mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:23:09 +02:00
feat: compile chapter 2 breakout on laptop
This commit is contained in:
parent
0ab96eb0fc
commit
51c3d4f810
1
.vscode/tasks.json
vendored
1
.vscode/tasks.json
vendored
@ -11,6 +11,7 @@
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"-L${workspaceFolder}/dependencies/library",
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"-L${workspaceFolder}/dependencies/library",
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"-Wall",
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"-Wall",
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"${workspaceFolder}/breakout/*.hpp",
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"${workspaceFolder}/breakout/*.hpp",
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"${workspaceFolder}/breakout/*.h",
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"${workspaceFolder}/breakout/*.cpp",
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"${workspaceFolder}/breakout/*.cpp",
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"${workspaceFolder}/breakout/glad.c",
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"${workspaceFolder}/breakout/glad.c",
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"-o",
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"-o",
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@ -8,7 +8,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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include_directories(${CMAKE_SOURCE_DIR}/dependencies/include)
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include_directories(${CMAKE_SOURCE_DIR}/dependencies/include)
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link_directories(${CMAKE_SOURCE_DIR}/dependencies/library)
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link_directories(${CMAKE_SOURCE_DIR}/dependencies/library)
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file(GLOB SOURCES "${CMAKE_SOURCE_DIR}/breakout/*.cpp" "${CMAKE_SOURCE_DIR}/breakout/*.hpp" "${CMAKE_SOURCE_DIR}/breakout/glad.c")
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file(GLOB SOURCES "${CMAKE_SOURCE_DIR}/breakout/*.cpp" "${CMAKE_SOURCE_DIR}/breakout/*.hpp" "${CMAKE_SOURCE_DIR}/breakout/*.h" "${CMAKE_SOURCE_DIR}/breakout/*.c" "${CMAKE_SOURCE_DIR}/breakout/glad.c")
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add_executable(breakout ${SOURCES})
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add_executable(breakout ${SOURCES})
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BIN
breakout/breakout
Normal file → Executable file
BIN
breakout/breakout
Normal file → Executable file
Binary file not shown.
@ -1,174 +0,0 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#include <GLFW/glfw3.h>
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#include <array>
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#include <iostream>
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#include "../dependencies/include/glad/glad.h"
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#include "./game.hpp"
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#include "./resourceManager.hpp"
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#include "./constants.hpp"
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// GLFW function declarations
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mode);
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// The Width of the screen
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constexpr int SCREEN_WIDTH = 800;
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// The height of the screen
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constexpr int SCREEN_HEIGHT = 600;
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Game &getBreakoutInstance() {
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static Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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return Breakout;
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}
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void initGLFW() {
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, 0);
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}
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int failedGLAD() {
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// we are forced to use reinterpret_cast since there is no standard-compliant
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// way to convert a void* (which is what glfwGetProcAddress returns) to a
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// function pointer in C++
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if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
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0) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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return 0;
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}
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std::pair<double, double> calculate_delta_time(double deltaTime,
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double lastFrame) {
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// calculate delta time
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// --------------------
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double const currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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return std::make_pair(deltaTime, lastFrame);
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}
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void main_loop_render(Game Breakout) {
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// render
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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}
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void main_loop_inside(GLFWwindow *window, double deltaTime, double lastFrame,
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Game Breakout) {
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const std::pair<double, double> times =
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calculate_delta_time(deltaTime, lastFrame);
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deltaTime = times.first;
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lastFrame = times.second;
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// manage user input
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Breakout.ProcessInput(deltaTime);
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// update game state
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Breakout.Update(deltaTime);
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main_loop_render(Breakout);
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glfwSwapBuffers(window);
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}
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void main_loop(GLFWwindow *window, const Game &Breakout) {
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// deltaTime variables
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const double deltaTime = 0.0F;
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const double lastFrame = 0.0F;
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// We do not comply with altera-unroll-loops
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// since each loop iteration is dependent on the previous one.
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while (glfwWindowShouldClose(window) == 0) {
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main_loop_inside(window, deltaTime, lastFrame, Breakout);
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}
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}
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int delete_resources() {
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// delete all resources as loaded using the resource manager
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ResourceManager::Clear();
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glfwTerminate();
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return 0;
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}
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void gl_magic(GLFWwindow *window) {
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glfwSetKeyCallback(window, key_callback);
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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int main(int /*argc*/, char * /*argv*/[]) {
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initGLFW();
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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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nullptr, nullptr);
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glfwMakeContextCurrent(window);
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if (failedGLAD() != 0) {
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return -1;
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}
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gl_magic(window);
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Game Breakout = getBreakoutInstance();
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// initialize game
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Breakout.Init();
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main_loop(window, Breakout);
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return delete_resources();
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}
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void exit_window(GLFWwindow *window, const int key, const int action) {
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// when a user presses the escape key, we set the
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// WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, 1);
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}
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}
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void key_callback_happy(const std::pair<int, int> action_key) {
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Game Breakout = getBreakoutInstance();
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if (action_key.first == GLFW_PRESS) {
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Breakout.Keys.at(action_key.second) = true;
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} else if (action_key.first == GLFW_RELEASE) {
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Breakout.Keys.at(action_key.second) = false;
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}
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}
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void key_callback_sad(int key) {
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std::cerr << "key_callback_sad Error! key is out of range!" << key
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<< std::endl;
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}
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// Assume Breakout.Keys is of type KeyArray
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void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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int /*mode*/) {
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// Define the array type for keys
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const int MAX_KEYS_TRACKED = constants::MAX_KEYS_TRACKED;
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using KeyArray = std::array<bool, MAX_KEYS_TRACKED>;
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exit_window(window, key, action);
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if (key >= 0 && key < MAX_KEYS_TRACKED) {
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try {
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key_callback_happy(std::pair<int, int>(action, key));
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} catch (const std::out_of_range &e) {
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key_callback_sad(key);
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}
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}
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}
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void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height) {
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// make sure the viewport matches the new window dimensions;
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// note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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#endif
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// BREAKOUT_CPP
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@ -1,11 +0,0 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_CONSTANTS_HPP_
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#define BREAKOUT_CONSTANTS_HPP_
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namespace constants {
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constexpr int MAX_KEYS_TRACKED { 1024 };
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constexpr int GAME_WINDOW_SIZE_ALLIGNMENT { 8 };
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constexpr int DEFAULT_INVALID_NUMBER { -1 };
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}
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#endif // BREAKOUT_CONSTANTS_HPP_
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@ -1,21 +1,43 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_CPP
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#include "../breakout/game.hpp"
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#include "game.hpp"
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
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{
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Game::Game(GameWindowSize size)
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: State(GAME_ACTIVE), Keys(), Width(size.width), Height(size.height) {
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}
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}
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void Game::Init() {}
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Game::~Game()
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{
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void Game::Update(double deltaTime) {}
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}
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void Game::ProcessInput(double deltaTime) {}
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void Game::Init()
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{
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void Game::Render() {}
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}
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void Game::Update(float dt)
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{
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}
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void Game::ProcessInput(float dt)
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{
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}
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void Game::Render()
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{
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}
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#endif
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// GAME_CPP
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@ -1,44 +1,46 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_GAME_HPP_
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#define BREAKOUT_GAME_HPP_
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#ifndef GAME_HPP
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#define GAME_HPP
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <array>
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#include "../dependencies/include/glad/glad.h"
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#include "./constants.hpp"
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struct GameWindowSize {
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unsigned int width;
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unsigned int height;
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} __attribute__((aligned(constants::GAME_WINDOW_SIZE_ALLIGNMENT)));
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// Represents the current state of the game
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// Represents the current state of the game
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enum GameState { GAME_ACTIVE, GAME_MENU, GAME_WIN };
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enum GameState {
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GAME_ACTIVE,
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class Game {
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GAME_MENU,
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private:
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GAME_WIN
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// game state
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GameState State;
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std::array<bool, constants::MAX_KEYS_TRACKED> Keys;
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unsigned int Width, Height;
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public:
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// constructor/destructor
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explicit Game(GameWindowSize size);
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~Game() = default;
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// rule of five
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Game(const Game& other) = delete;
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Game& operator=(const Game& other) = delete;
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Game(Game&& other) noexcept = delete;
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Game& operator=(Game&& other) noexcept = delete;
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// initialize game state (load all shaders/textures/levels)
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void Init();
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// game loop
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void ProcessInput(double deltaTime);
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void Update(double deltaTime);
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void Render();
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};
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};
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#endif // BREAKOUT_GAME_HPP_
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// Game holds all game-related state and functionality.
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// Combines all game-related data into a single class for
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// easy access to each of the components and manageability.
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class Game
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{
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public:
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// game state
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GameState State;
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bool Keys[1024];
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unsigned int Width, Height;
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// constructor/destructor
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Game(unsigned int width, unsigned int height);
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~Game();
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// initialize game state (load all shaders/textures/levels)
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void Init();
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// game loop
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void ProcessInput(float dt);
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void Update(float dt);
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void Render();
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};
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#endif
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124
breakout/program.cpp
Normal file
124
breakout/program.cpp
Normal file
@ -0,0 +1,124 @@
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "game.hpp"
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#include "resource_manager.h"
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#include <iostream>
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// GLFW function declarations
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// The Width of the screen
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const unsigned int SCREEN_WIDTH = 800;
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// The height of the screen
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const unsigned int SCREEN_HEIGHT = 600;
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Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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int main(int argc, char *argv[])
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{
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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||||||
|
glfwWindowHint(GLFW_RESIZABLE, false);
|
||||||
|
|
||||||
|
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout", nullptr, nullptr);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwSetKeyCallback(window, key_callback);
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// OpenGL configuration
|
||||||
|
// --------------------
|
||||||
|
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
// initialize game
|
||||||
|
// ---------------
|
||||||
|
Breakout.Init();
|
||||||
|
|
||||||
|
// deltaTime variables
|
||||||
|
// -------------------
|
||||||
|
float deltaTime = 0.0f;
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// calculate delta time
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
|
// manage user input
|
||||||
|
// -----------------
|
||||||
|
Breakout.ProcessInput(deltaTime);
|
||||||
|
|
||||||
|
// update game state
|
||||||
|
// -----------------
|
||||||
|
Breakout.Update(deltaTime);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
Breakout.Render();
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// delete all resources as loaded using the resource manager
|
||||||
|
// ---------------------------------------------------------
|
||||||
|
ResourceManager::Clear();
|
||||||
|
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||||
|
{
|
||||||
|
// when a user presses the escape key, we set the WindowShouldClose property to true, closing the application
|
||||||
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
if (key >= 0 && key < 1024)
|
||||||
|
{
|
||||||
|
if (action == GLFW_PRESS)
|
||||||
|
Breakout.Keys[key] = true;
|
||||||
|
else if (action == GLFW_RELEASE)
|
||||||
|
Breakout.Keys[key] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
|
|
||||||
@ -1,140 +0,0 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_CPP
|
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include "../breakout/resourceManager.hpp"
|
|
||||||
#include "./shader.hpp"
|
|
||||||
#include "./stb_image.h"
|
|
||||||
#include "./texture.hpp"
|
|
||||||
|
|
||||||
// Instantiate static variables
|
|
||||||
std::map<std::string, Texture2D> ResourceManager::Textures;
|
|
||||||
std::map<std::string, Shader> ResourceManager::Shaders;
|
|
||||||
|
|
||||||
Shader ResourceManager::LoadShader(const char *vShaderFile,
|
|
||||||
const char *fShaderFile,
|
|
||||||
const char *gShaderFile,
|
|
||||||
const std::string &name) {
|
|
||||||
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
|
|
||||||
return Shaders[name];
|
|
||||||
}
|
|
||||||
|
|
||||||
Shader ResourceManager::GetShader(const std::string &name) {
|
|
||||||
return Shaders[name];
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha,
|
|
||||||
const std::string &name) {
|
|
||||||
Textures[name] = loadTextureFromFile(file, alpha);
|
|
||||||
return Textures[name];
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture2D ResourceManager::GetTexture(const std::string &name) {
|
|
||||||
return Textures[name];
|
|
||||||
}
|
|
||||||
|
|
||||||
void ResourceManager::Clear() {
|
|
||||||
// (properly) delete all shaders
|
|
||||||
for (const auto &iter : Shaders) {
|
|
||||||
glDeleteProgram(iter.second.ID);
|
|
||||||
}
|
|
||||||
// (properly) delete all textures
|
|
||||||
for (const auto &iter : Textures) {
|
|
||||||
glDeleteTextures(1, &iter.second.ID);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static Shader ResourceManager::createShaderObject(
|
|
||||||
const std::string& vertexCode, const std::string& fragmentCode,
|
|
||||||
const char *gShaderFile, const std::string& geometryCode) {
|
|
||||||
const char *vShaderCode = vertexCode.c_str();
|
|
||||||
const char *fShaderCode = fragmentCode.c_str();
|
|
||||||
const char *gShaderCode = geometryCode.c_str();
|
|
||||||
// 2. now create shader object from source code
|
|
||||||
Shader shader;
|
|
||||||
shader.Compile(vShaderCode, fShaderCode,
|
|
||||||
gShaderFile != nullptr ? gShaderCode : nullptr);
|
|
||||||
return shader;
|
|
||||||
}
|
|
||||||
|
|
||||||
static std::string ResourceManager::loadFragmentCode(const char *fShaderFile) {
|
|
||||||
std::string fragmentCode;
|
|
||||||
// open files
|
|
||||||
std::ifstream fragmentShaderFile(fShaderFile);
|
|
||||||
std::stringstream fShaderStream;
|
|
||||||
// read file's buffer contents into streams
|
|
||||||
fShaderStream << fragmentShaderFile.rdbuf();
|
|
||||||
// close file handlers
|
|
||||||
fragmentShaderFile.close();
|
|
||||||
// convert stream into string
|
|
||||||
fragmentCode = fShaderStream.str();
|
|
||||||
return fragmentCode;
|
|
||||||
}
|
|
||||||
|
|
||||||
static std::string ResourceManager::loadVertexCode(const char *vShaderFile) {
|
|
||||||
std::string vertexCode;
|
|
||||||
std::ifstream vertexShaderFile(vShaderFile);
|
|
||||||
std::stringstream vShaderStream;
|
|
||||||
vShaderStream << vertexShaderFile.rdbuf();
|
|
||||||
vertexShaderFile.close();
|
|
||||||
vertexCode = vShaderStream.str();
|
|
||||||
return vertexCode
|
|
||||||
}
|
|
||||||
|
|
||||||
static std::string ResourceManager::loadGeometryCode(const char *gShaderFile) {
|
|
||||||
std::string geometryCode;
|
|
||||||
std::ifstream geometryShaderFile(gShaderFile);
|
|
||||||
std::stringstream gShaderStream;
|
|
||||||
gShaderStream << geometryShaderFile.rdbuf();
|
|
||||||
geometryShaderFile.close();
|
|
||||||
geometryCode = gShaderStream.str();
|
|
||||||
return geometryCode;
|
|
||||||
}
|
|
||||||
|
|
||||||
static Shader ResourceManager::loadShaderFromFile(const char *vShaderFile,
|
|
||||||
const char *fShaderFile,
|
|
||||||
const char *gShaderFile) {
|
|
||||||
std::string vertexCode;
|
|
||||||
std::string fragmentCode;
|
|
||||||
std::string geometryCode;
|
|
||||||
try {
|
|
||||||
vertexCode = loadVertexCode(vShaderFile);
|
|
||||||
fragmentCode = loadFragmentCode(fShaderFile);
|
|
||||||
// if geometry shader path is present, also load a geometry shader
|
|
||||||
if (gShaderFile != nullptr) {
|
|
||||||
geometryCode = loadGeometryCode(gShaderFile);
|
|
||||||
}
|
|
||||||
} catch (std::exception const &) {
|
|
||||||
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
|
|
||||||
}
|
|
||||||
return createShaderObject(
|
|
||||||
vertexCode, fragmentCode, gShaderFile, geometryCode);
|
|
||||||
}
|
|
||||||
|
|
||||||
static Texture2D ResourceManager::createTextureObject(bool alpha) {
|
|
||||||
// create texture object
|
|
||||||
Texture2D texture;
|
|
||||||
if (alpha) {
|
|
||||||
texture.Internal_Format = GL_RGBA;
|
|
||||||
texture.Image_Format = GL_RGBA;
|
|
||||||
}
|
|
||||||
return texture;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
|
|
||||||
Texture2D texture = createTextureObject(alpha);
|
|
||||||
// load image
|
|
||||||
int width = -1;
|
|
||||||
int height = -1;
|
|
||||||
int nrChannels = -1;
|
|
||||||
unsigned char *data = stbi_load(file, &width, &height, &nrChannels, 0);
|
|
||||||
// now generate texture
|
|
||||||
texture.Generate(width, height, data);
|
|
||||||
// and finally free image data
|
|
||||||
stbi_image_free(data);
|
|
||||||
return texture;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@ -1,66 +0,0 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
/*******************************************************************
|
|
||||||
** This code is part of Breakout.
|
|
||||||
**
|
|
||||||
** Breakout is free software: you can redistribute it and/or modify
|
|
||||||
** it under the terms of the CC BY 4.0 license as published by
|
|
||||||
** Creative Commons, either version 4 of the License, or (at your
|
|
||||||
** option) any later version.
|
|
||||||
******************************************************************/
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
|
||||||
|
|
||||||
#include "../dependencies/include/glad/glad.h"
|
|
||||||
|
|
||||||
#include "../breakout/shader.hpp"
|
|
||||||
#include "../breakout/texture.hpp"
|
|
||||||
|
|
||||||
// A static singleton ResourceManager class that hosts several
|
|
||||||
// functions to load Textures and Shaders. Each loaded texture
|
|
||||||
// and/or shader is also stored for future reference by string
|
|
||||||
// handles. All functions and resources are static and no
|
|
||||||
// public constructor is defined.
|
|
||||||
class ResourceManager {
|
|
||||||
public:
|
|
||||||
// resource storage
|
|
||||||
template <> static std::max<std::string, Shader>;
|
|
||||||
Shaders{};
|
|
||||||
template <> static std::max<std::string, Texture2D>;
|
|
||||||
Textures{};
|
|
||||||
// loads (and generates) a shader program from file loading vertex,
|
|
||||||
// fragment (and geometry) shader's source code.
|
|
||||||
// If gShaderFile is not nullptr, it also loads a geometry shader
|
|
||||||
static auto LoadShader(const char *vShaderFile, const char *fShaderFile,
|
|
||||||
const char *gShaderFile, const std::string &name)
|
|
||||||
-> Shader;
|
|
||||||
// retrieves a stored sader
|
|
||||||
static auto GetShader(const std::string &name) -> Shader;
|
|
||||||
// loads (and generates) a texture from file
|
|
||||||
static auto LoadTexture(const char *file, bool alpha, const std::string &name)
|
|
||||||
-> Texture2D;
|
|
||||||
// retrieves a stored texture
|
|
||||||
static auto GetTexture(const std::string &name) -> Texture2D;
|
|
||||||
// properly de-allocates all loaded resources
|
|
||||||
static void Clear();
|
|
||||||
|
|
||||||
private:
|
|
||||||
// private constructor,
|
|
||||||
// that is we do not want any actual resource manager objects.
|
|
||||||
// Its members and functions should be publicly available (static).
|
|
||||||
ResourceManager() = default;
|
|
||||||
// loads and generates a shader from file
|
|
||||||
static Shader ResourceManager::createShaderObject(
|
|
||||||
std::string vertexCode, std::string fragmentCode,
|
|
||||||
const char *gShaderFile, std::string geometryCode);
|
|
||||||
static std::string ResourceManager::loadFragmentCode(const char *fShaderFile);
|
|
||||||
static std::string ResourceManager::loadVertexCode(const char *vShaderFile);
|
|
||||||
static std::string ResourceManager::loadGeometryCode(const char *gShaderFile);
|
|
||||||
static auto loadShaderFromFile(const char *vShaderFile,
|
|
||||||
const char *fShaderFile,
|
|
||||||
const char *gShaderFile) -> Shader;
|
|
||||||
// loads a single texture from file
|
|
||||||
static Texture2D ResourceManager::createTextureObject();
|
|
||||||
static auto loadTextureFromFile(const char *file, bool alpha) -> Texture2D;
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_RESOURCEMANAGER_HPP
|
|
||||||
118
breakout/resource_manager.cpp
Normal file
118
breakout/resource_manager.cpp
Normal file
@ -0,0 +1,118 @@
|
|||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#include "resource_manager.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <sstream>
|
||||||
|
#include <fstream>
|
||||||
|
|
||||||
|
#include "stb_image.h"
|
||||||
|
|
||||||
|
// Instantiate static variables
|
||||||
|
std::map<std::string, Texture2D> ResourceManager::Textures;
|
||||||
|
std::map<std::string, Shader> ResourceManager::Shaders;
|
||||||
|
|
||||||
|
|
||||||
|
Shader ResourceManager::LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name)
|
||||||
|
{
|
||||||
|
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
|
||||||
|
return Shaders[name];
|
||||||
|
}
|
||||||
|
|
||||||
|
Shader ResourceManager::GetShader(std::string name)
|
||||||
|
{
|
||||||
|
return Shaders[name];
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
|
||||||
|
{
|
||||||
|
Textures[name] = loadTextureFromFile(file, alpha);
|
||||||
|
return Textures[name];
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture2D ResourceManager::GetTexture(std::string name)
|
||||||
|
{
|
||||||
|
return Textures[name];
|
||||||
|
}
|
||||||
|
|
||||||
|
void ResourceManager::Clear()
|
||||||
|
{
|
||||||
|
// (properly) delete all shaders
|
||||||
|
for (auto iter : Shaders)
|
||||||
|
glDeleteProgram(iter.second.ID);
|
||||||
|
// (properly) delete all textures
|
||||||
|
for (auto iter : Textures)
|
||||||
|
glDeleteTextures(1, &iter.second.ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
|
||||||
|
{
|
||||||
|
// 1. retrieve the vertex/fragment source code from filePath
|
||||||
|
std::string vertexCode;
|
||||||
|
std::string fragmentCode;
|
||||||
|
std::string geometryCode;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// open files
|
||||||
|
std::ifstream vertexShaderFile(vShaderFile);
|
||||||
|
std::ifstream fragmentShaderFile(fShaderFile);
|
||||||
|
std::stringstream vShaderStream, fShaderStream;
|
||||||
|
// read file's buffer contents into streams
|
||||||
|
vShaderStream << vertexShaderFile.rdbuf();
|
||||||
|
fShaderStream << fragmentShaderFile.rdbuf();
|
||||||
|
// close file handlers
|
||||||
|
vertexShaderFile.close();
|
||||||
|
fragmentShaderFile.close();
|
||||||
|
// convert stream into string
|
||||||
|
vertexCode = vShaderStream.str();
|
||||||
|
fragmentCode = fShaderStream.str();
|
||||||
|
// if geometry shader path is present, also load a geometry shader
|
||||||
|
if (gShaderFile != nullptr)
|
||||||
|
{
|
||||||
|
std::ifstream geometryShaderFile(gShaderFile);
|
||||||
|
std::stringstream gShaderStream;
|
||||||
|
gShaderStream << geometryShaderFile.rdbuf();
|
||||||
|
geometryShaderFile.close();
|
||||||
|
geometryCode = gShaderStream.str();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (std::exception e)
|
||||||
|
{
|
||||||
|
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
|
||||||
|
}
|
||||||
|
const char *vShaderCode = vertexCode.c_str();
|
||||||
|
const char *fShaderCode = fragmentCode.c_str();
|
||||||
|
const char *gShaderCode = geometryCode.c_str();
|
||||||
|
// 2. now create shader object from source code
|
||||||
|
Shader shader;
|
||||||
|
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
|
||||||
|
{
|
||||||
|
// create texture object
|
||||||
|
Texture2D texture;
|
||||||
|
if (alpha)
|
||||||
|
{
|
||||||
|
texture.Internal_Format = GL_RGBA;
|
||||||
|
texture.Image_Format = GL_RGBA;
|
||||||
|
}
|
||||||
|
// load image
|
||||||
|
int width, height, nrChannels;
|
||||||
|
unsigned char* data = stbi_load(file, &width, &height, &nrChannels, 0);
|
||||||
|
// now generate texture
|
||||||
|
texture.Generate(width, height, data);
|
||||||
|
// and finally free image data
|
||||||
|
stbi_image_free(data);
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
|
|
||||||
54
breakout/resource_manager.h
Normal file
54
breakout/resource_manager.h
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#ifndef RESOURCE_MANAGER_H
|
||||||
|
#define RESOURCE_MANAGER_H
|
||||||
|
|
||||||
|
#include <map>
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
|
#include "texture.h"
|
||||||
|
#include "shader.h"
|
||||||
|
|
||||||
|
|
||||||
|
// A static singleton ResourceManager class that hosts several
|
||||||
|
// functions to load Textures and Shaders. Each loaded texture
|
||||||
|
// and/or shader is also stored for future reference by string
|
||||||
|
// handles. All functions and resources are static and no
|
||||||
|
// public constructor is defined.
|
||||||
|
class ResourceManager
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// resource storage
|
||||||
|
static std::map<std::string, Shader> Shaders;
|
||||||
|
static std::map<std::string, Texture2D> Textures;
|
||||||
|
// loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
|
||||||
|
static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
|
||||||
|
// retrieves a stored sader
|
||||||
|
static Shader GetShader(std::string name);
|
||||||
|
// loads (and generates) a texture from file
|
||||||
|
static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
|
||||||
|
// retrieves a stored texture
|
||||||
|
static Texture2D GetTexture(std::string name);
|
||||||
|
// properly de-allocates all loaded resources
|
||||||
|
static void Clear();
|
||||||
|
private:
|
||||||
|
// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
|
||||||
|
ResourceManager() { }
|
||||||
|
// loads and generates a shader from file
|
||||||
|
static Shader loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile = nullptr);
|
||||||
|
// loads a single texture from file
|
||||||
|
static Texture2D loadTextureFromFile(const char *file, bool alpha);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
@ -1,140 +1,140 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_CPP
|
|
||||||
#include "../breakout/shader.hpp"
|
|
||||||
|
|
||||||
auto Shader::Use() -> Shader & {
|
|
||||||
glUseProgram(this->ID);
|
/*******************************************************************
|
||||||
return *this;
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#include "shader.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
Shader &Shader::Use()
|
||||||
|
{
|
||||||
|
glUseProgram(this->ID);
|
||||||
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::Compile(const char *vertexSource, const char *fragmentSource,
|
void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
|
||||||
const char *geometrySource) {
|
{
|
||||||
unsigned int sVertex;
|
unsigned int sVertex, sFragment, gShader;
|
||||||
unsigned int sFragment;
|
// vertex Shader
|
||||||
unsigned int gShader;
|
sVertex = glCreateShader(GL_VERTEX_SHADER);
|
||||||
// vertex Shader
|
glShaderSource(sVertex, 1, &vertexSource, NULL);
|
||||||
sVertex = glCreateShader(GL_VERTEX_SHADER);
|
glCompileShader(sVertex);
|
||||||
glShaderSource(sVertex, 1, &vertexSource, nullptr);
|
checkCompileErrors(sVertex, "VERTEX");
|
||||||
glCompileShader(sVertex);
|
// fragment Shader
|
||||||
checkCompileErrors(sVertex, "VERTEX");
|
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
// fragment Shader
|
glShaderSource(sFragment, 1, &fragmentSource, NULL);
|
||||||
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
|
glCompileShader(sFragment);
|
||||||
glShaderSource(sFragment, 1, &fragmentSource, nullptr);
|
checkCompileErrors(sFragment, "FRAGMENT");
|
||||||
glCompileShader(sFragment);
|
// if geometry shader source code is given, also compile geometry shader
|
||||||
checkCompileErrors(sFragment, "FRAGMENT");
|
if (geometrySource != nullptr)
|
||||||
// if geometry shader source code is given, also compile geometry shader
|
{
|
||||||
if (geometrySource != nullptr) {
|
gShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||||
gShader = glCreateShader(GL_GEOMETRY_SHADER);
|
glShaderSource(gShader, 1, &geometrySource, NULL);
|
||||||
glShaderSource(gShader, 1, &geometrySource, nullptr);
|
glCompileShader(gShader);
|
||||||
glCompileShader(gShader);
|
checkCompileErrors(gShader, "GEOMETRY");
|
||||||
checkCompileErrors(gShader, "GEOMETRY");
|
}
|
||||||
}
|
// shader program
|
||||||
// shader program
|
this->ID = glCreateProgram();
|
||||||
this->ID = glCreateProgram();
|
glAttachShader(this->ID, sVertex);
|
||||||
glAttachShader(this->ID, sVertex);
|
glAttachShader(this->ID, sFragment);
|
||||||
glAttachShader(this->ID, sFragment);
|
if (geometrySource != nullptr)
|
||||||
if (geometrySource != nullptr) {
|
glAttachShader(this->ID, gShader);
|
||||||
glAttachShader(this->ID, gShader);
|
glLinkProgram(this->ID);
|
||||||
}
|
checkCompileErrors(this->ID, "PROGRAM");
|
||||||
glLinkProgram(this->ID);
|
// delete the shaders as they're linked into our program now and no longer necessary
|
||||||
checkCompileErrors(this->ID, "PROGRAM");
|
glDeleteShader(sVertex);
|
||||||
// delete the shaders as they're linked into our
|
glDeleteShader(sFragment);
|
||||||
// program now and no longer necessary
|
if (geometrySource != nullptr)
|
||||||
glDeleteShader(sVertex);
|
glDeleteShader(gShader);
|
||||||
glDeleteShader(sFragment);
|
}
|
||||||
if (geometrySource != nullptr) {
|
|
||||||
glDeleteShader(gShader);
|
void Shader::SetFloat(const char *name, float value, bool useShader)
|
||||||
}
|
{
|
||||||
}
|
if (useShader)
|
||||||
|
this->Use();
|
||||||
void Shader::SetFloat(const char *name, float value, bool useShader) {
|
glUniform1f(glGetUniformLocation(this->ID, name), value);
|
||||||
if (useShader) {
|
}
|
||||||
this->Use();
|
void Shader::SetInteger(const char *name, int value, bool useShader)
|
||||||
}
|
{
|
||||||
glUniform1f(glGetUniformLocation(this->ID, name), value);
|
if (useShader)
|
||||||
}
|
this->Use();
|
||||||
void Shader::SetInteger(const char *name, int value, bool useShader) {
|
glUniform1i(glGetUniformLocation(this->ID, name), value);
|
||||||
if (useShader) {
|
}
|
||||||
this->Use();
|
void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
|
||||||
}
|
{
|
||||||
glUniform1i(glGetUniformLocation(this->ID, name), value);
|
if (useShader)
|
||||||
}
|
this->Use();
|
||||||
void Shader::SetVector2f(const char *name, float x, float y, bool useShader) {
|
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
|
||||||
if (useShader) {
|
}
|
||||||
this->Use();
|
void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
|
||||||
}
|
{
|
||||||
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
|
if (useShader)
|
||||||
}
|
this->Use();
|
||||||
void Shader::SetVector2f(const char *name, const glm::vec2 &value,
|
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
|
||||||
bool useShader) {
|
}
|
||||||
if (useShader) {
|
void Shader::SetVector3f(const char *name, float x, float y, float z, bool useShader)
|
||||||
this->Use();
|
{
|
||||||
}
|
if (useShader)
|
||||||
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
|
this->Use();
|
||||||
}
|
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
|
||||||
void Shader::SetVector3f(const char *name, float x, float y, float z,
|
}
|
||||||
bool useShader) {
|
void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
|
||||||
if (useShader) {
|
{
|
||||||
this->Use();
|
if (useShader)
|
||||||
}
|
this->Use();
|
||||||
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
|
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
|
||||||
}
|
}
|
||||||
void Shader::SetVector3f(const char *name, const glm::vec3 &value,
|
void Shader::SetVector4f(const char *name, float x, float y, float z, float w, bool useShader)
|
||||||
bool useShader) {
|
{
|
||||||
if (useShader) {
|
if (useShader)
|
||||||
this->Use();
|
this->Use();
|
||||||
}
|
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||||
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
|
}
|
||||||
}
|
void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
|
||||||
void Shader::SetVector4f(const char *name, float x, float y, float z, float w,
|
{
|
||||||
bool useShader) {
|
if (useShader)
|
||||||
if (useShader) {
|
this->Use();
|
||||||
this->Use();
|
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
|
||||||
}
|
}
|
||||||
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader)
|
||||||
}
|
{
|
||||||
void Shader::SetVector4f(const char *name, const glm::vec4 &value,
|
if (useShader)
|
||||||
bool useShader) {
|
this->Use();
|
||||||
if (useShader) {
|
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
|
||||||
this->Use();
|
}
|
||||||
}
|
|
||||||
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z,
|
|
||||||
value.w);
|
void Shader::checkCompileErrors(unsigned int object, std::string type)
|
||||||
}
|
{
|
||||||
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix,
|
int success;
|
||||||
bool useShader) {
|
char infoLog[1024];
|
||||||
if (useShader) {
|
if (type != "PROGRAM")
|
||||||
this->Use();
|
{
|
||||||
}
|
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
||||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, 0u,
|
if (!success)
|
||||||
glm::value_ptr(matrix));
|
{
|
||||||
}
|
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
||||||
|
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
||||||
void Shader::checkCompileErrors(unsigned int object, const std::string &type) {
|
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||||
int success = 0;
|
<< std::endl;
|
||||||
char infoLog[1024];
|
}
|
||||||
if (type != "PROGRAM") {
|
}
|
||||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
else
|
||||||
if (success == 0) {
|
{
|
||||||
glGetShaderInfoLog(object, 1024, nullptr, infoLog);
|
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||||
std::cout
|
if (!success)
|
||||||
<< "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
{
|
||||||
<< infoLog
|
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||||
<< "\n -- --------------------------------------------------- -- "
|
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
||||||
<< std::endl;
|
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||||
|
<< std::endl;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
|
||||||
if (success == 0) {
|
|
||||||
glGetProgramInfoLog(object, 1024, nullptr, infoLog);
|
|
||||||
std::cout
|
|
||||||
<< "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
|
||||||
<< infoLog
|
|
||||||
<< "\n -- --------------------------------------------------- -- "
|
|
||||||
<< std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|||||||
51
breakout/shader.h
Normal file
51
breakout/shader.h
Normal file
@ -0,0 +1,51 @@
|
|||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#ifndef SHADER_H
|
||||||
|
#define SHADER_H
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
#include <glad/glad.h>
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
|
||||||
|
// General purpose shader object. Compiles from file, generates
|
||||||
|
// compile/link-time error messages and hosts several utility
|
||||||
|
// functions for easy management.
|
||||||
|
class Shader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// state
|
||||||
|
unsigned int ID;
|
||||||
|
// constructor
|
||||||
|
Shader() { }
|
||||||
|
// sets the current shader as active
|
||||||
|
Shader &Use();
|
||||||
|
// compiles the shader from given source code
|
||||||
|
void Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional
|
||||||
|
// utility functions
|
||||||
|
void SetFloat (const char *name, float value, bool useShader = false);
|
||||||
|
void SetInteger (const char *name, int value, bool useShader = false);
|
||||||
|
void SetVector2f (const char *name, float x, float y, bool useShader = false);
|
||||||
|
void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
|
||||||
|
void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
|
||||||
|
void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
|
||||||
|
void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
|
||||||
|
void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
|
||||||
|
void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
|
||||||
|
private:
|
||||||
|
// checks if compilation or linking failed and if so, print the error logs
|
||||||
|
void checkCompileErrors(unsigned int object, std::string type);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
@ -1,41 +0,0 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
|
||||||
|
|
||||||
#include "../dependencies/include/glad/glad.h"
|
|
||||||
#include "../dependencies/include/glm/glm/glm.hpp"
|
|
||||||
#include "../dependencies/include/glm/glm/gtc/type_ptr.hpp"
|
|
||||||
|
|
||||||
// General purpose shader object. Compiles from file, generates
|
|
||||||
// compile/link-time error messages and hosts several utility
|
|
||||||
// functions for easy management.
|
|
||||||
class Shader {
|
|
||||||
public:
|
|
||||||
// state
|
|
||||||
unsigned int ID{};
|
|
||||||
// constructor
|
|
||||||
Shader() = default;
|
|
||||||
// sets the current shader as active
|
|
||||||
auto Use() -> Shader &;
|
|
||||||
// compiles the shader from given source code
|
|
||||||
void Compile(const char *vertexSource, const char *fragmentSource,
|
|
||||||
const char *geometrySource);
|
|
||||||
// note: geometrysource code is optional
|
|
||||||
// utility functions
|
|
||||||
void SetFloat(const char *name, float value, bool useShader);
|
|
||||||
void SetInteger(const char *name, int value, bool useShader);
|
|
||||||
void SetVector2f(const char *name, float x, float y, bool useShader);
|
|
||||||
void SetVector2f(const char *name, const glm::vec2 &value, bool useShader);
|
|
||||||
void SetVector3f(const char *name, float x, float y, float z, bool useShader);
|
|
||||||
void SetVector3f(const char *name, const glm::vec3 &value, bool useShader);
|
|
||||||
void SetVector4f(const char *name, float x, float y, float z, float w,
|
|
||||||
bool useShader);
|
|
||||||
void SetVector4f(const char *name, const glm::vec4 &value, bool useShader);
|
|
||||||
void SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader);
|
|
||||||
|
|
||||||
private:
|
|
||||||
// checks if compilation or linking failed and if so, print the error logs
|
|
||||||
static void checkCompileErrors(unsigned int object, const std::string &type);
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_SHADER_HPP
|
|
||||||
@ -1,35 +1,31 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
|
||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include "../breakout/texture.hpp"
|
#include "texture.h"
|
||||||
|
|
||||||
|
|
||||||
Texture2D::Texture2D()
|
Texture2D::Texture2D()
|
||||||
: Width(0),
|
: Width(0), Height(0), Internal_Format(GL_RGB), Image_Format(GL_RGB), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR)
|
||||||
Height(0),
|
{
|
||||||
Internal_Format(GL_RGB),
|
|
||||||
Image_Format(GL_RGB),
|
|
||||||
Wrap_S(GL_REPEAT),
|
|
||||||
Wrap_T(GL_REPEAT),
|
|
||||||
Filter_Min(GL_LINEAR),
|
|
||||||
Filter_Max(GL_LINEAR) {
|
|
||||||
glGenTextures(1, &this->ID);
|
glGenTextures(1, &this->ID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture2D::Generate(
|
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char* data)
|
||||||
unsigned int width,
|
{
|
||||||
unsigned int height,
|
|
||||||
unsigned char* data) {
|
|
||||||
this->Width = width;
|
this->Width = width;
|
||||||
this->Height = height;
|
this->Height = height;
|
||||||
// create Texture
|
// create Texture
|
||||||
glBindTexture(GL_TEXTURE_2D, this->ID);
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
glTexImage2D(GL_TEXTURE_2D,
|
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
|
||||||
0, this->Internal_Format, width, height,
|
|
||||||
0, this->Image_Format, GL_UNSIGNED_BYTE, data);
|
|
||||||
// set Texture wrap and filter modes
|
// set Texture wrap and filter modes
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
|
||||||
@ -39,8 +35,8 @@ void Texture2D::Generate(
|
|||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture2D::Bind() const {
|
void Texture2D::Bind() const
|
||||||
|
{
|
||||||
glBindTexture(GL_TEXTURE_2D, this->ID);
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_CPP
|
|
||||||
|
|||||||
42
breakout/texture.h
Normal file
42
breakout/texture.h
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
|
||||||
|
|
||||||
|
/*******************************************************************
|
||||||
|
** This code is part of Breakout.
|
||||||
|
**
|
||||||
|
** Breakout is free software: you can redistribute it and/or modify
|
||||||
|
** it under the terms of the CC BY 4.0 license as published by
|
||||||
|
** Creative Commons, either version 4 of the License, or (at your
|
||||||
|
** option) any later version.
|
||||||
|
******************************************************************/
|
||||||
|
#ifndef TEXTURE_H
|
||||||
|
#define TEXTURE_H
|
||||||
|
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
|
// Texture2D is able to store and configure a texture in OpenGL.
|
||||||
|
// It also hosts utility functions for easy management.
|
||||||
|
class Texture2D
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// holds the ID of the texture object, used for all texture operations to reference to this particular texture
|
||||||
|
unsigned int ID;
|
||||||
|
// texture image dimensions
|
||||||
|
unsigned int Width, Height; // width and height of loaded image in pixels
|
||||||
|
// texture Format
|
||||||
|
unsigned int Internal_Format; // format of texture object
|
||||||
|
unsigned int Image_Format; // format of loaded image
|
||||||
|
// texture configuration
|
||||||
|
unsigned int Wrap_S; // wrapping mode on S axis
|
||||||
|
unsigned int Wrap_T; // wrapping mode on T axis
|
||||||
|
unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
|
||||||
|
unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
|
||||||
|
// constructor (sets default texture modes)
|
||||||
|
Texture2D();
|
||||||
|
// generates texture from image data
|
||||||
|
void Generate(unsigned int width, unsigned int height, unsigned char* data);
|
||||||
|
// binds the texture as the current active GL_TEXTURE_2D texture object
|
||||||
|
void Bind() const;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
@ -1,39 +0,0 @@
|
|||||||
// Copyright [2023] Krzysztof Rudnicki
|
|
||||||
#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
|
||||||
#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
|
||||||
|
|
||||||
#include "../dependencies/include/glad/glad.h"
|
|
||||||
|
|
||||||
// Texture2D is able to store and configure a texture in OpenGL.
|
|
||||||
// It also hosts utility functions for easy management.
|
|
||||||
class Texture2D {
|
|
||||||
public:
|
|
||||||
// holds the ID of the texture object,
|
|
||||||
// used for all texture operations to reference to this particular texture
|
|
||||||
unsigned int ID{};
|
|
||||||
// texture image dimensions
|
|
||||||
unsigned int Width, Height;
|
|
||||||
// width and height of loaded image in pixels
|
|
||||||
// texture Format
|
|
||||||
unsigned int Internal_Format;
|
|
||||||
// format of texture object
|
|
||||||
unsigned int Image_Format;
|
|
||||||
// format of loaded image
|
|
||||||
// texture configuration
|
|
||||||
unsigned int Wrap_S;
|
|
||||||
// wrapping mode on S axis
|
|
||||||
unsigned int Wrap_T;
|
|
||||||
// wrapping mode on T axis
|
|
||||||
unsigned int Filter_Min;
|
|
||||||
// filtering mode if texture pixels < screen pixels
|
|
||||||
unsigned int Filter_Max;
|
|
||||||
// filtering mode if texture pixels > screen pixels
|
|
||||||
// constructor (sets default texture modes)
|
|
||||||
Texture2D();
|
|
||||||
// generates texture from image data
|
|
||||||
void Generate(unsigned int width, unsigned int height, unsigned char *data);
|
|
||||||
// binds the texture as the current active GL_TEXTURE_2D texture object
|
|
||||||
void Bind() const;
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif // HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_TEXTURE_HPP
|
|
||||||
Loading…
Reference in New Issue
Block a user