add draw types
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@@ -5,18 +5,41 @@
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#include "extratools.h"
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#include "utils/Renderer/RenderTarget.h"
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namespace Archimedes {
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class Object {
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public:
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Object() {};
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Object(RenderTarget rt) : mesh(rt) {};
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Object(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, glm::mat4 t)
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: mesh(vb, ia, vl, s), worldTransform(t) {}
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Object() {}
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~Object() {};
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///scales an object absolutely
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void scaleTo() {}
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void scaleRel() {}
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void moveTo() {}
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void moveRel() {}
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void rotateTo() {}
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void rotateRel() {}
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private:
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glm::vec3 position = glm::vec3(0);
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glm::vec3 rotation = glm::vec3(0);
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glm::mat4 worldTransform = glm::mat4(1.0f);
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RenderTarget mesh;
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};
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}
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@@ -12,6 +12,13 @@ namespace Archimedes {
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class Renderer {
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public:
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enum class RenderMode {
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Triangles,
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Lines,
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Points
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};
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int w, h;
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glm::vec4 clearColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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@@ -37,7 +44,7 @@ namespace Archimedes {
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virtual void useRenderTarget(RenderTarget& rt) = 0;
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virtual void draw(const RenderTarget&) = 0;
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virtual void draw(const RenderTarget& rt, RenderMode mode = RenderMode::Triangles) = 0;
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virtual Renderer* getRendererImpl() = 0;
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@@ -173,6 +173,7 @@ namespace Archimedes {
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return rt;
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};
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void useRenderTarget(RenderTarget& rt) override {
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glGenVertexArrays(1, &rt.vertexArray.id);
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@@ -202,7 +203,7 @@ namespace Archimedes {
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};
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void draw(const RenderTarget& rt) override {
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void draw(const RenderTarget& rt, RenderMode mode) override {
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glUseProgram(rt.shader.id);
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@@ -218,7 +219,17 @@ namespace Archimedes {
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glBindVertexArray(rt.vertexArray.id);
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switch(mode) {
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case RenderMode::Triangles:
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glDrawElements(GL_TRIANGLES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
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case RenderMode::Lines:
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glDrawElements(GL_LINES, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
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case RenderMode::Points:
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glDrawElements(GL_POINTS, rt.indexArray.getCount(), GL_UNSIGNED_INT, nullptr);
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default:
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break;
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}
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glBindVertexArray(0);
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}
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@@ -86,14 +86,22 @@ void Sandbox::onLoad() {
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void Sandbox::run() {
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static float scale = 100.0f;
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static float scale = 1.0f;
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static glm::vec3 pos(0), rot(0);
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static glm::vec3 camPos(0.0f, 0.0f, 3.0f), camRot(0.0f, 0.0f, 0.0f);
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static glm::vec3 camPos(0.0f, 0.0f, 3.0f), camRot(0.0f, glm::pi<float>(), 0.0f);
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static glm::mat4 orthoCamera, perspCamera, cameraTransform;
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std::vector<glm::vec3> otf = {
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glm::vec3(0.5f, 0.5f, 0.0f),
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glm::vec3(-0.5f, -0.5f, 0.0f),
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glm::vec3(-0.5f, 0.5f, 0.0f),
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glm::vec3(0.5f, -0.5f, 0.0f)
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};
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/*
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cameraTransform = glm::mat4(1.0f);
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cameraTransform = glm::translate(cameraTransform, camPos);
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@@ -104,7 +112,7 @@ void Sandbox::run() {
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cameraTransform = glm::lookAt(
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camPos,
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glm::normalize(glm::vec3(glm::cos(camRot.y) * glm::cos(camRot.x), glm::sin(camRot.x), glm::sin(camRot.y) * glm::cos(camRot.x))),
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camPos + glm::normalize(glm::vec3(glm::sin(camRot.y) * glm::cos(camRot.x), glm::sin(camRot.x), glm::cos(camRot.y) * glm::cos(camRot.x))),
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glm::vec3(0.0f, 1.0f, 0.0f)
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);
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/*
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@@ -169,9 +177,9 @@ void Sandbox::run() {
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ImGui::Text("Properties");
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ImGui::SliderFloat("pitch", &rot.x, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("yaw", &rot.y, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("roll", &rot.z, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("pitch", &rot.x, -glm::pi<float>(), glm::pi<float>());
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ImGui::SliderFloat("yaw", &rot.y, -glm::pi<float>(), glm::pi<float>());
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ImGui::SliderFloat("roll", &rot.z, -glm::pi<float>(), glm::pi<float>());
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ImGui::SliderFloat("scale", &scale, 0.1f, 10.0f);
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@@ -181,9 +189,9 @@ void Sandbox::run() {
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ImGui::Text("Camera Properties");
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ImGui::SliderFloat("c_pitch", &camRot.x, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("c_yaw", &camRot.y, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("c_roll", &camRot.z, -3.14159265359f, 3.14159265359f);
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ImGui::SliderFloat("c_pitch", &camRot.x, -glm::pi<float>(), glm::pi<float>());
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ImGui::SliderFloat("c_yaw", &camRot.y, 0, 2 * glm::pi<float>());
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ImGui::SliderFloat("c_roll", &camRot.z, -glm::pi<float>(), glm::pi<float>());
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ImGui::SliderFloat("c_x", &camPos.x, -10.0f, 10.0f);
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ImGui::SliderFloat("c_y", &camPos.y, -10.0f, 10.0f);
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