mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 15:43:19 +02:00
feat: make all code compliant with cpplint
This commit is contained in:
parent
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commit
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@ -1,38 +1,27 @@
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// Copyright [2023] Krzysztof Rudnicki
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef GAME_CPP
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#ifndef GAME_CPP
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#define GAME_CPP
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#define GAME_CPP
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#include "./game.hpp"
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#include "../breakout/game.hpp"
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Game::Game(unsigned int width, unsigned int height)
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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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: State(GAME_ACTIVE), Keys(), Width(width), Height(height) {
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{
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}
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}
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Game::~Game()
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Game::~Game() {
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{
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}
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}
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void Game::Init()
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void Game::Init() {
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{
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}
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}
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void Game::Update(float dt)
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void Game::Update(float dt) {
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{
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}
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}
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void Game::ProcessInput(float dt)
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void Game::ProcessInput(float dt) {
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{
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}
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}
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void Game::Render()
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void Game::Render() {
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{
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}
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}
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#endif // GAME_CPP
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#endif
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// GAME_CPP
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@ -2,9 +2,10 @@
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#ifndef BREAKOUT_GAME_HPP_
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#ifndef BREAKOUT_GAME_HPP_
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#define BREAKOUT_GAME_HPP_
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#define BREAKOUT_GAME_HPP_
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#include "../dependencies/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 "../dependencies/include/glad/glad.h"
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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 {
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enum GameState {
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GAME_ACTIVE,
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GAME_ACTIVE,
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@ -2,13 +2,15 @@
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#ifndef BREAKOUT_RESOURCE_MANAGER_HPP_
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#ifndef BREAKOUT_RESOURCE_MANAGER_HPP_
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#define BREAKOUT_RESOURCE_MANAGER_HPP_
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#define BREAKOUT_RESOURCE_MANAGER_HPP_
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#include "resourceManager.hpp"
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#include "./shader.hpp"
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#include "./texture.hpp"
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#include <iostream>
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#include <iostream>
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#include <sstream>
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#include <sstream>
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#include <fstream>
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#include <fstream>
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#include "../breakout/resourceManager.hpp"
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#include "./shader.hpp"
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#include "./texture.hpp"
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#include "./stb_image.h"
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#include "./stb_image.h"
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// Instantiate static variables
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// Instantiate static variables
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@ -16,30 +18,32 @@ std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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std::map<std::string, Shader> ResourceManager::Shaders;
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Shader ResourceManager::LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name)
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Shader ResourceManager::LoadShader(
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{
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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std::string name) {
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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return Shaders[name];
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}
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}
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Shader ResourceManager::GetShader(std::string name)
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Shader ResourceManager::GetShader(std::string name) {
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{
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return Shaders[name];
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return Shaders[name];
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}
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}
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Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
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Texture2D ResourceManager::LoadTexture(
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{
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const char *file,
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bool alpha,
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std::string name) {
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Textures[name] = loadTextureFromFile(file, alpha);
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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return Textures[name];
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}
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}
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Texture2D ResourceManager::GetTexture(std::string name)
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Texture2D ResourceManager::GetTexture(std::string name) {
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{
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return Textures[name];
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return Textures[name];
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}
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}
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void ResourceManager::Clear()
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void ResourceManager::Clear() {
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{
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// (properly) delete all shaders
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// (properly) delete all shaders
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for (auto iter : Shaders)
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for (auto iter : Shaders)
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glDeleteProgram(iter.second.ID);
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glDeleteProgram(iter.second.ID);
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@ -48,14 +52,15 @@ void ResourceManager::Clear()
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glDeleteTextures(1, &iter.second.ID);
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glDeleteTextures(1, &iter.second.ID);
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}
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}
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Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
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Shader ResourceManager::loadShaderFromFile(
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{
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile) {
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// 1. retrieve the vertex/fragment source code from filePath
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string vertexCode;
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std::string fragmentCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::string geometryCode;
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try
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try {
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{
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// open files
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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@ -70,8 +75,7 @@ Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *
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vertexCode = vShaderStream.str();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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fragmentCode = fShaderStream.str();
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// if geometry shader path is present, also load a geometry shader
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// if geometry shader path is present, also load a geometry shader
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if (gShaderFile != nullptr)
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if (gShaderFile != nullptr) {
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{
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std::ifstream geometryShaderFile(gShaderFile);
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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std::stringstream gShaderStream;
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gShaderStream << geometryShaderFile.rdbuf();
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gShaderStream << geometryShaderFile.rdbuf();
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@ -79,8 +83,7 @@ Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *
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geometryCode = gShaderStream.str();
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geometryCode = gShaderStream.str();
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}
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}
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}
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}
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catch (std::exception const&)
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catch (std::exception const&) {
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{
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *vShaderCode = vertexCode.c_str();
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@ -88,16 +91,15 @@ Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *
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const char *gShaderCode = geometryCode.c_str();
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const char *gShaderCode = geometryCode.c_str();
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// 2. now create shader object from source code
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// 2. now create shader object from source code
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Shader shader;
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Shader shader;
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shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
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shader.Compile(vShaderCode,
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fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
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return shader;
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return shader;
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}
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}
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
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{
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// create texture object
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// create texture object
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Texture2D texture;
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Texture2D texture;
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if (alpha)
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if (alpha) {
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{
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texture.Internal_Format = GL_RGBA;
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texture.Internal_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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}
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}
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@ -7,15 +7,16 @@
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** Creative Commons, either version 4 of the License, or (at your
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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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** option) any later version.
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******************************************************************/
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******************************************************************/
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#define BREAKOUT_RESOURCE_MANAGER_HPP_
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#ifndef BREAKOUT_RESOURCEMANAGER_HPP_
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#define BREAKOUT_RESOURCEMANAGER_HPP_
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#include <map>
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#include <map>
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#include <string>
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#include <string>
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#include "../dependencies/include/glad/glad.h"
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#include "../dependencies/include/glad/glad.h"
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#include "texture.hpp"
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#include "../breakout/texture.hpp"
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#include "shader.hpp"
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#include "../breakout/shader.hpp"
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// A static singleton ResourceManager class that hosts several
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// A static singleton ResourceManager class that hosts several
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// and/or shader is also stored for future reference by string
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// and/or shader is also stored for future reference by string
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// handles. All functions and resources are static and no
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// handles. All functions and resources are static and no
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// public constructor is defined.
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// public constructor is defined.
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class ResourceManager
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class ResourceManager {
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{
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public:
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public:
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// resource storage
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// resource storage
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static std::map<std::string, Shader> Shaders;
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static std::map<std::string, Shader> Shaders;
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static std::map<std::string, Texture2D> Textures;
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static std::map<std::string, Texture2D> Textures;
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// 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
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// loads (and generates) a shader program from file loading vertex,
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static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
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// fragment (and geometry) shader's source code.
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// If gShaderFile is not nullptr, it also loads a geometry shader
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static Shader LoadShader(
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile,
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std::string name);
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// retrieves a stored sader
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// retrieves a stored sader
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static Shader GetShader(std::string name);
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static Shader GetShader(std::string name);
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// loads (and generates) a texture from file
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// loads (and generates) a texture from file
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static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
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static Texture2D LoadTexture(
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const char *file,
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bool alpha,
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std::string name);
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// retrieves a stored texture
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// retrieves a stored texture
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static Texture2D GetTexture(std::string name);
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static Texture2D GetTexture(std::string name);
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// properly de-allocates all loaded resources
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// properly de-allocates all loaded resources
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static void Clear();
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static void Clear();
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private:
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// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
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private:
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// private constructor,
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// that is we do not want any actual resource manager objects.
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// Its members and functions should be publicly available (static).
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ResourceManager() { }
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ResourceManager() { }
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// loads and generates a shader from file
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// loads and generates a shader from file
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static Shader loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile = nullptr);
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static Shader loadShaderFromFile(
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const char *vShaderFile,
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const char *fShaderFile,
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const char *gShaderFile = nullptr);
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// loads a single texture from file
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// loads a single texture from file
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static Texture2D loadTextureFromFile(const char *file, bool alpha);
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static Texture2D loadTextureFromFile(const char *file, bool alpha);
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};
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};
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#endif // BREAKOUT_RESOURCEMANAGER_HPP_
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@ -1,7 +1,7 @@
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// Copyright [2023] Krzysztof Rudnicki
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef BREAKOUT_SHADER_CPP
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#ifndef BREAKOUT_SHADER_CPP
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#define BREAKOUT_SHADER_CPP
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#define BREAKOUT_SHADER_CPP
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#include "./shader.hpp"
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#include "../breakout/shader.hpp"
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#include <iostream>
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#include <iostream>
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@ -11,8 +11,9 @@ Shader &Shader::Use()
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return *this;
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return *this;
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}
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}
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void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
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void Shader::Compile(const char* vertexSource,
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{
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const char* fragmentSource,
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const char* geometrySource) {
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unsigned int sVertex, sFragment, gShader;
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unsigned int sVertex, sFragment, gShader;
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// vertex Shader
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// vertex Shader
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sVertex = glCreateShader(GL_VERTEX_SHADER);
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sVertex = glCreateShader(GL_VERTEX_SHADER);
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@ -25,8 +26,7 @@ void Shader::Compile(const char* vertexSource, const char* fragmentSource, const
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glCompileShader(sFragment);
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glCompileShader(sFragment);
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checkCompileErrors(sFragment, "FRAGMENT");
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checkCompileErrors(sFragment, "FRAGMENT");
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// if geometry shader source code is given, also compile geometry shader
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// if geometry shader source code is given, also compile geometry shader
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if (geometrySource != nullptr)
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if (geometrySource != nullptr) {
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{
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gShader = glCreateShader(GL_GEOMETRY_SHADER);
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gShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(gShader, 1, &geometrySource, NULL);
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glShaderSource(gShader, 1, &geometrySource, NULL);
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glCompileShader(gShader);
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glCompileShader(gShader);
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@ -40,92 +40,107 @@ void Shader::Compile(const char* vertexSource, const char* fragmentSource, const
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glAttachShader(this->ID, gShader);
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glAttachShader(this->ID, gShader);
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glLinkProgram(this->ID);
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glLinkProgram(this->ID);
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checkCompileErrors(this->ID, "PROGRAM");
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checkCompileErrors(this->ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessary
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// delete the shaders as they're linked into our
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// program now and no longer necessary
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glDeleteShader(sVertex);
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glDeleteShader(sVertex);
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glDeleteShader(sFragment);
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glDeleteShader(sFragment);
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if (geometrySource != nullptr)
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if (geometrySource != nullptr)
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glDeleteShader(gShader);
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glDeleteShader(gShader);
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}
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}
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void Shader::SetFloat(const char *name, float value, bool useShader)
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void Shader::SetFloat(const char *name, float value, bool useShader) {
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{
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if (useShader)
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if (useShader)
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this->Use();
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this->Use();
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glUniform1f(glGetUniformLocation(this->ID, name), value);
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glUniform1f(glGetUniformLocation(this->ID, name), value);
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}
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}
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void Shader::SetInteger(const char *name, int value, bool useShader)
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void Shader::SetInteger(const char *name, int value, bool useShader) {
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{
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if (useShader)
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if (useShader)
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this->Use();
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this->Use();
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glUniform1i(glGetUniformLocation(this->ID, name), value);
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glUniform1i(glGetUniformLocation(this->ID, name), value);
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}
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}
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void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
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void Shader::SetVector2f(const char *name, float x, float y, bool useShader) {
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{
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if (useShader)
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if (useShader)
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this->Use();
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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), x, y);
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glUniform2f(glGetUniformLocation(this->ID, name), x, y);
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}
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}
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void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
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void Shader::SetVector2f(
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{
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const char *name,
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const glm::vec2 &value,
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bool useShader) {
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if (useShader)
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if (useShader)
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this->Use();
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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
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glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
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}
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}
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void Shader::SetVector3f(const char *name, float x, float y, float z, bool useShader)
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void Shader::SetVector3f(
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{
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const char *name,
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float x,
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float y,
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float z,
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bool useShader) {
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if (useShader)
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if (useShader)
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this->Use();
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this->Use();
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glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
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glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
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}
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}
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void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
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void Shader::SetVector3f(
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{
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const char *name,
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const glm::vec3 &value,
|
||||||
|
bool useShader) {
|
||||||
if (useShader)
|
if (useShader)
|
||||||
this->Use();
|
this->Use();
|
||||||
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
|
glUniform3f
|
||||||
|
(glGetUniformLocation(this->ID, name),
|
||||||
|
value.x, value.y, value.z);
|
||||||
}
|
}
|
||||||
void Shader::SetVector4f(const char *name, float x, float y, float z, float w, 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), x, y, z, w);
|
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||||
}
|
}
|
||||||
void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
|
void Shader::SetVector4f(
|
||||||
{
|
const char *name,
|
||||||
|
const glm::vec4 &value,
|
||||||
|
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),
|
||||||
|
value.x, value.y, value.z, value.w);
|
||||||
}
|
}
|
||||||
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader)
|
void Shader::SetMatrix4(
|
||||||
{
|
const char *name,
|
||||||
|
const glm::mat4 &matrix,
|
||||||
|
bool useShader) {
|
||||||
if (useShader)
|
if (useShader)
|
||||||
this->Use();
|
this->Use();
|
||||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
|
glUniformMatrix4fv(
|
||||||
|
glGetUniformLocation(this->ID, name),
|
||||||
|
1, false, glm::value_ptr(matrix));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Shader::checkCompileErrors(unsigned int object, std::string type)
|
void Shader::checkCompileErrors(unsigned int object, std::string type) {
|
||||||
{
|
|
||||||
int success;
|
int success;
|
||||||
char infoLog[1024];
|
char infoLog[1024];
|
||||||
if (type != "PROGRAM")
|
if (type != "PROGRAM") {
|
||||||
{
|
|
||||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
||||||
if (!success)
|
if (!success) {
|
||||||
{
|
|
||||||
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
||||||
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
std::cout << "| ERROR::SHADER: Compile-time error: Type: "
|
||||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
<< type << "\n"
|
||||||
|
<< infoLog
|
||||||
|
<< "\n -- --------------------------------------------------- -- "
|
||||||
<< std::endl;
|
<< std::endl;
|
||||||
}
|
}
|
||||||
}
|
} else {
|
||||||
else
|
|
||||||
{
|
|
||||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||||
if (!success)
|
if (!success) {
|
||||||
{
|
|
||||||
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||||
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
std::cout << "| ERROR::Shader: Link-time error: Type: "
|
||||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
<< type << "\n"
|
||||||
|
<< infoLog
|
||||||
|
<< "\n -- --------------------------------------------------- -- "
|
||||||
<< std::endl;
|
<< std::endl;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -12,9 +12,8 @@
|
|||||||
// General purpose shader object. Compiles from file, generates
|
// General purpose shader object. Compiles from file, generates
|
||||||
// compile/link-time error messages and hosts several utility
|
// compile/link-time error messages and hosts several utility
|
||||||
// functions for easy management.
|
// functions for easy management.
|
||||||
class Shader
|
class Shader {
|
||||||
{
|
public:
|
||||||
public:
|
|
||||||
// state
|
// state
|
||||||
unsigned int ID;
|
unsigned int ID;
|
||||||
// constructor
|
// constructor
|
||||||
@ -22,18 +21,37 @@ public:
|
|||||||
// sets the current shader as active
|
// sets the current shader as active
|
||||||
Shader &Use();
|
Shader &Use();
|
||||||
// compiles the shader from given source code
|
// 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
|
void Compile(
|
||||||
|
const char *vertexSource,
|
||||||
|
const char *fragmentSource,
|
||||||
|
const char *geometrySource = nullptr);
|
||||||
|
// note: geometrysource code is optional
|
||||||
// utility functions
|
// utility functions
|
||||||
void SetFloat (const char *name, float value, bool useShader = false);
|
void SetFloat(
|
||||||
void SetInteger (const char *name, int value, bool useShader = false);
|
const char *name,
|
||||||
void SetVector2f (const char *name, float x, float y, bool useShader = false);
|
float value,
|
||||||
void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
|
bool useShader = false);
|
||||||
void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
|
void SetInteger(const char *name,
|
||||||
void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
|
int value,
|
||||||
void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
|
bool useShader = false);
|
||||||
void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
|
void SetVector2f(const char *name,
|
||||||
void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
|
float x, float y, bool useShader = false);
|
||||||
private:
|
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
|
// checks if compilation or linking failed and if so, print the error logs
|
||||||
void checkCompileErrors(unsigned int object, std::string type);
|
void checkCompileErrors(unsigned int object, std::string type);
|
||||||
};
|
};
|
||||||
|
|||||||
@ -5,22 +5,32 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
|
|
||||||
#include "texture.hpp"
|
#include "../breakout/texture.hpp"
|
||||||
|
|
||||||
|
|
||||||
Texture2D::Texture2D()
|
Texture2D::Texture2D()
|
||||||
: 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)
|
: 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) {
|
||||||
glGenTextures(1, &this->ID);
|
glGenTextures(1, &this->ID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char* data)
|
void Texture2D::Generate(
|
||||||
{
|
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, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
|
glTexImage2D(GL_TEXTURE_2D,
|
||||||
|
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);
|
||||||
@ -30,9 +40,8 @@ void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char*
|
|||||||
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 // BREAKOUT_TEXTURE_CPP_
|
#endif // BREAKOUT_TEXTURE_CPP
|
||||||
|
|||||||
@ -8,19 +8,27 @@
|
|||||||
// It also hosts utility functions for easy management.
|
// It also hosts utility functions for easy management.
|
||||||
class Texture2D
|
class Texture2D
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
// holds the ID of the texture object, used for all texture operations to reference to this particular texture
|
// holds the ID of the texture object,
|
||||||
|
// used for all texture operations to reference to this particular texture
|
||||||
unsigned int ID;
|
unsigned int ID;
|
||||||
// texture image dimensions
|
// texture image dimensions
|
||||||
unsigned int Width, Height; // width and height of loaded image in pixels
|
unsigned int Width, Height;
|
||||||
|
// width and height of loaded image in pixels
|
||||||
// texture Format
|
// texture Format
|
||||||
unsigned int Internal_Format; // format of texture object
|
unsigned int Internal_Format;
|
||||||
unsigned int Image_Format; // format of loaded image
|
// format of texture object
|
||||||
|
unsigned int Image_Format;
|
||||||
|
// format of loaded image
|
||||||
// texture configuration
|
// texture configuration
|
||||||
unsigned int Wrap_S; // wrapping mode on S axis
|
unsigned int Wrap_S;
|
||||||
unsigned int Wrap_T; // wrapping mode on T axis
|
// wrapping mode on S axis
|
||||||
unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
|
unsigned int Wrap_T;
|
||||||
unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
|
// 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)
|
// constructor (sets default texture modes)
|
||||||
Texture2D();
|
Texture2D();
|
||||||
// generates texture from image data
|
// generates texture from image data
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user