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2 Commits
da220dd13f
...
e313656757
Author | SHA1 | Date | |
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e313656757 | |||
cc0b6e8f32 |
@ -1,8 +1,47 @@
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#ifndef CORE_HPP
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#define CORE_HPP
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#define SCR_HEIGHT 600
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#define SCR_WIDTH 800
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#include <set>
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#include <map>
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#include <array>
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#include <tuple>
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#include <queue>
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#include <vector>
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#include <string>
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#include <bitset>
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#include <stdio.h>
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#include <memory>
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#include <cassert>
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#include <sstream>
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#include <fstream>
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#include <iostream>
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#include <typeinfo>
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#include <algorithm>
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#include <functional>
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#include <filesystem>
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#include <unordered_map>
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#include <stdlib.h>
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/* GLEW */
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#include <GL/glew.h>
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/* GLFW */
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#include <GLFW/glfw3.h>
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/* stb */
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#include "../vendor/stb_image.h"
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/* GLM */
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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/* imgui */
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#include "../vendor/imgui.h"
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#include "../vendor/imgui_impl_glfw.h"
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#include "../vendor/imgui_impl_opengl3.h"
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#endif // CORE_HPP
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@ -1,185 +1,191 @@
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#include "engine.hpp"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
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namespace b3d{
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
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void Engine::init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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void Engine::init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Blocking3D", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, camera.mouse_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (glewInit() != GLEW_OK) {
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std::cout << "GLEW init failed" << std::endl;
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return;
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}
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glEnable(GL_DEPTH_TEST);
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Shader chunk_shader("shaders/chunk_vertex.glsl", "shaders/chunk_fragment.glsl");
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float vertices[] = {
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f
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};
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//32x32x32 chunk | ONLY FOR TEST THIS IS'NT EVEN A CHUNK
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glm::vec3 cubePositions[1024];
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for(int i = 0; i < 1024; i++){
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cubePositions[i] = glm::vec3(0.2f * (i % 32), 0.2f * (i / 32), 0.2f * (i / 32));
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}
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load("res/textures/gold.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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chunk_shader.bind();
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chunk_shader.setuniform("texture1", 0);
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while (!glfwWindowShouldClose(window))
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{
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessMovement(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessMovement(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessMovement(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessMovement(RIGHT, deltaTime);
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camera.Update();
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// bind textures on corresponding texture units
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// activate shader
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chunk_shader.bind();
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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chunk_shader.setuniform("projection", projection);
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glm::mat4 view = camera.GetViewMatrix();
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chunk_shader.setuniform("view", view);
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glBindVertexArray(VAO);
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for (unsigned int i = 0; i < (sizeof(cubePositions)/sizeof(*cubePositions)) ; i++)
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Blocking3D", NULL, NULL);
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if (window == NULL)
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{
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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chunk_shader.setuniform("model", model);
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, camera.mouse_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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if (glewInit() != GLEW_OK) {
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std::cout << "GLEW init failed" << std::endl;
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return;
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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glEnable(GL_DEPTH_TEST);
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Shader chunk_shader("shaders/chunk_vertex.glsl", "shaders/chunk_fragment.glsl");
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float vertices[] = {
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f
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};
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//32x32x32 chunk | ONLY FOR TEST THIS IS'NT EVEN A CHUNK
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glm::vec3 cubePositions[1024];
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for(int i = 0; i < 1024; i++){
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cubePositions[i] = glm::vec3(0.2f * (i % 32), 0.2f * (i / 32), 0.2f * (i / 32));
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}
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load("res/textures/gold.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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chunk_shader.bind();
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chunk_shader.setuniform("texture1", 0);
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while (!glfwWindowShouldClose(window))
|
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{
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
|
||||
// -----
|
||||
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
|
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|
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
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camera.ProcessMovement(FORWARD, deltaTime);
|
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
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camera.ProcessMovement(BACKWARD, deltaTime);
|
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
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camera.ProcessMovement(LEFT, deltaTime);
|
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
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camera.ProcessMovement(RIGHT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
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camera.ProcessMovement(UP, deltaTime);
|
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
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camera.ProcessMovement(DOWN, deltaTime);
|
||||
|
||||
|
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camera.Update();
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// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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|
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// bind textures on corresponding texture units
|
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
|
||||
// activate shader
|
||||
chunk_shader.bind();
|
||||
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
chunk_shader.setuniform("projection", projection);
|
||||
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
chunk_shader.setuniform("view", view);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
for (unsigned int i = 0; i < (sizeof(cubePositions)/sizeof(*cubePositions)) ; i++)
|
||||
{
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
chunk_shader.setuniform("model", model);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
}
|
@ -1,60 +1,33 @@
|
||||
#ifndef ENGINE_HPP
|
||||
#define ENGINE_HPP
|
||||
#include "core.hpp"
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "../vendor/stb_image.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "shader.hpp"
|
||||
#include "player_camera.hpp"
|
||||
|
||||
#include <iostream>
|
||||
namespace b3d{
|
||||
|
||||
#include "../vendor/imgui.h"
|
||||
#include "../vendor/imgui_impl_glfw.h"
|
||||
#include "../vendor/imgui_impl_opengl3.h"
|
||||
class Engine {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
// settings
|
||||
//const unsigned int SCR_WIDTH = 800;
|
||||
//const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera;
|
||||
|
||||
/*
|
||||
struct Node {
|
||||
std::string name;
|
||||
std::string texture;
|
||||
bool spriteNode = false;
|
||||
};
|
||||
// timing
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
Node nodes[] = {
|
||||
{"cobble stone", "res/textures/cobble.png"}
|
||||
{"iron block", "res/textures/iron.png"}
|
||||
};*/
|
||||
|
||||
|
||||
|
||||
class Engine {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
// settings
|
||||
//const unsigned int SCR_WIDTH = 800;
|
||||
//const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
public:
|
||||
Engine() = default;
|
||||
~Engine() = default;
|
||||
|
||||
void init();
|
||||
void render();
|
||||
void update();
|
||||
};
|
||||
public:
|
||||
Engine() = default;
|
||||
~Engine() = default;
|
||||
|
||||
void init();
|
||||
void render();
|
||||
void update();
|
||||
};
|
||||
|
||||
}
|
||||
#endif // ENGINE_HPP
|
@ -1,7 +0,0 @@
|
||||
#include "../vendor/imgui.h"
|
||||
|
||||
void DebugInfo() {
|
||||
ImGui::Begin("Debug Info");
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::End();
|
||||
}
|
21
src/game/nodes.hpp
Normal file
21
src/game/nodes.hpp
Normal file
@ -0,0 +1,21 @@
|
||||
#ifndef NODES_HPP
|
||||
#define NODES_HPP
|
||||
|
||||
#include "core.hpp"
|
||||
|
||||
namespace b3d {
|
||||
/*
|
||||
struct Node {
|
||||
std::string name;
|
||||
std::string texture;
|
||||
bool spriteNode = false;
|
||||
};
|
||||
|
||||
Node nodes[] = {
|
||||
{"cobble stone", "res/textures/cobble.png"}
|
||||
{"iron block", "res/textures/iron.png"}
|
||||
};
|
||||
*/
|
||||
}
|
||||
|
||||
#endif // NODES_HPP
|
@ -6,159 +6,148 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <vector>
|
||||
namespace b3d{
|
||||
enum Camera_Movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
UP,
|
||||
DOWN
|
||||
};
|
||||
|
||||
enum Camera_Movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT
|
||||
};
|
||||
const float YAW = -90.0f;
|
||||
const float PITCH = 0.0f;
|
||||
const float SPEED = 2.5f;
|
||||
const float SENSITIVITY = 0.1f;
|
||||
const float ZOOM = 45.0f;
|
||||
|
||||
const float YAW = -90.0f;
|
||||
const float PITCH = 0.0f;
|
||||
const float SPEED = 2.5f;
|
||||
const float SENSITIVITY = 0.1f;
|
||||
const float ZOOM = 45.0f;
|
||||
static float mx,my;
|
||||
|
||||
static float mx,my;
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Up;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 WorldUp;
|
||||
float Yaw;
|
||||
float Pitch;
|
||||
float MovementSpeed;
|
||||
float MouseSensitivity;
|
||||
float Zoom;
|
||||
|
||||
|
||||
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
|
||||
class Camera
|
||||
{
|
||||
Position = position;
|
||||
WorldUp = up;
|
||||
Yaw = yaw;
|
||||
Pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
public:
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Up;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 WorldUp;
|
||||
float Yaw;
|
||||
float Pitch;
|
||||
float MovementSpeed;
|
||||
float MouseSensitivity;
|
||||
float Zoom;
|
||||
|
||||
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
|
||||
{
|
||||
Position = glm::vec3(posX, posY, posZ);
|
||||
WorldUp = glm::vec3(upX, upY, upZ);
|
||||
Yaw = yaw;
|
||||
Pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
glm::mat4 GetViewMatrix()
|
||||
{
|
||||
return glm::lookAt(Position, Position + Front, Up);
|
||||
}
|
||||
|
||||
void Update(){
|
||||
if (firstMouse)
|
||||
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
|
||||
{
|
||||
Position = position;
|
||||
WorldUp = up;
|
||||
Yaw = yaw;
|
||||
Pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
|
||||
{
|
||||
Position = glm::vec3(posX, posY, posZ);
|
||||
WorldUp = glm::vec3(upX, upY, upZ);
|
||||
Yaw = yaw;
|
||||
Pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
glm::mat4 GetViewMatrix()
|
||||
{
|
||||
return glm::lookAt(Position, Position + Front, Up);
|
||||
}
|
||||
|
||||
void Update(){
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = mx;
|
||||
lastY = my;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = mx - lastX;
|
||||
float yoffset = lastY - my;
|
||||
|
||||
lastX = mx;
|
||||
lastY = my;
|
||||
firstMouse = false;
|
||||
|
||||
ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
float xoffset = mx - lastX;
|
||||
float yoffset = lastY - my;
|
||||
|
||||
lastX = mx;
|
||||
lastY = my;
|
||||
|
||||
ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void ProcessMovement(Camera_Movement direction, float deltaTime)
|
||||
{
|
||||
float velocity = MovementSpeed * deltaTime;
|
||||
if (direction == FORWARD)
|
||||
Position += Front * velocity;
|
||||
if (direction == BACKWARD)
|
||||
Position -= Front * velocity;
|
||||
if (direction == LEFT)
|
||||
Position -= Right * velocity;
|
||||
if (direction == RIGHT)
|
||||
Position += Right * velocity;
|
||||
}
|
||||
|
||||
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
|
||||
{
|
||||
xoffset *= MouseSensitivity;
|
||||
yoffset *= MouseSensitivity;
|
||||
|
||||
Yaw += xoffset;
|
||||
Pitch += yoffset;
|
||||
|
||||
if (constrainPitch)
|
||||
void ProcessMovement(Camera_Movement direction, float deltaTime)
|
||||
{
|
||||
if (Pitch > 89.0f)
|
||||
Pitch = 89.0f;
|
||||
if (Pitch < -89.0f)
|
||||
Pitch = -89.0f;
|
||||
float velocity = MovementSpeed * deltaTime;
|
||||
if (direction == FORWARD)
|
||||
Position += Front * velocity;
|
||||
if (direction == BACKWARD)
|
||||
Position -= Front * velocity;
|
||||
if (direction == LEFT)
|
||||
Position -= Right * velocity;
|
||||
if (direction == RIGHT)
|
||||
Position += Right * velocity;
|
||||
if (direction == UP)
|
||||
Position += Up * velocity;
|
||||
if (direction == DOWN)
|
||||
Position -= Up * velocity;
|
||||
}
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
void ProcessMouseScroll(float yoffset)
|
||||
{
|
||||
Zoom -= (float)yoffset;
|
||||
if (Zoom < 1.0f)
|
||||
Zoom = 1.0f;
|
||||
if (Zoom > 45.0f)
|
||||
Zoom = 45.0f;
|
||||
}
|
||||
|
||||
|
||||
static void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{/*
|
||||
float xpos = static_cast<float>(xposIn);
|
||||
float ypos = static_cast<float>(yposIn);
|
||||
|
||||
if (firstMouse)
|
||||
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
xoffset *= MouseSensitivity;
|
||||
yoffset *= MouseSensitivity;
|
||||
|
||||
Yaw += xoffset;
|
||||
Pitch += yoffset;
|
||||
|
||||
if (constrainPitch)
|
||||
{
|
||||
if (Pitch > 89.0f)
|
||||
Pitch = 89.0f;
|
||||
if (Pitch < -89.0f)
|
||||
Pitch = -89.0f;
|
||||
}
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos;
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
ProcessMouseMovement(xoffset, yoffset);*/
|
||||
|
||||
mx = static_cast<float>(xposIn);
|
||||
my = static_cast<float>(yposIn);
|
||||
}
|
||||
void ProcessMouseScroll(float yoffset)
|
||||
{
|
||||
Zoom -= (float)yoffset;
|
||||
if (Zoom < 1.0f)
|
||||
Zoom = 1.0f;
|
||||
if (Zoom > 45.0f)
|
||||
Zoom = 45.0f;
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void updateCameraVectors()
|
||||
{
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
front.y = sin(glm::radians(Pitch));
|
||||
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
Front = glm::normalize(front);
|
||||
Right = glm::normalize(glm::cross(Front, WorldUp));
|
||||
Up = glm::normalize(glm::cross(Right, Front));
|
||||
}
|
||||
static void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
||||
{
|
||||
mx = static_cast<float>(xposIn);
|
||||
my = static_cast<float>(yposIn);
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void updateCameraVectors()
|
||||
{
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
front.y = sin(glm::radians(Pitch));
|
||||
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
|
||||
Front = glm::normalize(front);
|
||||
Right = glm::normalize(glm::cross(Front, WorldUp));
|
||||
Up = glm::normalize(glm::cross(Right, Front));
|
||||
}
|
||||
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
};
|
||||
}
|
||||
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
};
|
||||
#endif
|
@ -1,104 +1,102 @@
|
||||
#include "shader.hpp"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
namespace b3d{
|
||||
Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure& e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char * fShaderCode = fragmentCode.c_str();
|
||||
unsigned int vertex, fragment;
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertex);
|
||||
glAttachShader(program, fragment);
|
||||
glLinkProgram(program);
|
||||
checkCompileErrors(program, "PROGRAM");
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
Shader::Shader(const char* vertexPath, const char* fragmentPath)
|
||||
{
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure& e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char * fShaderCode = fragmentCode.c_str();
|
||||
unsigned int vertex, fragment;
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertex);
|
||||
glAttachShader(program, fragment);
|
||||
glLinkProgram(program);
|
||||
checkCompileErrors(program, "PROGRAM");
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
}
|
||||
|
||||
}
|
||||
void Shader::bind(){
|
||||
glUseProgram(program);
|
||||
}
|
||||
|
||||
void Shader::bind(){
|
||||
glUseProgram(program);
|
||||
}
|
||||
void Shader::unbind(){
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void Shader::unbind(){
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, unsigned int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, unsigned int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y){
|
||||
glUniform2f(glGetUniformLocation(program, uName), x, y);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y){
|
||||
glUniform2f(glGetUniformLocation(program, uName), x, y);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z){
|
||||
glUniform3f(glGetUniformLocation(program, uName), x, y, z);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z){
|
||||
glUniform3f(glGetUniformLocation(program, uName), x, y, z);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec3 vector){
|
||||
glUniform3f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec3 vector){
|
||||
glUniform3f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w){
|
||||
glUniform4f(glGetUniformLocation(program, uName), x, y, z, w);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w){
|
||||
glUniform4f(glGetUniformLocation(program, uName), x, y, z, w);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* name, const glm::mat4 &mat)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* name, const glm::mat4 &mat)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec2 vector){
|
||||
glUniform2f(glGetUniformLocation(program, uName), vector.x, vector.y);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec2 vector){
|
||||
glUniform2f(glGetUniformLocation(program, uName), vector.x, vector.y);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec4 vector){
|
||||
glUniform4f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLuint tex2d, GLint unit){ // sample 2d
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex2d);
|
||||
glUniform1i(glGetUniformLocation(program, uName), unit);
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec4 vector){
|
||||
glUniform4f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLuint tex2d, GLint unit){ // sample 2d
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex2d);
|
||||
glUniform1i(glGetUniformLocation(program, uName), unit);
|
||||
}
|
||||
}
|
@ -1,62 +1,61 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include "core.hpp"
|
||||
|
||||
#include <iostream>
|
||||
namespace b3d{
|
||||
class Shader {
|
||||
public:
|
||||
Shader() : program(0) {}
|
||||
Shader(const GLuint id) : program(id) {}
|
||||
Shader(const char* vertexPath, const char* fragmentPath);
|
||||
~Shader() { glDeleteProgram(program); }
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
void setuniform(const GLchar* uName, unsigned int value);
|
||||
void setuniform(const GLchar* uName, int value);
|
||||
void setuniform(const GLchar* uName, GLfloat value);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y);
|
||||
void setuniform(const GLchar* uName, glm::vec2 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z);
|
||||
void setuniform(const GLchar* uName, glm::vec3 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void setuniform(const GLchar* uName, glm::vec4 vector);
|
||||
void setuniform(const GLchar* uName, const glm::mat4& mtx);
|
||||
void setuniform(const GLchar* uName, GLuint tex2d, GLint unit); // sample 2d
|
||||
|
||||
GLuint getuniform(const char* name);
|
||||
GLuint GetProgram() { return program; }
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader() : program(0) {}
|
||||
Shader(const GLuint id) : program(id) {}
|
||||
Shader(const char* vertexPath, const char* fragmentPath);
|
||||
~Shader() { glDeleteProgram(program); }
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
void setuniform(const GLchar* uName, unsigned int value);
|
||||
void setuniform(const GLchar* uName, int value);
|
||||
void setuniform(const GLchar* uName, GLfloat value);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y);
|
||||
void setuniform(const GLchar* uName, glm::vec2 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z);
|
||||
void setuniform(const GLchar* uName, glm::vec3 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void setuniform(const GLchar* uName, glm::vec4 vector);
|
||||
void setuniform(const GLchar* uName, const glm::mat4& mtx);
|
||||
void setuniform(const GLchar* uName, GLuint tex2d, GLint unit); // sample 2d
|
||||
|
||||
GLuint getuniform(const char* name);
|
||||
GLuint GetProgram() { return program; }
|
||||
|
||||
private:
|
||||
|
||||
void checkCompileErrors(GLuint shader, std::string type)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if(type != "PROGRAM")
|
||||
private:
|
||||
|
||||
void checkCompileErrors(GLuint shader, std::string type)
|
||||
{
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if(type != "PROGRAM")
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint program;
|
||||
};
|
||||
|
||||
GLuint program;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -2,7 +2,7 @@
|
||||
#include "game/engine.hpp"
|
||||
|
||||
int main() {
|
||||
Engine engine;
|
||||
b3d::Engine engine;
|
||||
engine.init();
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user