mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 13:43:28 +02:00
feat: make all code compliant with cpplint
This commit is contained in:
parent
40cee498e3
commit
72951f8a8c
@ -1,38 +1,27 @@
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef GAME_CPP
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#define GAME_CPP
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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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#include "../breakout/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()
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{
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Game::~Game() {
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}
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void Game::Init()
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{
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void Game::Init() {
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}
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void Game::Update(float dt)
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{
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void Game::Update(float dt) {
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}
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void Game::ProcessInput(float dt)
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{
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void Game::ProcessInput(float dt) {
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}
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void Game::Render()
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{
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void Game::Render() {
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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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@ -2,32 +2,33 @@
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#ifndef 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 "../dependencies/include/glad/glad.h"
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// Represents the current state of the game
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enum GameState {
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GAME_ACTIVE,
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GAME_MENU,
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GAME_WIN
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};
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};
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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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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 // BREAKOUT_GAME_HPP_
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#endif // BREAKOUT_GAME_HPP_
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@ -2,13 +2,15 @@
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#ifndef 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 <sstream>
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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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// Instantiate static variables
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@ -16,31 +18,33 @@ std::map<std::string, Texture2D> ResourceManager::Textures;
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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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{
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Shader ResourceManager::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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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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}
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Shader ResourceManager::GetShader(std::string name)
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{
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Shader ResourceManager::GetShader(std::string name) {
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return Shaders[name];
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}
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Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
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{
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Texture2D ResourceManager::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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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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}
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Texture2D ResourceManager::GetTexture(std::string name)
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{
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Texture2D ResourceManager::GetTexture(std::string name) {
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return Textures[name];
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}
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void ResourceManager::Clear()
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{
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// (properly) delete all shaders
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void ResourceManager::Clear() {
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// (properly) delete all shaders
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for (auto iter : Shaders)
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glDeleteProgram(iter.second.ID);
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// (properly) delete all textures
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@ -48,14 +52,15 @@ void ResourceManager::Clear()
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glDeleteTextures(1, &iter.second.ID);
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}
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Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
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{
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Shader ResourceManager::loadShaderFromFile(
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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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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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try
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{
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try {
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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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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fragmentCode = fShaderStream.str();
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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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{
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if (gShaderFile != nullptr) {
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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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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}
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}
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catch (std::exception const&)
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{
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catch (std::exception const&) {
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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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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// 2. now create shader object from source code
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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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}
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
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{
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha) {
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// create texture object
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Texture2D texture;
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if (alpha)
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{
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if (alpha) {
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texture.Internal_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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}
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@ -111,4 +113,4 @@ Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
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return texture;
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}
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#endif
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#endif
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@ -7,43 +7,60 @@
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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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#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 <string>
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#include "../dependencies/include/glad/glad.h"
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#include "texture.hpp"
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#include "shader.hpp"
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#include "../breakout/texture.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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// functions to load Textures and Shaders. Each loaded texture
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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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class ResourceManager
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{
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public:
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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, 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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static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
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// retrieves a stored sader
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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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static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
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// retrieves a stored texture
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static Texture2D GetTexture(std::string name);
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// properly de-allocates all loaded resources
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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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ResourceManager() { }
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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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// loads a single texture from file
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static Texture2D loadTextureFromFile(const char *file, bool alpha);
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class ResourceManager {
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public:
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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, Texture2D> Textures;
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// loads (and generates) a shader program from file loading vertex,
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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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static Shader GetShader(std::string name);
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// loads (and generates) a texture from file
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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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static Texture2D GetTexture(std::string name);
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// properly de-allocates all loaded resources
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static void Clear();
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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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// loads and generates a shader from file
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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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static Texture2D loadTextureFromFile(const char *file, bool alpha);
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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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#ifndef 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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@ -11,8 +11,9 @@ Shader &Shader::Use()
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return *this;
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}
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void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
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{
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void Shader::Compile(const char* vertexSource,
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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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// 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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checkCompileErrors(sFragment, "FRAGMENT");
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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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{
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if (geometrySource != nullptr) {
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gShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(gShader, 1, &geometrySource, NULL);
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glCompileShader(gShader);
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@ -40,95 +40,110 @@ void Shader::Compile(const char* vertexSource, const char* fragmentSource, const
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glAttachShader(this->ID, gShader);
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glLinkProgram(this->ID);
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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(sFragment);
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if (geometrySource != nullptr)
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glDeleteShader(gShader);
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}
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void Shader::SetFloat(const char *name, float value, bool useShader)
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{
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void Shader::SetFloat(const char *name, float value, bool useShader) {
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if (useShader)
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this->Use();
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glUniform1f(glGetUniformLocation(this->ID, name), value);
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}
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void Shader::SetInteger(const char *name, int value, bool useShader)
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{
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void Shader::SetInteger(const char *name, int value, bool useShader) {
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if (useShader)
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this->Use();
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glUniform1i(glGetUniformLocation(this->ID, name), value);
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}
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void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
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{
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void Shader::SetVector2f(const char *name, float x, float y, bool useShader) {
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if (useShader)
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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), x, y);
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}
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void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
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{
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void Shader::SetVector2f(
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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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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
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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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{
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void Shader::SetVector3f(
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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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this->Use();
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glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
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}
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void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
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{
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void Shader::SetVector3f(
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const char *name,
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const glm::vec3 &value,
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bool useShader) {
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if (useShader)
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this->Use();
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glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
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glUniform3f
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(glGetUniformLocation(this->ID, name),
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value.x, value.y, value.z);
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}
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void Shader::SetVector4f(const char *name, float x, float y, float z, float w, bool useShader)
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{
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void Shader::SetVector4f(
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const char *name,
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float x, float y, float z, float w, bool useShader) {
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if (useShader)
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this->Use();
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glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
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}
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void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
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{
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void Shader::SetVector4f(
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const char *name,
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const glm::vec4 &value,
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bool useShader) {
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if (useShader)
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this->Use();
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glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
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glUniform4f(
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glGetUniformLocation(this->ID, name),
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value.x, value.y, value.z, value.w);
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}
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void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader)
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{
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void Shader::SetMatrix4(
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const char *name,
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const glm::mat4 &matrix,
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bool useShader) {
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if (useShader)
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this->Use();
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glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
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glUniformMatrix4fv(
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glGetUniformLocation(this->ID, name),
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1, false, glm::value_ptr(matrix));
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}
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void Shader::checkCompileErrors(unsigned int object, std::string type)
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{
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void Shader::checkCompileErrors(unsigned int object, std::string type) {
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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if (type != "PROGRAM") {
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glGetShaderiv(object, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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if (!success) {
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glGetShaderInfoLog(object, 1024, NULL, infoLog);
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std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
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<< infoLog << "\n -- --------------------------------------------------- -- "
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<< std::endl;
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std::cout << "| ERROR::SHADER: Compile-time error: Type: "
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<< type << "\n"
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<< infoLog
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<< "\n -- --------------------------------------------------- -- "
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<< std::endl;
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}
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}
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else
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{
|
||||
} else {
|
||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
std::cout << "| ERROR::Shader: Link-time error: Type: "
|
||||
<< type << "\n"
|
||||
<< infoLog
|
||||
<< "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // BREAKOUT_SHADER_CPP
|
||||
#endif // BREAKOUT_SHADER_CPP
|
||||
|
||||
@ -10,32 +10,50 @@
|
||||
|
||||
|
||||
// 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.
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
class Shader {
|
||||
public:
|
||||
// state
|
||||
unsigned int ID;
|
||||
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
|
||||
void Compile(
|
||||
const char *vertexSource,
|
||||
const char *fragmentSource,
|
||||
const char *geometrySource = nullptr);
|
||||
// note: geometrysource 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:
|
||||
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);
|
||||
void checkCompileErrors(unsigned int object, std::string type);
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_SHADER_HPP_
|
||||
#endif // BREAKOUT_SHADER_HPP_
|
||||
|
||||
@ -5,22 +5,32 @@
|
||||
#include <iostream>
|
||||
|
||||
|
||||
#include "texture.hpp"
|
||||
#include "../breakout/texture.hpp"
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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->Height = height;
|
||||
// create Texture
|
||||
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
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
|
||||
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);
|
||||
}
|
||||
|
||||
void Texture2D::Bind() const
|
||||
{
|
||||
void Texture2D::Bind() const {
|
||||
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.
|
||||
class Texture2D
|
||||
{
|
||||
public:
|
||||
// holds the ID of the texture object, used for all texture operations to reference to this particular texture
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
@ -29,4 +37,4 @@ public:
|
||||
void Bind() const;
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_TEXTURE_HPP_
|
||||
#endif // BREAKOUT_TEXTURE_HPP_
|
||||
|
||||
Loading…
Reference in New Issue
Block a user