mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 11:43:05 +02:00
chore: add new folder
This commit is contained in:
parent
56cd687c30
commit
f097369bab
38
.vscode/c_cpp_properties.json
vendored
38
.vscode/c_cpp_properties.json
vendored
@ -1,22 +1,20 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"defines":[
|
||||
"GLFW_INCLUDE_NONE"
|
||||
],
|
||||
"name": "linux-gcc-x64",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/**",
|
||||
"${workspaceFolder}/dependencies/include",
|
||||
"${workspaceFolder}/dependencies/include/glad/**"
|
||||
],
|
||||
"compilerPath": "/usr/bin/gcc",
|
||||
"cStandard": "${default}",
|
||||
"cppStandard": "${default}",
|
||||
"intelliSenseMode": "linux-gcc-x64",
|
||||
"compilerArgs": [],
|
||||
"configurationProvider": "ms-vscode.makefile-tools"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
"configurations": [
|
||||
{
|
||||
"defines": [
|
||||
"GLFW_INCLUDE_NONE"
|
||||
],
|
||||
"name": "linux-gcc-x64",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/**"
|
||||
],
|
||||
"compilerPath": "/usr/bin/gcc",
|
||||
"cStandard": "${default}",
|
||||
"cppStandard": "${default}",
|
||||
"intelliSenseMode": "linux-gcc-x64",
|
||||
"compilerArgs": [],
|
||||
"configurationProvider": "ms-vscode.makefile-tools"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
5
.vscode/extensions.json
vendored
5
.vscode/extensions.json
vendored
@ -1,8 +1,6 @@
|
||||
{
|
||||
"recommendations": [
|
||||
"aaron-bond.better-comments",
|
||||
"ms-vscode.cpptools",
|
||||
"ms-vscode.cpptools-themes",
|
||||
"wmaurer.change-case",
|
||||
"xaver.clang-format",
|
||||
"streetsidesoftware.code-spell-checker",
|
||||
@ -15,6 +13,7 @@
|
||||
"davidanson.vscode-markdownlint",
|
||||
"pkief.material-icon-theme",
|
||||
"streetsidesoftware.code-spell-checker-polish",
|
||||
"slevesque.shader"
|
||||
"slevesque.shader",
|
||||
"ms-vscode.cpptools-themes"
|
||||
]
|
||||
}
|
||||
47
.vscode/launch.json
vendored
47
.vscode/launch.json
vendored
@ -5,7 +5,33 @@
|
||||
"defines": [
|
||||
"GLFW_INCLUDE_NONE"
|
||||
],
|
||||
"name": "C/C++ Runner: Debug Session",
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||||
"name": "C/C++ Runner: BREAKOUT",
|
||||
"type": "cppdbg",
|
||||
"request": "launch",
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||||
"args": [
|
||||
""
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||||
],
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||||
"stopAtEntry": false,
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||||
"cwd": "${workspaceFolder}/Engine/breakout",
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||||
"environment": [],
|
||||
"program": "${workspaceFolder}/Engine/breakout/build/Debug/outDebug",
|
||||
"internalConsoleOptions": "openOnSessionStart",
|
||||
"MIMode": "gdb",
|
||||
"miDebuggerPath": "gdb",
|
||||
"externalConsole": false,
|
||||
"setupCommands": [
|
||||
{
|
||||
"description": "Enable pretty-printing for gdb",
|
||||
"text": "-enable-pretty-printing",
|
||||
"ignoreFailures": true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"defines": [
|
||||
"GLFW_INCLUDE_NONE"
|
||||
],
|
||||
"name": "C/C++ Runner: learn opgl",
|
||||
"type": "cppdbg",
|
||||
"request": "launch",
|
||||
"args": [
|
||||
@ -26,6 +52,25 @@
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||||
"ignoreFailures": true
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||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "C/C++ Runner: Debug Session",
|
||||
"type": "cppdbg",
|
||||
"request": "launch",
|
||||
"args": [],
|
||||
"stopAtEntry": false,
|
||||
"externalConsole": false,
|
||||
"cwd": "/home/kuchy/inzynierka/engineer-thesis-WUT/breakout",
|
||||
"program": "/home/kuchy/inzynierka/engineer-thesis-WUT/breakout/build/Debug/outDebug",
|
||||
"MIMode": "gdb",
|
||||
"miDebuggerPath": "gdb",
|
||||
"setupCommands": [
|
||||
{
|
||||
"description": "Enable pretty-printing for gdb",
|
||||
"text": "-enable-pretty-printing",
|
||||
"ignoreFailures": true
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
4
.vscode/settings.json
vendored
4
.vscode/settings.json
vendored
@ -106,5 +106,7 @@
|
||||
"RENDERLOOP",
|
||||
"VERTICE",
|
||||
"vshader"
|
||||
]
|
||||
],
|
||||
"C_Cpp_Runner.debuggerPath": "gdb",
|
||||
"C_Cpp_Runner.useMsvc": false
|
||||
}
|
||||
38
.vscode/tasks.json
vendored
38
.vscode/tasks.json
vendored
@ -2,7 +2,7 @@
|
||||
"tasks": [
|
||||
{
|
||||
"type": "cppbuild",
|
||||
"label": "C/C++: g++-20 build active file",
|
||||
"label": "C/C++: g++-20 build learnogl",
|
||||
"command": "/usr/bin/g++",
|
||||
"args": [
|
||||
"-g",
|
||||
@ -35,6 +35,42 @@
|
||||
"isDefault": true
|
||||
},
|
||||
"detail": "Task generated by Debugger."
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||||
},
|
||||
{
|
||||
"type": "cppbuild",
|
||||
"label": "C/C++: g++-20 build breakout",
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||||
"command": "/usr/bin/g++",
|
||||
"args": [
|
||||
"-g",
|
||||
"-std=c++2a",
|
||||
"-I${workspaceFolder}/dependencies/include",
|
||||
"-L${workspaceFolder}/dependencies/library",
|
||||
"-Wall",
|
||||
"${workspaceFolder}/Engine/breakout/*.hpp",
|
||||
"${workspaceFolder}/Engine/breakout/*.cpp",
|
||||
"${workspaceFolder}/Engine/breakout/glad.c",
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||||
"-o",
|
||||
"${workspaceFolder}/Engine/breakout/breakout",
|
||||
"-lglut",
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||||
"-lglfw",
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||||
"-lGLU",
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||||
"-lGL",
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||||
"-lm",
|
||||
"-ldl",
|
||||
"-pipe",
|
||||
"-O0"
|
||||
],
|
||||
"options": {
|
||||
"cwd": "${fileDirname}"
|
||||
},
|
||||
"problemMatcher": [
|
||||
"$gcc"
|
||||
],
|
||||
"group": {
|
||||
"kind": "build",
|
||||
"isDefault": true
|
||||
},
|
||||
"detail": "Task generated by Debugger."
|
||||
}
|
||||
],
|
||||
"version": "2.0.0"
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||||
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||||
119
breakout/breakout.cpp
Normal file
119
breakout/breakout.cpp
Normal file
@ -0,0 +1,119 @@
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#ifndef BREAKOUT_CPP
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#define BREAKOUT_CPP
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#include "../dependencies/include/glad/glad.h"
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#include <GLFW/glfw3.h>
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#include "game.hpp"
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#include "resourceManager.hpp"
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#include <iostream>
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||||
|
||||
// GLFW function declarations
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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|
||||
// The Width of the screen
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const unsigned int SCREEN_WIDTH = 800;
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// The height of the screen
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const unsigned int SCREEN_HEIGHT = 600;
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Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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int main(int argc, char *argv[])
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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glfwWindowHint(GLFW_RESIZABLE, false);
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// OpenGL configuration
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// --------------------
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// initialize game
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// ---------------
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Breakout.Init();
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// deltaTime variables
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// -------------------
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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while (!glfwWindowShouldClose(window))
|
||||
{
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// calculate delta time
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||||
// --------------------
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||||
float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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||||
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||||
// manage user input
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// -----------------
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||||
Breakout.ProcessInput(deltaTime);
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// update game state
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||||
// -----------------
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||||
Breakout.Update(deltaTime);
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// render
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||||
// ------
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||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
Breakout.Render();
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||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// delete all resources as loaded using the resource manager
|
||||
// ---------------------------------------------------------
|
||||
ResourceManager::Clear();
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||
{
|
||||
// when a user presses the escape key, we set the WindowShouldClose property to true, closing the application
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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||||
glfwSetWindowShouldClose(window, true);
|
||||
if (key >= 0 && key < 1024)
|
||||
{
|
||||
if (action == GLFW_PRESS)
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||||
Breakout.Keys[key] = true;
|
||||
else if (action == GLFW_RELEASE)
|
||||
Breakout.Keys[key] = false;
|
||||
}
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
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||||
}
|
||||
|
||||
|
||||
#endif // BREAKOUT_CPP
|
||||
BIN
breakout/build/Debug/breakout.o
Normal file
BIN
breakout/build/Debug/breakout.o
Normal file
Binary file not shown.
BIN
breakout/build/Debug/game.o
Normal file
BIN
breakout/build/Debug/game.o
Normal file
Binary file not shown.
37
breakout/game.cpp
Normal file
37
breakout/game.cpp
Normal file
@ -0,0 +1,37 @@
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||||
#ifndef GAME_CPP
|
||||
#define GAME_CPP
|
||||
#include "./game.hpp"
|
||||
|
||||
Game::Game(unsigned int width, unsigned int height)
|
||||
: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::Init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::Update(float dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::ProcessInput(float dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Game::Render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endif // GAME_CPP
|
||||
32
breakout/game.hpp
Normal file
32
breakout/game.hpp
Normal file
@ -0,0 +1,32 @@
|
||||
#ifndef BREAKOUT_GAME_HPP_
|
||||
#define BREAKOUT_GAME_HPP_
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// Represents the current state of the game
|
||||
enum GameState {
|
||||
GAME_ACTIVE,
|
||||
GAME_MENU,
|
||||
GAME_WIN
|
||||
};
|
||||
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
// game state
|
||||
GameState State;
|
||||
bool Keys[1024];
|
||||
unsigned int Width, Height;
|
||||
// constructor/destructor
|
||||
Game(unsigned int width, unsigned int height);
|
||||
~Game();
|
||||
// initialize game state (load all shaders/textures/levels)
|
||||
void Init();
|
||||
// game loop
|
||||
void ProcessInput(float dt);
|
||||
void Update(float dt);
|
||||
void Render();
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_GAME_HPP_
|
||||
1140
breakout/glad.c
Normal file
1140
breakout/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
112
breakout/resourceManager.cpp
Normal file
112
breakout/resourceManager.cpp
Normal file
@ -0,0 +1,112 @@
|
||||
#ifndef BREAKOUT_RESOURCE_MANAGER_HPP_
|
||||
#define BREAKOUT_RESOURCE_MANAGER_HPP_
|
||||
|
||||
#include "resourceManager.hpp"
|
||||
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
|
||||
#include "../dependencies/include/stb_image.h"
|
||||
|
||||
// Instantiate static variables
|
||||
std::map<std::string, Texture2D> ResourceManager::Textures;
|
||||
std::map<std::string, Shader> ResourceManager::Shaders;
|
||||
|
||||
|
||||
Shader ResourceManager::LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name)
|
||||
{
|
||||
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
|
||||
return Shaders[name];
|
||||
}
|
||||
|
||||
Shader ResourceManager::GetShader(std::string name)
|
||||
{
|
||||
return Shaders[name];
|
||||
}
|
||||
|
||||
Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
|
||||
{
|
||||
Textures[name] = loadTextureFromFile(file, alpha);
|
||||
return Textures[name];
|
||||
}
|
||||
|
||||
Texture2D ResourceManager::GetTexture(std::string name)
|
||||
{
|
||||
return Textures[name];
|
||||
}
|
||||
|
||||
void ResourceManager::Clear()
|
||||
{
|
||||
// (properly) delete all shaders
|
||||
for (auto iter : Shaders)
|
||||
glDeleteProgram(iter.second.ID);
|
||||
// (properly) delete all textures
|
||||
for (auto iter : Textures)
|
||||
glDeleteTextures(1, &iter.second.ID);
|
||||
}
|
||||
|
||||
Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
|
||||
{
|
||||
// 1. retrieve the vertex/fragment source code from filePath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::string geometryCode;
|
||||
try
|
||||
{
|
||||
// open files
|
||||
std::ifstream vertexShaderFile(vShaderFile);
|
||||
std::ifstream fragmentShaderFile(fShaderFile);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
// read file's buffer contents into streams
|
||||
vShaderStream << vertexShaderFile.rdbuf();
|
||||
fShaderStream << fragmentShaderFile.rdbuf();
|
||||
// close file handlers
|
||||
vertexShaderFile.close();
|
||||
fragmentShaderFile.close();
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
// if geometry shader path is present, also load a geometry shader
|
||||
if (gShaderFile != nullptr)
|
||||
{
|
||||
std::ifstream geometryShaderFile(gShaderFile);
|
||||
std::stringstream gShaderStream;
|
||||
gShaderStream << geometryShaderFile.rdbuf();
|
||||
geometryShaderFile.close();
|
||||
geometryCode = gShaderStream.str();
|
||||
}
|
||||
}
|
||||
catch (std::exception e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
|
||||
}
|
||||
const char *vShaderCode = vertexCode.c_str();
|
||||
const char *fShaderCode = fragmentCode.c_str();
|
||||
const char *gShaderCode = geometryCode.c_str();
|
||||
// 2. now create shader object from source code
|
||||
Shader shader;
|
||||
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
|
||||
return shader;
|
||||
}
|
||||
|
||||
Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
|
||||
{
|
||||
// create texture object
|
||||
Texture2D texture;
|
||||
if (alpha)
|
||||
{
|
||||
texture.Internal_Format = GL_RGBA;
|
||||
texture.Image_Format = GL_RGBA;
|
||||
}
|
||||
// load image
|
||||
int width, height, nrChannels;
|
||||
unsigned char* data = stbi_load(file, &width, &height, &nrChannels, 0);
|
||||
// now generate texture
|
||||
texture.Generate(width, height, data);
|
||||
// and finally free image data
|
||||
stbi_image_free(data);
|
||||
return texture;
|
||||
}
|
||||
|
||||
#endif
|
||||
53
breakout/resourceManager.hpp
Normal file
53
breakout/resourceManager.hpp
Normal file
@ -0,0 +1,53 @@
|
||||
|
||||
|
||||
/*******************************************************************
|
||||
** This code is part of Breakout.
|
||||
**
|
||||
** Breakout is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the CC BY 4.0 license as published by
|
||||
** Creative Commons, either version 4 of the License, or (at your
|
||||
** option) any later version.
|
||||
******************************************************************/
|
||||
#ifndef BREAKOUT_RESOURCE_MANAGER_HPP_
|
||||
#define BREAKOUT_RESOURCE_MANAGER_HPP_
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
|
||||
#include "texture.hpp"
|
||||
#include "shader.hpp"
|
||||
|
||||
|
||||
// A static singleton ResourceManager class that hosts several
|
||||
// functions to load Textures and Shaders. Each loaded texture
|
||||
// and/or shader is also stored for future reference by string
|
||||
// handles. All functions and resources are static and no
|
||||
// public constructor is defined.
|
||||
class ResourceManager
|
||||
{
|
||||
public:
|
||||
// resource storage
|
||||
static std::map<std::string, Shader> Shaders;
|
||||
static std::map<std::string, Texture2D> Textures;
|
||||
// loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
|
||||
static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
|
||||
// retrieves a stored sader
|
||||
static Shader GetShader(std::string name);
|
||||
// loads (and generates) a texture from file
|
||||
static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
|
||||
// retrieves a stored texture
|
||||
static Texture2D GetTexture(std::string name);
|
||||
// properly de-allocates all loaded resources
|
||||
static void Clear();
|
||||
private:
|
||||
// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
|
||||
ResourceManager() { }
|
||||
// loads and generates a shader from file
|
||||
static Shader loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile = nullptr);
|
||||
// loads a single texture from file
|
||||
static Texture2D loadTextureFromFile(const char *file, bool alpha);
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_RESOURCE_MANAGER_HPP_
|
||||
133
breakout/shader.cpp
Normal file
133
breakout/shader.cpp
Normal file
@ -0,0 +1,133 @@
|
||||
#ifndef BREAKOUT_SHADER_CPP
|
||||
#define BREAKOUT_SHADER_CPP
|
||||
#include "./shader.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
Shader &Shader::Use()
|
||||
{
|
||||
glUseProgram(this->ID);
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
|
||||
{
|
||||
unsigned int sVertex, sFragment, gShader;
|
||||
// vertex Shader
|
||||
sVertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(sVertex, 1, &vertexSource, NULL);
|
||||
glCompileShader(sVertex);
|
||||
checkCompileErrors(sVertex, "VERTEX");
|
||||
// fragment Shader
|
||||
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(sFragment, 1, &fragmentSource, NULL);
|
||||
glCompileShader(sFragment);
|
||||
checkCompileErrors(sFragment, "FRAGMENT");
|
||||
// if geometry shader source code is given, also compile geometry shader
|
||||
if (geometrySource != nullptr)
|
||||
{
|
||||
gShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(gShader, 1, &geometrySource, NULL);
|
||||
glCompileShader(gShader);
|
||||
checkCompileErrors(gShader, "GEOMETRY");
|
||||
}
|
||||
// shader program
|
||||
this->ID = glCreateProgram();
|
||||
glAttachShader(this->ID, sVertex);
|
||||
glAttachShader(this->ID, sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
glAttachShader(this->ID, gShader);
|
||||
glLinkProgram(this->ID);
|
||||
checkCompileErrors(this->ID, "PROGRAM");
|
||||
// delete the shaders as they're linked into our program now and no longer necessary
|
||||
glDeleteShader(sVertex);
|
||||
glDeleteShader(sFragment);
|
||||
if (geometrySource != nullptr)
|
||||
glDeleteShader(gShader);
|
||||
}
|
||||
|
||||
void Shader::SetFloat(const char *name, float value, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform1f(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetInteger(const char *name, int value, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform1i(glGetUniformLocation(this->ID, name), value);
|
||||
}
|
||||
void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
|
||||
}
|
||||
void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
|
||||
}
|
||||
void Shader::SetVector3f(const char *name, float x, float y, float z, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
|
||||
}
|
||||
void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
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)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||
}
|
||||
void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
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)
|
||||
{
|
||||
if (useShader)
|
||||
this->Use();
|
||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
|
||||
void Shader::checkCompileErrors(unsigned int object, std::string type)
|
||||
{
|
||||
int success;
|
||||
char infoLog[1024];
|
||||
if (type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(object, 1024, NULL, infoLog);
|
||||
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
|
||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(object, 1024, NULL, infoLog);
|
||||
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
|
||||
<< infoLog << "\n -- --------------------------------------------------- -- "
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // BREAKOUT_SHADER_CPP
|
||||
42
breakout/shader.hpp
Normal file
42
breakout/shader.hpp
Normal file
@ -0,0 +1,42 @@
|
||||
|
||||
|
||||
#ifndef BREAKOUT_SHADER_HPP_
|
||||
#define BREAKOUT_SHADER_HPP_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
// General purpose shader object. Compiles from file, generates
|
||||
// compile/link-time error messages and hosts several utility
|
||||
// functions for easy management.
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
// state
|
||||
unsigned int ID;
|
||||
// constructor
|
||||
Shader() { }
|
||||
// sets the current shader as active
|
||||
Shader &Use();
|
||||
// compiles the shader from given source code
|
||||
void Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional
|
||||
// utility functions
|
||||
void SetFloat (const char *name, float value, bool useShader = false);
|
||||
void SetInteger (const char *name, int value, bool useShader = false);
|
||||
void SetVector2f (const char *name, float x, float y, bool useShader = false);
|
||||
void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
|
||||
void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
|
||||
void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
|
||||
void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
|
||||
void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
|
||||
void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
|
||||
private:
|
||||
// checks if compilation or linking failed and if so, print the error logs
|
||||
void checkCompileErrors(unsigned int object, std::string type);
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_SHADER_HPP_
|
||||
37
breakout/texture.cpp
Normal file
37
breakout/texture.cpp
Normal file
@ -0,0 +1,37 @@
|
||||
#ifndef BREAKOUT_TEXTURE_CPP_
|
||||
#define BREAKOUT_TEXTURE_CPP_
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
||||
#include "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)
|
||||
{
|
||||
glGenTextures(1, &this->ID);
|
||||
}
|
||||
|
||||
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);
|
||||
// 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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
|
||||
// unbind texture
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void Texture2D::Bind() const
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||
}
|
||||
|
||||
#endif // BREAKOUT_TEXTURE_CPP_
|
||||
31
breakout/texture.hpp
Normal file
31
breakout/texture.hpp
Normal file
@ -0,0 +1,31 @@
|
||||
#ifndef BREAKOUT_TEXTURE_HPP_
|
||||
#define BREAKOUT_TEXTURE_HPP_
|
||||
|
||||
#include "../dependencies/include/glad/glad.h"
|
||||
|
||||
// Texture2D is able to store and configure a texture in OpenGL.
|
||||
// It also hosts utility functions for easy management.
|
||||
class Texture2D
|
||||
{
|
||||
public:
|
||||
// holds the ID of the texture object, used for all texture operations to reference to this particular texture
|
||||
unsigned int ID;
|
||||
// texture image dimensions
|
||||
unsigned int Width, Height; // width and height of loaded image in pixels
|
||||
// texture Format
|
||||
unsigned int Internal_Format; // format of texture object
|
||||
unsigned int Image_Format; // format of loaded image
|
||||
// texture configuration
|
||||
unsigned int Wrap_S; // wrapping mode on S axis
|
||||
unsigned int Wrap_T; // wrapping mode on T axis
|
||||
unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
|
||||
unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
|
||||
// constructor (sets default texture modes)
|
||||
Texture2D();
|
||||
// generates texture from image data
|
||||
void Generate(unsigned int width, unsigned int height, unsigned char* data);
|
||||
// binds the texture as the current active GL_TEXTURE_2D texture object
|
||||
void Bind() const;
|
||||
};
|
||||
|
||||
#endif // BREAKOUT_TEXTURE_HPP_
|
||||
7897
dependencies/include/stb_image.h
vendored
Normal file
7897
dependencies/include/stb_image.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
5
dependencies/include/stb_images_implementation.cpp
vendored
Normal file
5
dependencies/include/stb_images_implementation.cpp
vendored
Normal file
@ -0,0 +1,5 @@
|
||||
#ifndef STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
#endif
|
||||
Loading…
Reference in New Issue
Block a user