mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
implemented overlays and text, need depth configuration
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@@ -31,9 +31,9 @@ namespace vb01{
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER,VBO);
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glBufferData(GL_ARRAY_BUFFER, 3*numTris*sizeof(Vertex), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 3*numTris*sizeof(Vertex),staticVerts?vertices:NULL, staticVerts?GL_STATIC_DRAW:GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*numTris*sizeof(unsigned int),indices,GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*numTris*sizeof(unsigned int),staticVerts?indices:NULL,staticVerts?GL_STATIC_DRAW:GL_DYNAMIC_DRAW);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0);
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glEnableVertexAttribArray(0);
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@@ -41,10 +41,13 @@ namespace vb01{
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(offsetof(Vertex,texCoords)));
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glEnableVertexAttribArray(2);
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}
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void Mesh::update(){
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mat4 model=mat4(1.f);
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mat4 view=mat4(1.f);
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mat4 proj=mat4(1.f);
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Root *root=Root::getSingleton();
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Camera *cam=root->getCamera();
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float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
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@@ -52,19 +55,29 @@ namespace vb01{
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Vector3 pos=(node?node->getPosition():Vector3::VEC_ZERO);
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Vector3 dir=cam->getDirection(),up=cam->getUp(),camPos=cam->getPosition();
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mat4 model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z));
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model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z));
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model=rotate(model,radians(0.f),vec3(1,1,1));
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mat4 view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+dir.x,camPos.y+dir.y,camPos.z+dir.z),vec3(up.x,up.y,up.z));
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mat4 proj=perspective(radians(fov),width/height,nearPlane,farPlane);
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//proj=ortho(0.f,800.f,0.f,-600.f,nearPlane,farPlane);
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view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+dir.x,camPos.y+dir.y,camPos.z+dir.z),vec3(up.x,up.y,up.z));
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proj=perspective(radians(fov),width/height,nearPlane,farPlane);
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material->update();
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material->getShader()->setVec3(camPos,"camPos");
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material->getShader()->setMat4(model,"model");
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material->getShader()->setMat4(view,"view");
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material->getShader()->setMat4(proj,"proj");
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Shader *shader=material->getShader();
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shader->setVec3(camPos,"camPos");
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shader->setMat4(model,"model");
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shader->setMat4(view,"view");
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shader->setMat4(proj,"proj");
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if(material->getType()==Material::MATERIAL_GUI)
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shader->setVec2(Vector2((float)width,(float)height),"screen");
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//proj=ortho(0.f,800.f,0.f,-600.f,nearPlane,farPlane);
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glBindVertexArray(VAO);
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if(!staticVerts){
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glBindBuffer(GL_ARRAY_BUFFER,VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 3*numTris*sizeof(Vertex),vertices);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,3*numTris*sizeof(unsigned int),indices);
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}
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glDrawElements(GL_TRIANGLES,3*numTris,GL_UNSIGNED_INT,0);
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}
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}
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