mesh/texture work
This commit is contained in:
parent
03b8658666
commit
5ff134abe4
19 changed files with 376 additions and 22 deletions
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@ -11,15 +11,25 @@ namespace fishbone {
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#include <fishbone/window.h>
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#include <fishbone/meshldr.h>
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#include <fishbone/textureldr.h>
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namespace fishbone {
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class Texture {
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void init(fishbone::Renderer* renderer, unsigned char* rgba, int width, int height);
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struct Impl;
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Impl* impl;
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public:
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Texture(fishbone::Renderer* renderer, unsigned char* rgba, int width, int height);
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Texture(fishbone::Renderer* renderer, unsigned char* rgba, int width, int height) {
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this->init(renderer, rgba, width, height);
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}
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Texture(fishbone::Renderer* renderer, fishbone::TextureData* data) {
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this->init(renderer, data->rgba, data->width, data->height);
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}
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~Texture();
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void use();
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};
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class Mesh {
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@ -38,6 +48,10 @@ namespace fishbone {
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~Mesh();
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void draw();
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void draw(struct fishbone::Vector3 pos);
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void draw(struct fishbone::Vector3 pos, struct fishbone::Vector3 rot);
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fishbone::Texture* texture;
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};
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class Renderer {
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@ -47,7 +61,11 @@ namespace fishbone {
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public:
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Renderer(fishbone::Window* window);
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~Renderer();
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void prepare();
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};
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static float maxDistance = 64;
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}; // namespace fishbone
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#endif
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@ -21,9 +21,9 @@ namespace fishbone {
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virtual size_t read(void* buffer, size_t size);
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virtual size_t write(const void* buffer, size_t size);
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bool good();
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size_t size;
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bool good;
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};
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}; // namespace fishbone
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@ -13,5 +13,7 @@
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#include <fishbone/base.h>
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#include <fishbone/meshldr.h>
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#include <fishbone/log.h>
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#include <fishbone/math.h>
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#include <fishbone/textureldr.h>
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#endif
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@ -11,6 +11,7 @@
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#include <cstdio>
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#include <cstring>
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#include <cmath>
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#include <cstdlib>
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#include <fishbone/config.h>
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18
engine/include/fishbone/math.h
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18
engine/include/fishbone/math.h
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@ -0,0 +1,18 @@
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#ifndef __FISHBONE_MATH_H__
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#define __FISHBONE_MATH_H__
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#include <fishbone/pre.h>
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namespace fishbone {
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float cot(float x);
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};
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/* no includes */
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namespace fishbone {
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float cot(float x);
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static double pi = 3.14159265358979323846;
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}; // namespace fishbone
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#endif
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@ -14,6 +14,8 @@ namespace fishbone {
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public:
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MeshData(fishbone::File* file);
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bool good();
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std::vector<struct fishbone::Vector3> vertices;
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std::vector<struct fishbone::Vector2> texcoords;
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std::vector<struct fishbone::Vector3> normals;
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@ -23,10 +23,10 @@ namespace fishbone {
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void lock();
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void unlock();
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static const int rate = 44100;
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std::vector<fishbone::SoundLoader*> loaders;
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std::vector<fishbone::Sound*> sounds;
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float position[3];
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static const int rate = 44100;
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};
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}; // namespace fishbone
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26
engine/include/fishbone/textureldr.h
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26
engine/include/fishbone/textureldr.h
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@ -0,0 +1,26 @@
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#ifndef __FISHBONE_TEXLDR_H__
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#define __FISHBONE_TEXLDR_H__
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#include <fishbone/pre.h>
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namespace fishbone {
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class TextureData;
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};
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#include <fishbone/file.h>
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namespace fishbone {
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class TextureData {
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public:
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TextureData(fishbone::File* file);
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~TextureData();
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bool good();
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unsigned char* rgba;
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int width;
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int height;
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};
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}; // namespace fishbone
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#endif
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@ -5,11 +5,24 @@
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namespace fishbone {
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struct Vector2 {
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struct fishbone::Vector2 operator+(struct fishbone::Vector2 v) const;
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struct fishbone::Vector2 operator-(struct fishbone::Vector2 v) const;
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float length();
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struct fishbone::Vector2 normalize();
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float x;
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float y;
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};
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struct Vector3 {
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struct fishbone::Vector3 operator+(struct fishbone::Vector3 v) const;
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struct fishbone::Vector3 operator-(struct fishbone::Vector3 v) const;
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struct fishbone::Vector3 operator*(struct fishbone::Vector3 v) const;
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float length();
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struct fishbone::Vector3 normalize();
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float x;
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float y;
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float z;
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@ -18,6 +18,9 @@ namespace fishbone {
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void poll();
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void swapBuffer();
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int width;
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int height;
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};
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}; // namespace fishbone
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@ -1,8 +1,7 @@
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#include <fishbone/foundation.h>
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fishbone::File* f;
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fishbone::MeshData* md;
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fishbone::Mesh* m;
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fishbone::File* f;
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fishbone::Mesh* m;
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fishbone::Client::Client(std::unordered_map<std::string, std::vector<std::string>> param) {
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this->window = new fishbone::Window("Fishbone", 800, 600);
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@ -10,12 +9,22 @@ fishbone::Client::Client(std::unordered_map<std::string, std::vector<std::string
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this->mixer = &this->sounddrv->mixer;
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this->renderer = new fishbone::Renderer(this->window);
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fishbone::MeshData* md;
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fishbone::TextureData* td;
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f = new fishbone::File("model.obj", "r");
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md = new fishbone::MeshData(f);
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delete f;
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m = new fishbone::Mesh(this->renderer, md);
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f = new fishbone::File("model.png", "r");
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td = new fishbone::TextureData(f);
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delete f;
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m = new fishbone::Mesh(this->renderer, md);
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m->texture = new fishbone::Texture(this->renderer, td);
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delete md;
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delete td;
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}
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fishbone::Client::~Client() {
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@ -24,8 +33,13 @@ fishbone::Client::~Client() {
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delete this->window;
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}
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float r = 0;
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bool fishbone::Client::step() {
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m->draw();
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this->renderer->prepare();
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m->draw((struct fishbone::Vector3){0, 0, 0}, (struct fishbone::Vector3){0, r, 0});
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r++;
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this->window->swapBuffer();
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@ -4,7 +4,7 @@ struct fishbone::Texture::Impl {
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GLuint texture;
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};
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fishbone::Texture::Texture(fishbone::Renderer* renderer, unsigned char* rgba, int width, int height) {
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void fishbone::Texture::init(fishbone::Renderer* renderer, unsigned char* rgba, int width, int height) {
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this->impl = new struct fishbone::Texture::Impl();
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glGenTextures(1, &this->impl->texture);
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@ -21,6 +21,10 @@ fishbone::Texture::~Texture() {
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delete this->impl;
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}
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void fishbone::Texture::use() {
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glBindTexture(GL_TEXTURE_2D, this->impl->texture);
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}
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struct fishbone::Mesh::Impl {
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GLuint v_vbo;
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GLuint t_vbo;
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@ -34,6 +38,8 @@ struct fishbone::Mesh::Impl {
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};
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void fishbone::Mesh::init(fishbone::Renderer* renderer, std::vector<struct fishbone::Vector3> vertices, std::vector<struct fishbone::Vector2> texcoords, std::vector<struct fishbone::Vector3> normals) {
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this->texture = nullptr;
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this->impl = new struct fishbone::Mesh::Impl();
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this->impl->vertices = new float[vertices.size() * 3];
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this->impl->texcoords = new float[texcoords.size() * 2];
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@ -44,11 +50,28 @@ void fishbone::Mesh::init(fishbone::Renderer* renderer, std::vector<struct fishb
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glGenBuffers(1, &this->impl->t_vbo);
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glGenBuffers(1, &this->impl->n_vbo);
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for(int i = 0; i < vertices.size(); i++) {
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this->impl->vertices[i * 3 + 0] = vertices[i].x;
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this->impl->vertices[i * 3 + 1] = vertices[i].y;
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this->impl->vertices[i * 3 + 2] = vertices[i].z;
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}
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for(int i = 0; i < texcoords.size(); i++) {
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this->impl->texcoords[i * 2 + 0] = texcoords[i].x;
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this->impl->texcoords[i * 2 + 1] = texcoords[i].y;
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}
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for(int i = 0; i < normals.size(); i++) {
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this->impl->normals[i * 3 + 0] = normals[i].x;
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this->impl->normals[i * 3 + 1] = normals[i].y;
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this->impl->normals[i * 3 + 2] = normals[i].z;
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}
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glBindBuffer(GL_ARRAY_BUFFER, this->impl->v_vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float) * 3, this->impl->vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, this->impl->t_vbo);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float) * 3, this->impl->texcoords, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float) * 2, this->impl->texcoords, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, this->impl->n_vbo);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float) * 3, this->impl->normals, GL_STATIC_DRAW);
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@ -81,17 +104,127 @@ void fishbone::Mesh::draw() {
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glBindBuffer(GL_ARRAY_BUFFER, this->impl->n_vbo);
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glNormalPointer(GL_FLOAT, 0, nullptr);
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glColor3f(1, 1, 1);
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glEnable(GL_TEXTURE_2D);
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if(this->texture != nullptr) this->texture->use();
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glDrawArrays(GL_TRIANGLES, 0, this->impl->count);
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glDisable(GL_TEXTURE_2D);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void fishbone::Mesh::draw(struct fishbone::Vector3 pos) {
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this->draw(pos, {0, 0, 0});
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}
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void fishbone::Mesh::draw(struct fishbone::Vector3 pos, struct fishbone::Vector3 rot) {
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glPushMatrix();
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glTranslatef(pos.x, pos.y, pos.z);
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glRotatef(rot.x, 1, 0, 0);
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glRotatef(rot.y, 0, 1, 0);
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glRotatef(rot.z, 0, 0, 1);
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this->draw();
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glPopMatrix();
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}
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struct fishbone::Renderer::Impl {
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fishbone::Window* window;
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};
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static void cameraPerspective(float width, float height) {
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float aspect;
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float f;
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GLdouble matrix[16];
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float fovy = 60.0;
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float znear = 0.01;
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float zfar = fishbone::maxDistance;
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aspect = width / height;
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f = fishbone::cot(fovy / 180 * fishbone::pi / 2);
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for(int i = 0; i < 16; i++) matrix[i] = 0;
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matrix[4 * 0 + 0] = f / aspect;
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matrix[4 * 1 + 1] = f;
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matrix[4 * 2 + 2] = (zfar + znear) / (znear - zfar);
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matrix[4 * 3 + 2] = ((GLdouble)2 * zfar * znear) / (znear - zfar);
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matrix[4 * 2 + 3] = -1;
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glMultMatrixd(matrix);
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}
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static void lookAt(fishbone::Vector3 camera, fishbone::Vector3 look_at) {
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GLdouble matrix[16];
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fishbone::Vector3 f;
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fishbone::Vector3 up;
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fishbone::Vector3 s;
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fishbone::Vector3 u;
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f = (look_at - camera).normalize();
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up.x = 0;
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up.y = 1;
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up.z = 0;
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up = up.normalize();
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s = (f * up).normalize();
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u = s * f;
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for(int i = 0; i < 16; i++) matrix[i] = 0;
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matrix[4 * 0 + 0] = s.x;
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matrix[4 * 1 + 0] = s.y;
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matrix[4 * 2 + 0] = s.z;
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matrix[4 * 0 + 1] = u.x;
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matrix[4 * 1 + 1] = u.y;
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matrix[4 * 2 + 1] = u.z;
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matrix[4 * 0 + 2] = -f.x;
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matrix[4 * 1 + 2] = -f.y;
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matrix[4 * 2 + 2] = -f.z;
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matrix[4 * 3 + 3] = 1;
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glMultMatrixd(matrix);
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glTranslated(-camera.x, -camera.y, -camera.z);
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}
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fishbone::Renderer::Renderer(fishbone::Window* window) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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glEnable(GL_BLEND);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat[]){0, -1, 0, 1});
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this->impl = new struct fishbone::Renderer::Impl();
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this->impl->window = window;
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}
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fishbone::Renderer::~Renderer() {
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delete this->impl;
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}
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void fishbone::Renderer::prepare() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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cameraPerspective(this->impl->window->width, this->impl->window->height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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lookAt({2, 2, 2}, {0, 0, 0});
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}
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#include <fishbone/file.h>
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fishbone::File::File() {
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this->good = true;
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this->size = 0;
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}
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fishbone::File::File(std::string path, std::string type) {
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this->good = false;
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this->size = 0;
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if(type == "r") {
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@ -24,8 +22,6 @@ fishbone::File::File(std::string path, std::string type) {
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} else {
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return;
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}
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this->good = true;
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}
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fishbone::File::~File() {
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@ -48,3 +44,8 @@ size_t fishbone::File::write(const void* buffer, size_t size) {
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return size;
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}
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bool fishbone::File::good() {
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if(this->ifs.good() || this->ofs.good()) return true;
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return false;
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}
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5
engine/src/math.cc
Normal file
5
engine/src/math.cc
Normal file
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@ -0,0 +1,5 @@
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#include <fishbone/foundation.h>
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float fishbone::cot(float x) {
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return 1.0 / tan(x);
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}
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@ -1,7 +1,5 @@
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#include <fishbone/foundation.h>
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#include <iostream>
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static std::vector<int> parseFace(std::string s) {
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std::vector<int> v;
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std::string n = "";
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@ -27,6 +25,12 @@ fishbone::MeshData::MeshData(fishbone::File* f) {
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std::vector<struct fishbone::Vector3> vn;
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fishbone::Vector2 e2 = {0, 0};
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fishbone::Vector3 e3 = {0, 0, 0};
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float lm = 0; /* leftmost */
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float rm = 0; /* rightmost */
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float um = 0; /* upmost */
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float dm = 0; /* downmost */
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float fm = 0; /* frontmost */
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||||
float bm = 0; /* backmost */
|
||||
|
||||
while(f->read(&c, 1) == 1) {
|
||||
if(c == '\n') {
|
||||
|
|
@ -49,9 +53,18 @@ fishbone::MeshData::MeshData(fishbone::File* f) {
|
|||
if(vs[0] == "v") {
|
||||
fishbone::Vector3 nv = {std::stof(vs[1]), std::stof(vs[2]), std::stof(vs[3])};
|
||||
|
||||
if(lm > nv.x) lm = nv.x;
|
||||
if(rm < nv.x) rm = nv.x;
|
||||
|
||||
if(dm > nv.y) dm = nv.y;
|
||||
if(um < nv.y) um = nv.y;
|
||||
|
||||
if(fm > nv.z) fm = nv.z;
|
||||
if(bm < nv.z) bm = nv.z;
|
||||
|
||||
v.push_back(nv);
|
||||
} else if(vs[0] == "vt") {
|
||||
fishbone::Vector2 nv = {std::stof(vs[1]), std::stof(vs[2])};
|
||||
fishbone::Vector2 nv = {std::stof(vs[1]), 1 - std::stof(vs[2])};
|
||||
|
||||
vt.push_back(nv);
|
||||
} else if(vs[0] == "vn") {
|
||||
|
|
@ -59,12 +72,28 @@ fishbone::MeshData::MeshData(fishbone::File* f) {
|
|||
|
||||
vn.push_back(nv);
|
||||
} else if(vs[0] == "f") {
|
||||
for(int i = 1; i < 4; i++) {
|
||||
std::vector<int> ind = parseFace(vs[i]);
|
||||
float sc = 0;
|
||||
float lr = fabs(lm - rm);
|
||||
float ud = fabs(um - dm);
|
||||
float bf = fabs(fm - bm);
|
||||
|
||||
this->vertices.push_back(v[ind[0]]);
|
||||
this->texcoords.push_back(ind.size() >= 2 ? vt[ind[1]] : e2);
|
||||
this->normals.push_back(ind.size() >= 3 ? vn[ind[2]] : e3);
|
||||
if(sc < lr) sc = lr;
|
||||
if(sc < ud) sc = ud;
|
||||
if(sc < bf) sc = bf;
|
||||
|
||||
sc /= 2;
|
||||
|
||||
for(int i = 1; i < 4; i++) {
|
||||
std::vector<int> ind = parseFace(vs[i]);
|
||||
struct fishbone::Vector3 v3 = v[ind[0] - 1];
|
||||
|
||||
v3.x /= sc;
|
||||
v3.y /= sc;
|
||||
v3.z /= sc;
|
||||
|
||||
this->vertices.push_back(v3);
|
||||
this->texcoords.push_back(ind.size() >= 2 ? vt[ind[1] - 1] : e2);
|
||||
this->normals.push_back(ind.size() >= 3 ? vn[ind[2] - 1] : e3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -74,3 +103,10 @@ fishbone::MeshData::MeshData(fishbone::File* f) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool fishbone::MeshData::good() {
|
||||
if(this->vertices.size() == 0) return false;
|
||||
if(this->texcoords.size() == 0) return false;
|
||||
if(this->normals.size() == 0) return false;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -106,7 +106,7 @@ fishbone::Sound* fishbone::Mixer::open(const char* path) {
|
|||
unsigned char* buffer;
|
||||
fishbone::Sound* snd;
|
||||
|
||||
if(!f.good) return nullptr;
|
||||
if(!f.good()) return nullptr;
|
||||
|
||||
buffer = new unsigned char[f.size];
|
||||
|
||||
|
|
|
|||
23
engine/src/textureldr.cc
Normal file
23
engine/src/textureldr.cc
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#include <fishbone/foundation.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
fishbone::TextureData::TextureData(fishbone::File* f) {
|
||||
unsigned char* buf = new unsigned char[f->size];
|
||||
int ch;
|
||||
|
||||
f->read(buf, f->size);
|
||||
|
||||
this->rgba = stbi_load_from_memory(buf, f->size, &this->width, &this->height, &ch, 4);
|
||||
|
||||
delete[] buf;
|
||||
}
|
||||
|
||||
fishbone::TextureData::~TextureData() {
|
||||
if(this->rgba != nullptr) free(this->rgba);
|
||||
}
|
||||
|
||||
bool fishbone::TextureData::good() {
|
||||
if(this->rgba == nullptr) return false;
|
||||
return true;
|
||||
}
|
||||
56
engine/src/types.cc
Normal file
56
engine/src/types.cc
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
#include <fishbone/foundation.h>
|
||||
|
||||
struct fishbone::Vector2 fishbone::Vector2::operator+(struct fishbone::Vector2 v) const {
|
||||
return {this->x + v.x, this->y + v.y};
|
||||
}
|
||||
|
||||
struct fishbone::Vector2 fishbone::Vector2::operator-(struct fishbone::Vector2 v) const {
|
||||
return {this->x - v.x, this->y - v.y};
|
||||
}
|
||||
|
||||
float fishbone::Vector2::length() {
|
||||
return sqrt(this->x * this->x + this->y * this->y);
|
||||
}
|
||||
|
||||
struct fishbone::Vector2 fishbone::Vector2::normalize() {
|
||||
float l = this->length();
|
||||
|
||||
if(l > 0) {
|
||||
l = 1 / l;
|
||||
} else {
|
||||
l = 0;
|
||||
}
|
||||
|
||||
return {this->x * l, this->y * l};
|
||||
}
|
||||
|
||||
struct fishbone::Vector3 fishbone::Vector3::operator+(struct fishbone::Vector3 v) const {
|
||||
return {this->x + v.x, this->y + v.y, this->z + v.z};
|
||||
}
|
||||
|
||||
struct fishbone::Vector3 fishbone::Vector3::operator-(struct fishbone::Vector3 v) const {
|
||||
return {this->x - v.x, this->y - v.y, this->z - v.z};
|
||||
}
|
||||
|
||||
struct fishbone::Vector3 fishbone::Vector3::operator*(struct fishbone::Vector3 v) const {
|
||||
return {
|
||||
this->y * v.z - this->z * v.y,
|
||||
this->z * v.x - this->x * v.z,
|
||||
this->x * v.y - this->y * v.x};
|
||||
}
|
||||
|
||||
float fishbone::Vector3::length() {
|
||||
return sqrt(this->x * this->x + this->y * this->y + this->z * this->z);
|
||||
}
|
||||
|
||||
struct fishbone::Vector3 fishbone::Vector3::normalize() {
|
||||
float l = this->length();
|
||||
|
||||
if(l > 0) {
|
||||
l = 1 / l;
|
||||
} else {
|
||||
l = 0;
|
||||
}
|
||||
|
||||
return {this->x * l, this->y * l, this->z * l};
|
||||
}
|
||||
|
|
@ -20,6 +20,9 @@ fishbone::Window::Window(std::string title, int width, int height) {
|
|||
this->impl->ctx = SDL_GL_CreateContext(this->impl->window);
|
||||
|
||||
gladLoadGL();
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
|
||||
fishbone::Window::~Window() {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue