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https://github.com/bailwillharr/engine.git
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Add grass, fix sphere gen
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parent
16a522ea92
commit
17f513d30f
@ -7,12 +7,13 @@ namespace engine::resources {
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class Shader;
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class Texture;
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// copyable
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class Material {
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public:
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Material(std::shared_ptr<Shader> shader);
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~Material();
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Material(const Material&) = delete;
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~Material() = default;
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Material(const Material&);
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Material& operator=(const Material&) = delete;
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auto getShader() { return m_shader.get(); }
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@ -10,7 +10,8 @@ namespace engine::resources {
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}
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Material::~Material()
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Material::Material(const Material& original)
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: m_texture(original.m_texture), m_shader(original.m_shader)
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{
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}
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@ -125,11 +125,15 @@ void playGame()
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lightRenderable->mesh = genSphereMesh(app.gfx(), 0.5f, 10, false, true);
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uint32_t floor = myScene->createEntity("floor");
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// myScene->getComponent<engine::TransformComponent>(floor)->position = glm::vec3{-50.0f, -0.5f, -50.0f};
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myScene->getComponent<engine::TransformComponent>(floor)->position = glm::vec3{-50.0f, -0.1f, -50.0f};
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auto floorRenderable = myScene->addComponent<engine::RenderableComponent>(floor);
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floorRenderable->material = sphereRenderable->material;
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floorRenderable->mesh = genCuboidMesh(app.gfx(), 1.0f, 1.0f, 1.0f);
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myScene->addComponent<RotateComponent>(floor);
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floorRenderable->material = std::make_shared<engine::resources::Material>(*sphereRenderable->material);
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auto grassTexture = std::make_unique<engine::resources::Texture>(
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app.gfx(),
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app.getResourcePath("textures/grass.jpg")
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);
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floorRenderable->material->m_texture = std::move(grassTexture);
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floorRenderable->mesh = genCuboidMesh(app.gfx(), 100.0f, 0.1f, 100.0f);
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app.gameLoop();
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@ -68,7 +68,6 @@ std::unique_ptr<engine::resources::Mesh> genSphereMesh(engine::GFXDevice* gfx, f
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vec3 vector2 = (vertices.end() - 2)->pos - (vertices.end() - 3)->pos;
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vec3 norm = normalize(cross(vector1, vector2));
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// TODO: FIX NORMALS
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if (!windInside)
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norm = -norm;
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@ -76,6 +75,9 @@ std::unique_ptr<engine::resources::Mesh> genSphereMesh(engine::GFXDevice* gfx, f
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if (flipNormals)
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norm = -norm;
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if (j == (detail / 2) - 1)
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norm = -norm;
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for (auto it = vertices.end() - 6; it != vertices.end(); it++) {
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it->norm = norm;
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}
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@ -97,53 +99,55 @@ std::unique_ptr<engine::resources::Mesh> genCuboidMesh(engine::GFXDevice* gfx, f
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std::vector<engine::Vertex> v{};
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const float tiling = 128.0f;
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// front
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, tiling}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, tiling}});
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v.push_back({{x, y, 0.0f}, {0.0f, 0.0f, -1.0f}, {tiling, tiling}});
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// back
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v.push_back({{0.0f, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, tiling}});
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v.push_back({{x, 0.0f, z}, {0.0f, 0.0f, 1.0f}, {tiling, 0.0f}});
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v.push_back({{x, y, z}, {0.0f, 0.0f, 1.0f}, {tiling, tiling}});
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v.push_back({{0.0f, y, z}, {0.0f, 0.0f, 1.0f}, {0.0f, tiling}});
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// left
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v.push_back({{0.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, 0.0f, x}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, 0.0f, x}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, x}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, 0.0f, x}, {-1.0f, 0.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, 0.0f, x}, {-1.0f, 0.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{0.0f, y, x}, {-1.0f, 0.0f, 0.0f}, {tiling, tiling}});
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v.push_back({{0.0f, y, 0.0f}, {-1.0f, 0.0f, 0.0f}, {tiling, 0.0f}});
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// right
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v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, x}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{x, 0.0f, x}, {1.0f, 0.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{x, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, x}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, x}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {1.0f, 0.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{x, y, x}, {1.0f, 0.0f, 0.0f}, {tiling, tiling}});
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v.push_back({{x, 0.0f, x}, {1.0f, 0.0f, 0.0f}, {0.0f, tiling}});
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// bottom
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v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{0.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{x, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {tiling, tiling}});
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v.push_back({{0.0f, 0.0f, z}, {0.0f, -1.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{x, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {tiling, 0.0f}});
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// top
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v.push_back({{x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{x, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{x, y, 0.0f}, {0.0f, 1.0f, 0.0f}, {tiling, 0.0f}});
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v.push_back({{0.0f, y, z}, {0.0f, 1.0f, 0.0f}, {0.0f, tiling}});
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v.push_back({{x, y, z}, {0.0f, 1.0f, 0.0f}, {tiling, tiling}});
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return std::make_unique<engine::resources::Mesh>(gfx, v);
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