Files
vb01/root.cpp
T

115 lines
2.9 KiB
C++

#include"stb_image.h"
#include"root.h"
#include<glad.h>
#include<glfw3.h>
#include<cstdlib>
#include<iostream>
#include"shader.h"
#include"box.h"
#include"quad.h"
using namespace std;
namespace vb01{
static Root *root=new Root();
Root* Root::getSingleton(){return root;}
void foo(GLFWwindow *window, int width, int height){
glViewport(0,0,width,height);
}
Root::Root(){
rootNode=new Node(Vector3::VEC_ZERO);
guiNode=new Node(Vector3::VEC_ZERO);
camera=new Camera();
}
void Root::start(int width,int height){
running=true;
this->width=width;
this->height=height;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
window=glfwCreateWindow(width,height,"KEK",NULL,NULL);
if(window==NULL){
std::cout<<"KEK\n";
exit(-1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window,foo);
if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
std::cout<<"KEK2\n";
exit(-1);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glGenFramebuffers(1,&guiFBO);
glBindFramebuffer(GL_FRAMEBUFFER,guiFBO);
Texture *texture=new Texture();
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,*(texture->getTexture()),0);
glGenRenderbuffers(1,&guiRBO);
glBindRenderbuffer(GL_RENDERBUFFER,guiRBO);
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,width,height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,guiRBO);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
cout<<"Not complete\n";
else
cout<<"Complete\n";
glBindFramebuffer(GL_FRAMEBUFFER,0);
guiPlane=new Quad(Vector3::VEC_IJK);
Material *mat=new Material(Material::MATERIAL_GUI);
mat->addDiffuseMap(texture);
guiPlane->setMaterial(mat);
}
void Root::update(){
if(running){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
if(skybox){
glDepthMask(GL_FALSE);
glCullFace(GL_BACK);
skybox->update();
glDepthMask(GL_TRUE);
glCullFace(GL_FRONT);
}
rootNode->update();
glDisable(GL_CULL_FACE);
guiNode->update();
glBindFramebuffer(GL_FRAMEBUFFER,guiFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER,0);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//guiPlane->update();
glDisable(GL_DEPTH_TEST);
glfwSwapBuffers(window);
}
}
void Root::createSkybox(string textures[6]){
skybox = new Box(Vector3(10,10,10));
Material *skyboxMat=new Material(Material::Type::MATERIAL_SKYBOX);
skyboxMat->addDiffuseMap(textures);
skybox->setMaterial(skyboxMat);
}
}