() {}
void rotateRel() {}
//void rotateTo() {}
void rotateRel(float radians, glm::vec3 axis) { worldTransform = glm::rotate(worldTransform, radians, axis); }
const glm::mat4& getTransform() { return worldTransform; }
private:
@@ -38,8 +39,6 @@ namespace Archimedes {
glm::mat4 worldTransform = glm::mat4(1.0f);
RenderTarget mesh;
};
}

View File

@@ -16,6 +16,8 @@ namespace Archimedes {
enum class RenderMode {
Triangles,
Lines,
ConnectedLines,
ConnectedLinesLooped,
Points
};
@@ -42,9 +44,13 @@ namespace Archimedes {
Shader& s
) = 0;
virtual void useRenderTarget(RenderTarget& rt) = 0;
virtual void setupRenderTarget(RenderTarget& rt) = 0;
virtual void draw(const RenderTarget& rt, RenderMode mode = RenderMode::Triangles) = 0;
virtual void updateRenderTarget(RenderTarget& rt) = 0;
virtual void freeRenderTarget(RenderTarget& rt) = 0;
virtual void draw(const RenderTarget& rt, glm::vec4 color = { 1.0f, 0.0f, 1.0f, 1.0f }, RenderMode mode = RenderMode::Triangles) = 0;
virtual Renderer* getRendererImpl() = 0;

View File

@@ -173,27 +173,28 @@ namespace Archimedes {
return rt;
};
void useRenderTarget(RenderTarget& rt) override {
void setupRenderTarget(RenderTarget& rt) override {
glGenVertexArrays(1, &rt.vertexArray.id);
glGenBuffers(1, &rt.vertexBuffer.id);
glGenBuffers(1, &rt.indexArray.id);
updateRenderTarget(rt);
};
void updateRenderTarget(RenderTarget& rt) override {
glBindVertexArray(rt.vertexArray.id);
glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
glGenBuffers(1, &rt.indexArray.id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
glUseProgram(rt.shader.id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
@@ -203,7 +204,14 @@ namespace Archimedes {
};
void draw(const RenderTarget& rt, RenderMode mode) override {
void freeRenderTarget(RenderTarget& rt) override {
glDeleteVertexArrays(1, &rt.vertexArray.id);
glDeleteBuffers(1, &rt.vertexBuffer.id);
glDeleteBuffers(1, &rt.indexArray.id);
};
void draw(const RenderTarget& rt, glm::vec4 color = { 1.0f, 0.0f, 1.0f, 1.0f }, RenderMode mode = RenderMode::Triangles) override {
glUseProgram(rt.shader.id);
@@ -214,18 +222,27 @@ namespace Archimedes {
unsigned int resLoc = glGetUniformLocation(rt.shader.id, "res");
glUniform2ui(resLoc, w, h);
unsigned int ccLoc = glGetUniformLocation(rt.shader.id, "clearColor");
glUniform4f(ccLoc, clearColor.r, clearColor.g, clearColor.b, clearColor.a);
unsigned int colorLoc = glGetUniformLocation(rt.shader.id, "color");
glUniform4f(colorLoc, color.r, color.g, color.b, color.a);
glBindVertexArray(rt.vertexArray.id);
switch(mode) {
case RenderMode::Triangles:
glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
break;
case RenderMode::Lines:
glDrawElements(GL_LINES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
break;
case RenderMode::ConnectedLines:
glDrawElements(GL_LINE_STRIP, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
break;
case RenderMode::ConnectedLinesLooped:
glDrawElements(GL_LINE_LOOP, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
break;
case RenderMode::Points:
glDrawElements(GL_POINTS, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
break;
default:
break;
}