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Diffstat (limited to 'src/Core/Application.cpp')
-rw-r--r--src/Core/Application.cpp96
1 files changed, 84 insertions, 12 deletions
diff --git a/src/Core/Application.cpp b/src/Core/Application.cpp
index 1af049a..0fd0023 100644
--- a/src/Core/Application.cpp
+++ b/src/Core/Application.cpp
@@ -5,6 +5,7 @@
#include "Rendering/VertexBuffer.h"
#include "Rendering/IndexBuffer.h"
#include "Rendering/Shader.h"
+#include "Rendering/Texture.h"
#include <iostream>
#include <glm/glm.hpp>
@@ -71,6 +72,8 @@ namespace Donut
else
m_Minimized = false;
+ Renderer::OnWindowResize(e.GetWidth(), e.GetHeight());
+
if (m_Camera)
m_Camera->SetProjection(45.0f, (float)e.GetWidth() / (float)e.GetHeight(), 0.1f, 100.0f);
@@ -150,6 +153,8 @@ namespace Donut
void Application::OnInit()
{
Renderer::Init();
+ Renderer::OnWindowResize(1280, 720);
+ RenderCommand::SetFaceCulling(false);
m_Camera = std::make_unique<Camera>(45.0f, 1280.0f / 720.0f, 0.1f, 100.0f);
m_Camera->SetPosition({ 0.0f, 0.0f, 3.0f });
@@ -158,14 +163,15 @@ namespace Donut
float vertices[] =
{
- -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 1.0f,
- -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f
+ // Position (3) | Color (4) | TexCoords (2)
+ -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
+ -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
+ -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
};
uint32_t indices[] =
@@ -175,7 +181,7 @@ namespace Donut
5, 4, 7, 7, 6, 5,
4, 0, 3, 3, 7, 4,
3, 2, 6, 6, 7, 3,
- 4, 5, 1, 1, 0, 4
+ 4, 5, 1, 1, 0, 4
};
m_VertexArray = std::shared_ptr<VertexArray>(VertexArray::Create());
@@ -184,6 +190,7 @@ namespace Donut
VertexBufferLayout layout;
layout.Push<float>(3);
layout.Push<float>(4);
+ layout.Push<float>(2);
m_VertexBuffer->SetLayout(layout);
m_VertexArray->AddVertexBuffer(m_VertexBuffer);
@@ -191,7 +198,32 @@ namespace Donut
m_IndexBuffer = std::shared_ptr<IndexBuffer>(IndexBuffer::Create(indices, 36));
m_VertexArray->SetIndexBuffer(m_IndexBuffer);
- m_Shader = std::shared_ptr<Shader>(Shader::Create("assets/Basic.glsl"));
+ m_Shader = std::shared_ptr<Shader>(Shader::Create("assets/Textured.glsl"));
+
+ m_Texture = Texture2D::Create(256, 256);
+
+ uint32_t* pixelData = new uint32_t[256 * 256];
+ for (int y = 0; y < 256; y++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ float u = (float)x / 256.0f;
+ float v = (float)y / 256.0f;
+
+ float wave = sin(u * 10.0f) * cos(v * 10.0f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ uint8_t r = (uint8_t)(wave * 255);
+ uint8_t g = (uint8_t)((1.0f - wave) * 255);
+ uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
+ uint8_t a = 255;
+
+ pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
+ }
+ }
+
+ m_Texture->SetData(pixelData, 256 * 256 * 4);
+ delete[] pixelData;
}
void Application::OnShutdown()
@@ -215,11 +247,13 @@ namespace Donut
m_Camera->MoveLeft(m_DeltaTime);
if (m_Keys[GLFW_KEY_D])
m_Camera->MoveRight(m_DeltaTime);
- if (m_Keys[GLFW_KEY_SPACE])
+ if (m_Keys[GLFW_KEY_SPACE])
m_Camera->MoveUp(m_DeltaTime);
if (m_Keys[GLFW_KEY_LEFT_SHIFT])
- m_Camera->MoveDown(m_DeltaTime);
+ m_Camera->MoveDown(m_DeltaTime);
}
+
+ UpdateTexture();
}
void Application::OnRender()
@@ -227,6 +261,12 @@ namespace Donut
Renderer::SetClearColor({ 0.0f, 0.0f, 0.0f, 1.0f });
Renderer::Clear();
+ if (m_Texture)
+ {
+ m_Texture->Bind(0);
+ m_Shader->SetInt("u_Texture", 0);
+ }
+
glm::mat4 viewProjection = m_Camera ? m_Camera->GetViewProjectionMatrix() : glm::mat4(1.0f);
glm::vec3 centerPos(0.0f, 0.0f, 0.0f);
@@ -252,4 +292,36 @@ namespace Donut
transform = glm::translate(glm::mat4(1.0f), backPos);
Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection);
}
+
+ void Application::UpdateTexture()
+ {
+ if (!m_Texture)
+ return;
+
+ m_TextureTime += m_DeltaTime;
+
+ uint32_t* pixelData = new uint32_t[256 * 256];
+ for (int y = 0; y < 256; y++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ float time = m_TextureTime * 2.0f;
+ float u = (float)x / 256.0f;
+ float v = (float)y / 256.0f;
+
+ float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ uint8_t r = (uint8_t)(wave * 255);
+ uint8_t g = (uint8_t)((1.0f - wave) * 255);
+ uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
+ uint8_t a = 255;
+
+ pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
+ }
+ }
+
+ m_Texture->SetData(pixelData, 256 * 256 * 4);
+ delete[] pixelData;
+ }
}