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TheRepo/TheLabs/Mesh.cs
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132
TheRepo/TheLabs/Mesh.cs
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@ -0,0 +1,132 @@
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namespace TheLabs;
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using LearnOpenTK.Common;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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using OpenTK.Windowing.Desktop;
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using StbImageSharp;
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public class Mesh : IDisposable
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{
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private readonly int _vao;
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private readonly int _vbo;
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private readonly int _ebo;
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private readonly int _vertexCount;
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private readonly bool _useIndices;
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// A flexible way to define vertex layout
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// (Could be an enum or a struct)
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public enum VertexLayout { PosColor, PosTex }
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public Mesh(float[] vertices, uint[] indices, VertexLayout layout)
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{
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_vertexCount = indices.Length;
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_useIndices = true;
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_vao = GL.GenVertexArray();
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GL.BindVertexArray(_vao);
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_vbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
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_ebo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _ebo);
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.StaticDraw);
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// --- Set up Vertex Attributes based on layout ---
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if (layout == VertexLayout.PosColor)
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{
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// layout(location = 0) in shader: vec3 position
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var stride = 7 * sizeof(float);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, 0);
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GL.EnableVertexAttribArray(0);
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// layout(location = 1) in shader: vec4 color
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GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float));
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GL.EnableVertexAttribArray(1);
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}
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else if (layout == VertexLayout.PosTex)
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{
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// layout(location = 0) in shader: vec3 position
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var stride = 5 * sizeof(float);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, 0);
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GL.EnableVertexAttribArray(0);
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// layout(location = 1) in shader: vec2 texCoord
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float));
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GL.EnableVertexAttribArray(1);
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}
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// ... (you could add more layouts)
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GL.BindVertexArray(0);
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}
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// Constructor for non-indexed drawing (like your Circle)
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public Mesh(float[] vertices, VertexLayout layout)
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{
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// Calculate vertex count based on stride
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if (layout == VertexLayout.PosColor)
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_vertexCount = vertices.Length / 7;
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else // PosTex
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_vertexCount = vertices.Length / 5;
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_useIndices = false;
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_ebo = 0; // No EBO
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_vao = GL.GenVertexArray();
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GL.BindVertexArray(_vao);
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_vbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
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// --- Set up Vertex Attributes based on layout ---
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if (layout == VertexLayout.PosColor)
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{
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// layout(location = 0) in shader: vec3 position
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var stride = 7 * sizeof(float);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, 0);
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GL.EnableVertexAttribArray(0);
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// layout(location = 1) in shader: vec4 color
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GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float));
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GL.EnableVertexAttribArray(1);
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}
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else if (layout == VertexLayout.PosTex)
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{
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// layout(location = 0) in shader: vec3 position
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var stride = 5 * sizeof(float);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, 0);
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GL.EnableVertexAttribArray(0);
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// layout(location = 1) in shader: vec2 texCoord
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, 3 * sizeof(float));
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GL.EnableVertexAttribArray(1);
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}
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GL.BindVertexArray(0);
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}
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// Draw the mesh. Notice it doesn't know about shaders or matrices!
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public void Draw()
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{
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GL.BindVertexArray(_vao);
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if (_useIndices)
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{
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GL.DrawElements(PrimitiveType.Triangles, _vertexCount, DrawElementsType.UnsignedInt, 0);
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}
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else
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{
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// For your Circle (which used TriangleFan)
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GL.DrawArrays(PrimitiveType.TriangleFan, 0, _vertexCount);
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}
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}
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public void Dispose()
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{
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GL.DeleteBuffer(_vbo);
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GL.DeleteBuffer(_ebo);
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GL.DeleteVertexArray(_vao);
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}
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}
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@ -16,12 +16,15 @@ namespace TheLabs
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// Negative Y coordinates move to the bottom, positive Y move to the top.
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// OpenGL only supports rendering in 3D, so to create a flat triangle, the Z coordinate will be kept as 0.
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private Cube _cube;
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private TexturedCube _texturedCube;
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private Circle _circle;
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private Cylinder _cylinder;
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private Shader _shader;
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// - Resources that only need to be created once
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private Mesh _cubeMesh;
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private Texture _cubeTexture;
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private float _rotation;
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// -- Scene Objects
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private RenderObject _cubeObject;
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public MyExampleWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings)
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: base(gameWindowSettings, nativeWindowSettings)
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@ -33,20 +36,29 @@ namespace TheLabs
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{
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// This is called when the window is created and is where we can set up OpenGL resources.
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base.OnLoad();
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string shaderVertPath = "Shaders/shader.vert";
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string texturePath = "Textures/placeholder.png";
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if (!File.Exists(shaderVertPath))
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{
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throw new FileNotFoundException($"The shader file was not found at: {Path.GetFullPath(shaderVertPath)}");
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}
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if (!File.Exists(texturePath))
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{
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throw new FileNotFoundException($"The texture file was not found at: {Path.GetFullPath(texturePath)}");
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}
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//GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
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// Set The background color to a nice blue.
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// Enable depth buffering.
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GL.Enable(EnableCap.DepthTest);
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GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
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// Create and compile our shader program from the shader source files
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_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
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// Create a cube
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// Use the shader program. This is similar to "activating" the shader program.
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_shader.Use();
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GL.Uniform1(GL.GetUniformLocation(_shader.Handle, "uTexture"), 0);
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_cubeMesh = ShapeFactory.CreateTexturedCube();
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_cubeTexture = new Texture("Textures/placeholder.png");
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_cubeObject = new RenderObject(_cubeMesh, _shader, _cubeTexture);
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_cubeObject.Position = new Vector3(-0.75f, 0.0f, 0.0f);
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}
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// Now that initialization is done, let's create our render loop.
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@ -56,44 +68,33 @@ namespace TheLabs
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base.OnRenderFrame(e);
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// Clear the color buffer and the depth buffer
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GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
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// Create the model, view, and projection matrices
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Matrix4 model = Matrix4.CreateRotationY(_rotation) * Matrix4.CreateRotationX(_rotation * 0.5f);
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_cubeObject.Rotation = Quaternion.FromEulerAngles(_rotation * 0.5f, _rotation, 0); //
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// --- Set up Camera ---
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Matrix4 view = Matrix4.CreateTranslation(0.0f, 0.0f, -3.0f);
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(
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MathHelper.DegreesToRadians(45f),
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Size.X / (float)Size.Y,
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0.1f,
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100.0f
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);
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);
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_cubeObject.Draw(view, projection);
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// Draw the cube
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//_cube = new Cube();
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//_cube.Draw(_shader, view, projection, _rotation);
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//_circle.Draw(_shader, view, projection, model);
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//_cylinder.Draw(_shader, model, view, projection);
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_texturedCube = new TexturedCube();
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_texturedCube.Draw(_shader, view, projection, _rotation);
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SwapBuffers();
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GL.GetError();
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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_rotation += (float)e.Time;
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var input = KeyboardState;
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if (input.IsKeyDown(Keys.Escape))
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{
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Close();
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}
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if (input.IsKeyDown(Keys.R))
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{
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_rotation += 0.8f * (float)e.Time; // Update rotation only when the condition is met
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} else if (input.IsKeyDown(Keys.T))
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{
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_rotation -= 0.8f * (float)e.Time; // Update rotation only when the condition is met
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}
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}
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protected override void OnResize(ResizeEventArgs e)
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42
TheRepo/TheLabs/RenderObject.cs
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42
TheRepo/TheLabs/RenderObject.cs
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using LearnOpenTK.Common;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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namespace TheLabs;
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public class RenderObject
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{
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public Mesh Mesh;
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public Shader Shader;
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public Texture Texture;
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public Vector3 Position = Vector3.Zero;
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public Quaternion Rotation = Quaternion.Identity;
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public Vector3 Scale = Vector3.One;
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public RenderObject(Mesh mesh, Shader shader, Texture texture)
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{
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Mesh = mesh;
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Shader = shader;
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Texture = texture;
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}
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public void Draw(Matrix4 view, Matrix4 projection)
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{
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// 1. Activate Shader
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Shader.Use();
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Shader.SetInt("uTexture", 0);
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// 2. Bind Texture
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Texture.Use(); // Assumes you have a Texture class
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// 3. Calculate Model Matrix
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Matrix4 model = Matrix4.CreateScale(Scale) * Matrix4.CreateFromQuaternion(Rotation) * Matrix4.CreateTranslation(Position);
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// 4. Set Uniforms
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Shader.SetMatrix4("model", model);
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Shader.SetMatrix4("view", view);
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Shader.SetMatrix4("projection", projection);
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// 5. Tell the Mesh to draw itself
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Mesh.Draw();
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}
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}
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118
TheRepo/TheLabs/ShapeFactory.cs
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118
TheRepo/TheLabs/ShapeFactory.cs
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namespace TheLabs;
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public static class ShapeFactory
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{
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public static Mesh CreateTexturedCube()
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{
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float[] vertices = {
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// Front face (z = +0.5)
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-0.5f, -0.5f, 0.5f, 0f, 0f, // Bottom-left
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0.5f, -0.5f, 0.5f, 1f, 0f, // Bottom-right
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0.5f, 0.5f, 0.5f, 1f, 1f, // Top-right
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-0.5f, 0.5f, 0.5f, 0f, 1f, // Top-left
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// Back face (z = -0.5)
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-0.5f, -0.5f, -0.5f, 1f, 0f, // Bottom-left
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0.5f, -0.5f, -0.5f, 0f, 0f, // Bottom-right
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0.5f, 0.5f, -0.5f, 0f, 1f, // Top-right
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-0.5f, 0.5f, -0.5f, 1f, 1f, // Top-left
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// Left face (x = -0.5)
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-0.5f, -0.5f, -0.5f, 0f, 0f, // Bottom-left
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-0.5f, -0.5f, 0.5f, 1f, 0f, // Bottom-right
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-0.5f, 0.5f, 0.5f, 1f, 1f, // Top-right
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-0.5f, 0.5f, -0.5f, 0f, 1f, // Top-left
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// Right face (x = +0.5)
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0.5f, -0.5f, -0.5f, 1f, 0f, // Bottom-left
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0.5f, -0.5f, 0.5f, 0f, 0f, // Bottom-right
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0.5f, 0.5f, 0.5f, 0f, 1f, // Top-right
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0.5f, 0.5f, -0.5f, 1f, 1f, // Top-left
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// Top face (y = +0.5)
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-0.5f, 0.5f, -0.5f, 0f, 1f, // Bottom-left
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0.5f, 0.5f, -0.5f, 1f, 1f, // Bottom-right
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0.5f, 0.5f, 0.5f, 1f, 0f, // Top-right
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-0.5f, 0.5f, 0.5f, 0f, 0f, // Top-left
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// Bottom face (y = -0.5)
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-0.5f, -0.5f, -0.5f, 1f, 1f, // Bottom-left
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0.5f, -0.5f, -0.5f, 0f, 1f, // Bottom-right
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0.5f, -0.5f, 0.5f, 0f, 0f, // Top-right
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-0.5f, -0.5f, 0.5f, 1f, 0f, // Top-left
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};
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uint[] indices = {
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// Front face
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0, 1, 2,
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0, 2, 3,
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// Back face
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4, 5, 6,
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4, 6, 7,
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// Left face
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8, 9, 10,
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8, 10, 11,
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// Right face
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12, 13, 14,
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12, 14, 15,
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// Top face
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16, 17, 18,
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16, 18, 19,
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// Bottom face
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20, 21, 22,
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20, 22, 23
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};
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return new Mesh(vertices, indices, Mesh.VertexLayout.PosTex);
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}
|
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|
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public static Mesh CreateColorCube()
|
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{
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float[] vertices = {
|
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// Front face (z = +0.5)
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-0.5f, -0.5f, 0.5f, 1f, 0f, 0f, 1f, // Bottom-left
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0.5f, -0.5f, 0.5f, 1f, 0f, 0f, 1f, // Bottom-right
|
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0.5f, 0.5f, 0.5f, 0f, 0f, 0f, 1f, // Top-right
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-0.5f, 0.5f, 0.5f, 1f, 0f, 0f, 1f, // Top-left
|
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|
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// Back face (z = -0.5)
|
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-0.5f, -0.5f, -0.5f, 1f, 0f, 1f, 1f, // Bottom-left
|
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0.5f, -0.5f, -0.5f, 0f, 1f, 1f, 1f, // Bottom-right
|
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0.5f, 0.5f, -0.5f, 1f, 1f, 1f, 1f, // Top-right
|
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-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 1f // Top-left
|
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};
|
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|
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uint[] indices = {
|
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// Front face
|
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0, 1, 2,
|
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2, 3, 0,
|
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|
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// Back face
|
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4, 5, 6,
|
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6, 7, 4,
|
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|
||||
// Left face
|
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4, 0, 3,
|
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3, 7, 4,
|
||||
|
||||
// Right face
|
||||
1, 5, 6,
|
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6, 2, 1,
|
||||
|
||||
// Top face
|
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3, 2, 6,
|
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6, 7, 3,
|
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|
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// Bottom face
|
||||
4, 5, 1,
|
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1, 0, 4
|
||||
};
|
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|
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return new Mesh(vertices, indices, Mesh.VertexLayout.PosColor);
|
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}
|
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|
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// You'd also add CreateCircle, CreateCylinder, etc.
|
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// Your Cylinder should be ONE mesh, not 3 draw calls.
|
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// Generate the top, bottom, and side vertices into one
|
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// big array and use one EBO for all of it.
|
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}
|
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61
TheRepo/TheLabs/Texture.cs
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61
TheRepo/TheLabs/Texture.cs
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@ -0,0 +1,61 @@
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namespace TheLabs;
|
||||
|
||||
using OpenTK.Graphics.OpenGL4;
|
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using StbImageSharp;
|
||||
using System.IO;
|
||||
|
||||
public class Texture : IDisposable
|
||||
{
|
||||
public readonly int Handle;
|
||||
|
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public Texture(string path)
|
||||
{
|
||||
// Generate the handle
|
||||
Handle = GL.GenTexture();
|
||||
|
||||
// Bind the texture so we can configure it
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
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GL.BindTexture(TextureTarget.Texture2D, Handle);
|
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|
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// --- Set texture parameters ---
|
||||
// Repeat the texture if UVs go outside [0, 1]
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||
|
||||
// Set filter for shrinking (mipmap) and stretching (linear)
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
|
||||
// --- Load and upload the image data ---
|
||||
StbImage.stbi_set_flip_vertically_on_load(1);
|
||||
|
||||
// Load the image from disk
|
||||
using (var stream = File.OpenRead(path))
|
||||
{
|
||||
ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha);
|
||||
|
||||
// Upload data to the GPU
|
||||
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
|
||||
image.Width, image.Height, 0,
|
||||
PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
|
||||
}
|
||||
|
||||
// Generate mipmaps for better quality shrinking
|
||||
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
|
||||
|
||||
// Unbind the texture
|
||||
GL.BindTexture(TextureTarget.Texture2D, 0);
|
||||
}
|
||||
|
||||
// A simple method to bind the texture to a specific unit
|
||||
public void Use(TextureUnit unit = TextureUnit.Texture0)
|
||||
{
|
||||
GL.ActiveTexture(unit);
|
||||
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
GL.DeleteTexture(Handle);
|
||||
}
|
||||
}
|
||||
Loading…
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Reference in New Issue
Block a user