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ObjectsManager.cpp
169 lines (120 loc) · 4.75 KB
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ObjectsManager.cpp
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#pragma once
#include "ObjectsManager.h"
#include "ShaderManager.h"
#include "TextureManager.h"
#include <glm.hpp>
#include <gtc\matrix_transform.hpp>
ObjectsManager::ObjectsManager()
{/*Creating objects vectors slots*/
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VertexVBO);
glGenBuffers(1, &m_ColorVBO);
glGenBuffers(1, &m_TextureVBO);
glGenBuffers(1, &m_EBO);
glGenBuffers(1, &m_NormalsVBO);
}
bool ObjectsManager::LinkToShader()
{
/*Find attributes for each shader*/
shaderProgramID = Shade::Instance()->GetShaderID();
normalAttributeID = glGetAttribLocation(shaderProgramID, "normalIn");
vertexAttributeID = glGetAttribLocation(shaderProgramID, "position");
colorAttributeID = glGetAttribLocation(shaderProgramID, "colorIn");
textureAttributeID = glGetAttribLocation(shaderProgramID, "textureIn");
exposureFlagUniformID = glGetUniformLocation(shaderProgramID, "exposure");
modelUniform = glGetUniformLocation(shaderProgramID, "model");
textureFlagUniformID = glGetUniformLocation(shaderProgramID, "isTextured");
FBOFlagUniformID = glGetUniformLocation(shaderProgramID, "isFBO");
lightFlagUniformID = glGetUniformLocation(shaderProgramID, "isLighted");
//bloomFlagUniformID = glGetUniformLocation(shaderProgramID, "isBloomes");
//acquire vertex shader attribute IDs
materialAmbientUniformID = glGetUniformLocation(shaderProgramID, "material.ambient");
materialDiffuseUniformID = glGetUniformLocation(shaderProgramID, "material.diffuse");
materialSpecularUniformID = glGetUniformLocation(shaderProgramID, "material.specular");
materialShininessUniformID = glGetUniformLocation(shaderProgramID, "material.shininess");
return true;
}
void ObjectsManager::InitialiseMaterial()
{
//0.19225 0.19225 0.19225
m_ambient.r = 0.19225;
m_ambient.g = 0.19225;
m_ambient.b = 0.19225;
//0.7516448 0.22648
m_diffuse.r = 0.75164;
m_diffuse.g = 0.60648;
m_diffuse.b = 0.22648;
m_specular.r = 1.0f;
m_specular.g = 1.0f;
m_specular.b = 1.0f;
shininess = 1;
}
void ObjectsManager::Rotate( GLfloat x, GLfloat y, GLfloat z, GLfloat degrees)
{/*Tranformations of each object*/
m_model = glm::rotate(m_model, glm::radians(degrees), glm::vec3(x, y, z));
}
void ObjectsManager::Scale(GLfloat x,GLfloat y,GLfloat z)
{
m_model = glm::scale(m_model, glm::vec3(x, y, z));
}
void ObjectsManager::Translate(glm::vec3 position)
{
m_model = glm::translate(m_model, position);
}
void ObjectsManager::Reset()
{
m_model = glm::mat4(1.0f);
}
void ObjectsManager::FillBuffers(
std::vector<GLfloat> Vertices,
std::vector<GLfloat> Colors,
std::vector<GLfloat> UVs ,
std::vector<GLuint> Indices,
std::vector<GLfloat> Normals)
{
glBindVertexArray(m_VAO);
// /**********************VERTEX VBO*********************/
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glBufferData(GL_ARRAY_BUFFER, Vertices.size() * sizeof(GLfloat), &Vertices[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(vertexAttributeID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(vertexAttributeID);
// /***********************COLOR VBO*******************/
glBindBuffer(GL_ARRAY_BUFFER, m_ColorVBO);
glBufferData(GL_ARRAY_BUFFER, Colors.size() * sizeof(GLfloat), &Colors[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(colorAttributeID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorAttributeID);
if (!Normals.empty())
{
// /***********************NORMALS VBO*******************/
glBindBuffer(GL_ARRAY_BUFFER, m_NormalsVBO);
glBufferData(GL_ARRAY_BUFFER, Normals.size() * sizeof(GLfloat), &Normals[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(normalAttributeID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(normalAttributeID);
}
if (!UVs.empty())
{
// /***********************TEXTURE VBO*******************/
glBindBuffer(GL_ARRAY_BUFFER, m_TextureVBO);
glBufferData(GL_ARRAY_BUFFER, UVs.size() * sizeof(GLfloat), &UVs[0], GL_DYNAMIC_DRAW);
glVertexAttribPointer(textureAttributeID, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(textureAttributeID);
// /***********************EBO************************/
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, Indices.size() * sizeof(GLuint), &Indices[0], GL_DYNAMIC_DRAW);
}
glBindVertexArray(0);
glUniform1i(FBOFlagUniformID, false);
}
ObjectsManager::~ObjectsManager()
{/*Deconstruct*/
glDeleteVertexArrays(1, &m_VAO);
glDeleteBuffers(1, &m_VertexVBO);
glDeleteBuffers(1, &m_ColorVBO);
glDeleteBuffers(1, &m_EBO);
glDeleteBuffers(1, &m_TextureVBO);
m_vertices.clear();
m_colors.clear();
m_UVs.clear();
m_indices.clear();
m_normals.clear();
}