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OpenGL Shader + Mesh + Rendering + buggy Texturing + Demo, Refactorin…
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…gs, Utility
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Paul Maximilian Bittner committed Jun 30, 2017
1 parent 97c328d commit cc2d7b7
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Showing 67 changed files with 1,609 additions and 155 deletions.
25 changes: 21 additions & 4 deletions CMakeLists.txt
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Expand Up @@ -39,7 +39,7 @@ set(SOURCE_FILES ${MAIN_FILE} src/EngineMain.cpp src/lib/easylogging++.cc
include/core/io/Keyboard.h
include/core/io/Mouse.h

include/core/rendering/Renderable.h
include/core/rendering/interface/Renderable.h
include/core/rendering/Renderer.h
include/core/rendering/Graphics.h

Expand Down Expand Up @@ -86,7 +86,7 @@ set(SOURCE_FILES ${MAIN_FILE} src/EngineMain.cpp src/lib/easylogging++.cc
include/sdl/SDLWindow.h
include/core/EngineSetup.h
include/sdl/SDLEngineSetup.h
include/core/rendering/Camera.h
include/core/rendering/camera/Camera.h
include/sdl/SDLInputSystem.h
include/core/rendering/scenegraph/rule/GroupByEntitySceneGraphBuildingRule.h
include/core/rendering/scenegraph/rule/ListSceneGraphBuildingRule.h
Expand Down Expand Up @@ -115,8 +115,22 @@ set(SOURCE_FILES ${MAIN_FILE} src/EngineMain.cpp src/lib/easylogging++.cc
include/core/time/Time.h
include/sdl/opengl/SDLOpenGLWindow.h
include/opengl/OpenGLRenderPass.h
include/demo/OpenGLDemo.h
include/sdl/opengl/SDLOpenGLSetup.h include/core/rendering/Viewport.h include/opengl/OpenGLViewport.h include/core/rendering/Sprite.h include/core/rendering/resource/Mesh.h include/core/rendering/resource/Texture.h)
include/demo/OpenGL/OpenGLDemo.h
include/sdl/opengl/SDLOpenGLSetup.h
include/core/rendering/Viewport.h
include/opengl/OpenGLViewport.h
include/core/rendering/Sprite.h
include/core/rendering/resource/Mesh.h
include/core/rendering/resource/Texture.h
include/opengl/resource/OpenGLTexture2D.h
include/opengl/OpenGLSprite.h
include/opengl/resource/OpenGLMesh.h
include/opengl/resource/OpenGLShader.h
include/core/rendering/camera/Projection.h
include/core/rendering/camera/PerspectiveProjection.h
include/demo/OpenGL/Cube.h
include/demo/RotateAround3D.h
include/core/rendering/RenderOptions.h include/demo/CameraControls.h include/opengl/test.h)

### API INCLUDES ########################################
if (ANDROID)
Expand All @@ -136,6 +150,9 @@ else()
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIR})

find_package(SDL2_image REQUIRED)
include_directories(${SDL2_IMAGE_INCLUDE_DIR})

#find_package(SDL2_ttf REQUIRED)
#include_directories(${SDL2_TTF_INCLUDE_DIR})
endif()
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4 changes: 4 additions & 0 deletions Todo.txt
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@@ -0,0 +1,4 @@
OpenGL_Hardcodes entfernen:
OpenGLMesh.render -> glEnableVertexAttribArray momentan mit 0, bitte variabel
OpenGLSprite ist nur mit einem Shader moeglich. Shader besser abstrahieren!
Mehrere Texturen unterstetzen glActiveTexture(GL_TEXTURE0) in OpenGLSprite ist keine Loesung
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14 changes: 14 additions & 0 deletions bin/res/shader/test/PlainTexture.frag
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@@ -0,0 +1,14 @@
#version 400 core

in vec2 fragTextureCoords;
out vec4 out_Color;

uniform sampler2D textureSampler;

void main(void) {
//*
out_Color = texture(textureSampler, fragTextureCoords);
/*/
out_Color = vec4(1,0,0,1);
//*/
}
14 changes: 14 additions & 0 deletions bin/res/shader/test/PlainTexture.vert
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@@ -0,0 +1,14 @@
#version 400 core

in vec3 position;
in vec2 texCoord;

out vec2 fragTextureCoords;

uniform mat4 projection;
uniform mat4 modelview;

void main(void) {
fragTextureCoords = texCoord;
gl_Position = projection * modelview * vec4(position, 1.0);
}
12 changes: 12 additions & 0 deletions bin/res/shader/test/thinmatrix/tut5.frag
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@@ -0,0 +1,12 @@
#version 150

in vec3 colour;

out vec4 out_Color;

void main(void){

out_Color = vec4(colour,1.0);

}

11 changes: 11 additions & 0 deletions bin/res/shader/test/thinmatrix/tut5.vert
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@@ -0,0 +1,11 @@
#version 150

in vec3 position;

out vec3 colour;

void main(void){

gl_Position = vec4(position,1.0);
colour = vec3(position.x+0.5,0.0,position.y+0.5);
}
158 changes: 158 additions & 0 deletions cmake/FindSDL2_image.cmake
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@@ -0,0 +1,158 @@
# Locate SDL2_image library
# This module defines
# SDL2_IMAGE_LIBRARY, the name of the library to link against
# SDL2_IMAGE_FOUND, if false, do not try to link to SDL2_image
# SDL2_IMAGE_INCLUDE_DIR, where to find SDL_image.h
#
# Additional Note: If you see an empty SDL2_IMAGE_LIBRARY_TEMP in your configuration
# and no SDL2_IMAGE_LIBRARY, it means CMake did not find your SDL2_Image library
# (SDL2_image.dll, libsdl2_image.so, SDL2_image.framework, etc).
# Set SDL2_IMAGE_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_IMAGE_LIBRARY
# variable, but when these values are unset, SDL2_IMAGE_LIBRARY does not get created.
#
# $SDL2 is an environment variable that would
# correspond to the ./configure --prefix=$SDL2
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_IMAGE_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#
# Note that on windows this will only search for the 32bit libraries, to search
# for 64bit change x86/i686-w64 to x64/x86_64-w64

#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2014 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)

FIND_PATH(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES include/SDL2 include SDL2
i686-w64-mingw32/include/SDL2
x86_64-w64-mingw32/include/SDL2
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)

# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP
NAMES SDL2_image
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP
NAMES SDL2_image
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)

SET(SDL2_IMAGE_FOUND "NO")
IF(SDL2_IMAGE_LIBRARY_TEMP)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARY_TEMP} CACHE STRING "Where the SDL2_image Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_IMAGE_LIBRARY_TEMP "${SDL2_IMAGE_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_IMAGE_FOUND "YES")
ENDIF(SDL2_IMAGE_LIBRARY_TEMP)

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_IMAGE REQUIRED_VARS SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)

6 changes: 4 additions & 2 deletions include/core/io/Keyboard.h
Original file line number Diff line number Diff line change
Expand Up @@ -9,9 +9,11 @@

namespace PAX {
class Keyboard {
const Uint8* _keyState = 0;

public:
bool keyDown[1 << 10];
bool isKeyDown(SDL_Keycode key);
void setKeyStates(const Uint8* keyState);
bool isKeyDown(SDL_Scancode key);
};
}

Expand Down
2 changes: 1 addition & 1 deletion include/core/rendering/Graphics.h
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
#ifndef PAXENGINE3_GRAPHICS_H
#define PAXENGINE3_GRAPHICS_H

#include "Renderable.h"
#include "interface/Renderable.h"
#include "../entity/EntityComponent.h"

namespace PAX {
Expand Down
26 changes: 26 additions & 0 deletions include/core/rendering/RenderOptions.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,26 @@
//
// Created by Paul on 30.06.2017.
//

#ifndef PAXENGINE3_RENDEROPTIONS_H
#define PAXENGINE3_RENDEROPTIONS_H

namespace PAX {
class Camera;
class Shader;

class RenderOptions {
Camera *_camera;
Shader *_shader;

public:
RenderOptions();

Camera *getCamera() const;
void setCamera(Camera *camera);
Shader *getShader() const;
void setShader(Shader *shader);
};
}

#endif //PAXENGINE3_RENDEROPTIONS_H
11 changes: 10 additions & 1 deletion include/core/rendering/Sprite.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,22 @@

#include "Graphics.h"
#include "resource/Texture.h"
#include "resource/Mesh.h"
#include "resource/Shader.h"

namespace PAX {
class Sprite : public Graphics {
Shader *_shader;
Texture *_texture;
Mesh *_mesh;

public:
Sprite(Texture *texture){}
Sprite(Texture *texture, Mesh *mesh, Shader *shader);
virtual void render(RenderOptions &options) override;

Shader *getShader() const;
Texture *getTexture() const;
Mesh *getMesh() const;
};
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -6,21 +6,27 @@
#define PAXENGINE3_CAMERA_H

#include <glm/detail/type_mat4x4.hpp>
#include "../entity/EntityComponent.h"
#include "../rendering/scenegraph/SceneGraph.h"
#include "Viewport.h"

#include "../scenegraph/SceneGraph.h"
#include "../../entity/EntityComponent.h"
#include "PerspectiveProjection.h"
#include "../Viewport.h"
#include "../RenderOptions.h"

namespace PAX {
PAX_EntityComponent(Camera, false, public SceneGraph)
glm::mat4 _viewMatrix;
Viewport *_viewport;
Projection *_projection;

public:
Camera(Viewport *viewport);
Camera(Viewport *viewport, Projection *projection = new PerspectiveProjection());

virtual void render(RenderOptions &renderOptions) override;

virtual void render() override;
const glm::mat4 &getViewTransform();
Viewport* getViewport();
Projection* getProjection();
};
}

Expand Down
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