Compare commits
5 Commits
a13e56d4a1
...
23b5188079
Author | SHA1 | Date | |
---|---|---|---|
23b5188079 | |||
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25947288f7 | ||
3e06438f7a | |||
828fe646ce | |||
c3690acd5d |
@ -6,16 +6,16 @@ set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED true)
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include_directories(deps)
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include_directories(src/common)
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include_directories("${CMAKE_SOURCE_DIR}/src")
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file(GLOB_RECURSE Sources "src/**.cpp" "src/**.h")
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add_executable(${PROJECT_NAME} ${Sources})
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if(UNIX AND NOT APPLE) # linux
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target_link_libraries(${PROJECT_NAME} GL GLEW glfw)
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target_link_libraries(${PROJECT_NAME} GL GLEW glfw)
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endif()
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if (WIN32) # windows
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target_link_libraries(${PROJECT_NAME} opengl32 glew32 glfw3)
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endif(WIN32)
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if(WIN32) # windows
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target_link_libraries(${PROJECT_NAME} opengl32 glew32 glfw3)
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endif(WIN32)
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@ -11,4 +11,4 @@ PP OOOOOO LLLLL YY GGGGGGG UUUUUU NN NNNN
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## Contributing
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### See `CODING_STYLE.txt`
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### See `CODING_STYLE.MD`
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0
src/audio/audio.cpp
Normal file
0
src/audio/audio.cpp
Normal file
4
src/audio/audio.hpp
Normal file
4
src/audio/audio.hpp
Normal file
@ -0,0 +1,4 @@
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#ifndef POLYGUN_AUDIO_HPP
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#define POLYGUN_AUDIO_HPP
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#endif // POLYGUN_AUDIO_HPP
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0
src/audio/audio_encoder.cpp
Normal file
0
src/audio/audio_encoder.cpp
Normal file
4
src/audio/audio_encoder.hpp
Normal file
4
src/audio/audio_encoder.hpp
Normal file
@ -0,0 +1,4 @@
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#ifndef POLYGUN_AUDIO_ENCODER_HPP
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#define POLYGUN_AUDIO_ENCODER_HPP
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#endif // POLYGUN_AUDIO_ENCODER_HPP
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0
src/audio/audio_player.cpp
Normal file
0
src/audio/audio_player.cpp
Normal file
4
src/audio/audio_player.hpp
Normal file
4
src/audio/audio_player.hpp
Normal file
@ -0,0 +1,4 @@
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#ifndef POLYGUN_AUDIO_PLAYER_HPP
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#define POLYGUN_AUDIO_PLAYER_HPP
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#endif // POLYGUN_AUDIO_PLAYER_HPP
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@ -3,192 +3,193 @@
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using namespace polygun::renderer;
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namespace polygun::engine {
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
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void Engine::init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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void Engine::init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Blocking3D", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, camera.mouse_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Blocking3D", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, m_camera.mouse_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (glewInit() != GLEW_OK) {
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std::cout << "GLEW init failed" << std::endl;
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return;
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}
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if (glewInit() != GLEW_OK) {
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std::cout << "GLEW init failed" << std::endl;
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return;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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Shader chunk_shader("shaders/chunk_vertex.glsl", "shaders/chunk_fragment.glsl");
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Shader chunk_shader("shaders/chunk_vertex.glsl", "shaders/chunk_fragment.glsl");
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float vertices[] = {
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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float vertices[] = {
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f
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};
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//32x32x32 chunk | ONLY FOR TEST THIS IS'NT EVEN A CHUNK
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glm::vec3 cubePositions[1024];
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
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-0.1f, 0.1f, 0.1f, 0.0f, 0.0f,
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-0.1f, 0.1f, -0.1f, 0.0f, 1.0f
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};
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//32x32x32 chunk | ONLY FOR TEST THIS IS'NT EVEN A CHUNK
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glm::vec3 cube_positions[1024];
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for(int i = 0; i < 1024; i++){
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cubePositions[i] = glm::vec3(0.2f * (i % 32), 0.2f * (i / 32), 0.2f * (i / 32));
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}
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for(int i = 0; i < 1024; i++){
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cube_positions[i] = glm::vec3(0.2f * (i % 32), 0.2f * (i / 32), 0.2f * (i / 32));
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}
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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unsigned int texture1;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load("res/textures/grass.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load("res/textures/grass.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
|
||||
else
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{
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std::cout << "Failed to load texture" << std::endl;
|
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}
|
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stbi_image_free(data);
|
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|
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chunk_shader.bind();
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chunk_shader.setuniform("texture1", 0);
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chunk_shader.bind();
|
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chunk_shader.set_uniform("texture1", 0);
|
||||
|
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m_delta_time = 0;
|
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m_last_frame = 0;
|
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|
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while (!glfwWindowShouldClose(window))
|
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{
|
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float current_frame = static_cast<float>(glfwGetTime());
|
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m_delta_time = current_frame - m_last_frame;
|
||||
m_last_frame = current_frame;
|
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|
||||
// input
|
||||
// -----
|
||||
|
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
m_camera.process_movement(polygun::engine::FORWARD, m_delta_time);
|
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
m_camera.process_movement(polygun::engine::BACKWARD, m_delta_time);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
m_camera.process_movement(LEFT, m_delta_time);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
m_camera.process_movement(polygun::engine::RIGHT, m_delta_time);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
m_camera.process_movement(polygun::engine::UP, m_delta_time);
|
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
m_camera.process_movement(polygun::engine::DOWN, m_delta_time);
|
||||
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
float currentFrame = static_cast<float>(glfwGetTime());
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
m_camera.update();
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// input
|
||||
// -----
|
||||
// bind textures on corresponding texture units
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
// activate shader
|
||||
chunk_shader.bind();
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessMovement(polygun::engine::FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessMovement(polygun::engine::BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessMovement(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessMovement(polygun::engine::RIGHT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
camera.ProcessMovement(polygun::engine::UP, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
camera.ProcessMovement(polygun::engine::DOWN, deltaTime);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(m_camera.m_zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
chunk_shader.set_uniform("projection", projection);
|
||||
|
||||
glm::mat4 view = m_camera.get_view_matrix();
|
||||
chunk_shader.set_uniform("view", view);
|
||||
|
||||
camera.Update();
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glBindVertexArray(VAO);
|
||||
for (unsigned int i = 0; i < (sizeof(cube_positions)/sizeof(*cube_positions)) ; i++)
|
||||
{
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, cube_positions[i]);
|
||||
float angle = 20.0f * i;
|
||||
chunk_shader.set_uniform("model", model);
|
||||
|
||||
// bind textures on corresponding texture units
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
// activate shader
|
||||
chunk_shader.bind();
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.m_zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
chunk_shader.setuniform("projection", projection);
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
chunk_shader.setuniform("view", view);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
for (unsigned int i = 0; i < (sizeof(cubePositions)/sizeof(*cubePositions)) ; i++)
|
||||
{
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
chunk_shader.setuniform("model", model);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
}
|
||||
glfwTerminate();
|
||||
}
|
||||
}
|
||||
|
@ -1,27 +1,28 @@
|
||||
#ifndef POLYGUN_ENGINE_HPP
|
||||
#define POLYGUN_ENGINE_HPP
|
||||
#include "../core.hpp"
|
||||
#include "../renderer/shader.hpp"
|
||||
#include "player_camera.hpp"
|
||||
|
||||
namespace polygun::engine{
|
||||
#include "game/core.hpp"
|
||||
#include "game/renderer/shader.hpp"
|
||||
#include "game/engine/player_camera.hpp"
|
||||
|
||||
class Engine {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
Camera camera;
|
||||
namespace polygun::engine {
|
||||
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
class Engine {
|
||||
private:
|
||||
GLFWwindow* m_window;
|
||||
Camera m_camera;
|
||||
|
||||
public:
|
||||
Engine() = default;
|
||||
~Engine() = default;
|
||||
float m_delta_time;
|
||||
float m_last_frame;
|
||||
|
||||
void init();
|
||||
void render();
|
||||
void update();
|
||||
};
|
||||
public:
|
||||
Engine() = default;
|
||||
~Engine() = default;
|
||||
|
||||
void init();
|
||||
void render();
|
||||
void update();
|
||||
};
|
||||
|
||||
}
|
||||
#endif // POLYGUN_ENGINE_HPP
|
||||
#endif // POLYGUN_ENGINE_HPP
|
||||
|
@ -4,18 +4,18 @@
|
||||
#include "../core.hpp"
|
||||
|
||||
namespace polygun::engine {
|
||||
/*
|
||||
struct Node {
|
||||
std::string name;
|
||||
std::string texture;
|
||||
bool spriteNode = false;
|
||||
};
|
||||
/*
|
||||
struct Node {
|
||||
std::string name;
|
||||
std::string texture;
|
||||
bool spriteNode = false;
|
||||
};
|
||||
|
||||
Node nodes[] = {
|
||||
{"cobble stone", "res/textures/cobble.png"}
|
||||
{"iron block", "res/textures/iron.png"}
|
||||
};
|
||||
*/
|
||||
Node nodes[] = {
|
||||
{"cobble stone", "res/textures/cobble.png"}
|
||||
{"iron block", "res/textures/iron.png"}
|
||||
};
|
||||
*/
|
||||
}
|
||||
|
||||
#endif // POLYGUN_ENGINE_NODES_HPP
|
113
src/game/engine/player_camera.cpp
Normal file
113
src/game/engine/player_camera.cpp
Normal file
@ -0,0 +1,113 @@
|
||||
#include "game/engine/player_camera.hpp"
|
||||
|
||||
using namespace polygun::engine;
|
||||
|
||||
static float mx,my;
|
||||
|
||||
Camera::Camera(glm::vec3 position, glm::vec3 up, float yaw, float pitch) :
|
||||
m_position(position),
|
||||
m_front(glm::vec3(0.0f, 0.0f, -1.0f)),
|
||||
m_up(),
|
||||
m_right(),
|
||||
m_worldup(up),
|
||||
m_yaw(yaw),
|
||||
m_pitch(pitch),
|
||||
m_movement_speed(SPEED),
|
||||
m_mouse_sensitivity(SENSITIVITY),
|
||||
m_zoom(ZOOM),
|
||||
m_last_x(SCR_WIDTH / 2.0f),
|
||||
m_last_y(SCR_HEIGHT / 2.0f),
|
||||
m_first_mouse(true)
|
||||
{
|
||||
update_camera_vectors();
|
||||
}
|
||||
|
||||
Camera::Camera(float pos_x, float pos_y, float pos_z, float up_x, float up_y, float up_z, float yaw, float pitch) :
|
||||
m_position(pos_x, pos_y, pos_z),
|
||||
m_front(glm::vec3(0.0f, 0.0f, -1.0f)),
|
||||
m_up(),
|
||||
m_right(),
|
||||
m_worldup(up_x, up_y, up_z),
|
||||
m_yaw(yaw),
|
||||
m_pitch(pitch),
|
||||
m_movement_speed(SPEED),
|
||||
m_mouse_sensitivity(SENSITIVITY),
|
||||
m_zoom(ZOOM),
|
||||
m_last_x(SCR_WIDTH / 2.0f),
|
||||
m_last_y(SCR_HEIGHT / 2.0f),
|
||||
m_first_mouse(true)
|
||||
{
|
||||
update_camera_vectors();
|
||||
}
|
||||
|
||||
void Camera::update() {
|
||||
if (m_first_mouse) {
|
||||
m_last_x = mx;
|
||||
m_last_y = my;
|
||||
m_first_mouse = false;
|
||||
}
|
||||
|
||||
float x_offset = mx - m_last_x;
|
||||
float y_offset = m_last_y - my;
|
||||
|
||||
m_last_x = mx;
|
||||
m_last_y = my;
|
||||
|
||||
process_mouse_movement(x_offset, y_offset);
|
||||
}
|
||||
|
||||
void Camera::process_movement(camera_movement direction, float delta_time) {
|
||||
float velocity = m_movement_speed * delta_time;
|
||||
if (direction == FORWARD)
|
||||
m_position += m_front * velocity;
|
||||
if (direction == BACKWARD)
|
||||
m_position -= m_front * velocity;
|
||||
if (direction == LEFT)
|
||||
m_position -= m_right * velocity;
|
||||
if (direction == RIGHT)
|
||||
m_position += m_right * velocity;
|
||||
if (direction == UP)
|
||||
m_position += glm::vec3(0.0F, 1.0F, 0.0F) * velocity;
|
||||
if (direction == DOWN)
|
||||
m_position += glm::vec3(0.0F, -1.0F, 0.0F) * velocity;
|
||||
}
|
||||
|
||||
void Camera::process_mouse_movement(float x_offset, float y_offset, GLboolean constrain_pitch) {
|
||||
x_offset *= m_mouse_sensitivity;
|
||||
y_offset *= m_mouse_sensitivity;
|
||||
|
||||
m_yaw += x_offset;
|
||||
m_pitch += y_offset;
|
||||
|
||||
if (constrain_pitch) {
|
||||
if (m_pitch > 89.0f)
|
||||
m_pitch = 89.0f;
|
||||
if (m_pitch < -89.0f)
|
||||
m_pitch = -89.0f;
|
||||
}
|
||||
|
||||
update_camera_vectors();
|
||||
}
|
||||
|
||||
void Camera::process_mouse_scroll(float y_offset) {
|
||||
m_zoom -= y_offset;
|
||||
if (m_zoom < 1.0f)
|
||||
m_zoom = 1.0f;
|
||||
if (m_zoom > 45.0f)
|
||||
m_zoom = 45.0f;
|
||||
}
|
||||
|
||||
void Camera::mouse_callback(GLFWwindow* window, double x_pos_in, double y_pos_in) {
|
||||
mx = static_cast<float>(x_pos_in);
|
||||
my = static_cast<float>(y_pos_in);
|
||||
}
|
||||
|
||||
void Camera::update_camera_vectors() {
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
front.y = sin(glm::radians(m_pitch));
|
||||
front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
m_front = glm::normalize(front);
|
||||
m_right = glm::normalize(glm::cross(m_front, m_worldup));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_front));
|
||||
}
|
@ -1,141 +1,58 @@
|
||||
#ifndef POLYGUN_ENGINE_CAMERA_H
|
||||
#define POLYGUN_ENGINE_CAMERA_H
|
||||
|
||||
#include "../core.hpp"
|
||||
#include "game/core.hpp"
|
||||
|
||||
namespace polygun::engine{
|
||||
enum camera_movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
UP,
|
||||
DOWN
|
||||
};
|
||||
namespace polygun::engine {
|
||||
enum camera_movement {
|
||||
FORWARD,
|
||||
BACKWARD,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
UP,
|
||||
DOWN
|
||||
};
|
||||
|
||||
const float YAW = -90.0f;
|
||||
const float PITCH = 0.0f;
|
||||
const float SPEED = 2.5f;
|
||||
const float SENSITIVITY = 0.1f;
|
||||
const float ZOOM = 45.0f;
|
||||
const float YAW = -90.0f;
|
||||
const float PITCH = 0.0f;
|
||||
const float SPEED = 2.5f;
|
||||
const float SENSITIVITY = 0.1f;
|
||||
const float ZOOM = 45.0f;
|
||||
|
||||
static float mx,my;
|
||||
class Camera {
|
||||
public:
|
||||
glm::vec3 m_position;
|
||||
glm::vec3 m_front;
|
||||
glm::vec3 m_up;
|
||||
glm::vec3 m_right;
|
||||
glm::vec3 m_worldup;
|
||||
float m_yaw;
|
||||
float m_pitch;
|
||||
float m_movement_speed;
|
||||
float m_mouse_sensitivity;
|
||||
float m_zoom;
|
||||
|
||||
class Camera {
|
||||
public:
|
||||
glm::vec3 m_position;
|
||||
glm::vec3 m_front;
|
||||
glm::vec3 m_up;
|
||||
glm::vec3 m_right;
|
||||
glm::vec3 m_worldup;
|
||||
float m_yaw;
|
||||
float m_pitch;
|
||||
float m_movement_speed;
|
||||
float m_mouse_sensitivity;
|
||||
float m_zoom;
|
||||
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);
|
||||
Camera(float pos_x, float pos_y, float pos_z, float up_x, float up_y, float up_z, float yaw, float pitch);
|
||||
|
||||
glm::mat4 get_view_matrix() const {
|
||||
return glm::lookAt(m_position, m_position + m_front, m_up);
|
||||
}
|
||||
|
||||
Camera(glm::vec3 m_position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : m_front(glm::vec3(0.0f, 0.0f, -1.0f)), m_movement_speed(SPEED), m_mouse_sensitivity(SENSITIVITY), m_zoom(ZOOM) {
|
||||
m_position = m_position;
|
||||
m_worldup = up;
|
||||
m_yaw = yaw;
|
||||
m_pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
void update();
|
||||
void process_movement(camera_movement direction, float delta_time);
|
||||
void process_mouse_movement(float x_offset, float y_offset, GLboolean constrain_pitch = true);
|
||||
void process_mouse_scroll(float y_offset);
|
||||
|
||||
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : m_front(glm::vec3(0.0f, 0.0f, -1.0f)), m_movement_speed(SPEED), m_mouse_sensitivity(SENSITIVITY), m_zoom(ZOOM) {
|
||||
m_position = glm::vec3(posX, posY, posZ);
|
||||
m_worldup = glm::vec3(upX, upY, upZ);
|
||||
m_yaw = yaw;
|
||||
m_pitch = pitch;
|
||||
updateCameraVectors();
|
||||
}
|
||||
static void mouse_callback(GLFWwindow* window, double x_pos_in, double y_pos_in);
|
||||
|
||||
glm::mat4 GetViewMatrix() {
|
||||
return glm::lookAt(m_position, m_position + m_front, m_up);
|
||||
}
|
||||
|
||||
void Update(){
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = mx;
|
||||
lastY = my;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = mx - lastX;
|
||||
float yoffset = lastY - my;
|
||||
|
||||
lastX = mx;
|
||||
lastY = my;
|
||||
|
||||
ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void ProcessMovement(camera_movement direction, float deltaTime) {
|
||||
float velocity = m_movement_speed * deltaTime;
|
||||
if (direction == FORWARD)
|
||||
m_position += m_front * velocity;
|
||||
if (direction == BACKWARD)
|
||||
m_position -= m_front * velocity;
|
||||
if (direction == LEFT)
|
||||
m_position -= m_right * velocity;
|
||||
if (direction == RIGHT)
|
||||
m_position += m_right * velocity;
|
||||
if (direction == UP)
|
||||
m_position += glm::vec3(0.0F, 1.0F, 0.0F) * velocity;
|
||||
if (direction == DOWN)
|
||||
m_position += glm::vec3(0.0F, -1.0F, 0.0F) * velocity;
|
||||
}
|
||||
|
||||
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true) {
|
||||
xoffset *= m_mouse_sensitivity;
|
||||
yoffset *= m_mouse_sensitivity;
|
||||
|
||||
m_yaw += xoffset;
|
||||
m_pitch += yoffset;
|
||||
|
||||
if (constrainPitch)
|
||||
{
|
||||
if (m_pitch > 89.0f)
|
||||
m_pitch = 89.0f;
|
||||
if (m_pitch < -89.0f)
|
||||
m_pitch = -89.0f;
|
||||
}
|
||||
|
||||
updateCameraVectors();
|
||||
}
|
||||
|
||||
void ProcessMouseScroll(float yoffset) {
|
||||
m_zoom -= (float)yoffset;
|
||||
if (m_zoom < 1.0f)
|
||||
m_zoom = 1.0f;
|
||||
if (m_zoom > 45.0f)
|
||||
m_zoom = 45.0f;
|
||||
}
|
||||
|
||||
|
||||
static void mouse_callback(GLFWwindow* window, double xposIn, double yposIn) {
|
||||
mx = static_cast<float>(xposIn);
|
||||
my = static_cast<float>(yposIn);
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
void updateCameraVectors() {
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
front.y = sin(glm::radians(m_pitch));
|
||||
front.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
m_front = glm::normalize(front);
|
||||
m_right = glm::normalize(glm::cross(m_front, m_worldup));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_front));
|
||||
}
|
||||
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
};
|
||||
private:
|
||||
void update_camera_vectors();
|
||||
|
||||
float m_last_x;
|
||||
float m_last_y;
|
||||
bool m_first_mouse;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // POLYGUN_ENGINE_CAMERA_H
|
||||
#endif // POLYGUN_ENGINE_CAMERA_H
|
||||
|
@ -1,102 +1,130 @@
|
||||
#include "shader.hpp"
|
||||
#include "game/renderer/shader.hpp"
|
||||
|
||||
namespace polygun::renderer {
|
||||
Shader::Shader(const char* vertexPath, const char* fragmentPath) {
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure& e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char * fShaderCode = fragmentCode.c_str();
|
||||
unsigned int vertex, fragment;
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertex);
|
||||
glAttachShader(program, fragment);
|
||||
glLinkProgram(program);
|
||||
checkCompileErrors(program, "PROGRAM");
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
Shader::Shader() :
|
||||
m_program(0)
|
||||
{}
|
||||
|
||||
}
|
||||
Shader::Shader(const GLuint id) :
|
||||
m_program(id)
|
||||
{}
|
||||
|
||||
void Shader::bind(){
|
||||
glUseProgram(program);
|
||||
}
|
||||
Shader::Shader(const char* vertex_path, const char* fragment_path) {
|
||||
std::string vertex_code;
|
||||
std::string fragment_code;
|
||||
std::ifstream v_shader_file;
|
||||
std::ifstream f_shader_file;
|
||||
v_shader_file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
f_shader_file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try {
|
||||
v_shader_file.open(vertex_path);
|
||||
f_shader_file.open(fragment_path);
|
||||
std::stringstream v_shader_stream, f_shader_stream;
|
||||
v_shader_stream << v_shader_file.rdbuf();
|
||||
f_shader_stream << f_shader_file.rdbuf();
|
||||
v_shader_file.close();
|
||||
f_shader_file.close();
|
||||
vertex_code = v_shader_stream.str();
|
||||
fragment_code = f_shader_stream.str();
|
||||
}
|
||||
catch (std::ifstream::failure& e) {
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
const char* v_shader_code = vertex_code.c_str();
|
||||
const char * f_shader_code = fragment_code.c_str();
|
||||
unsigned int vertex, fragment;
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &v_shader_code, NULL);
|
||||
glCompileShader(vertex);
|
||||
check_compile_errors(vertex, "VERTEX");
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &f_shader_code, NULL);
|
||||
glCompileShader(fragment);
|
||||
check_compile_errors(fragment, "FRAGMENT");
|
||||
m_program = glCreateProgram();
|
||||
glAttachShader(m_program, vertex);
|
||||
glAttachShader(m_program, fragment);
|
||||
glLinkProgram(m_program);
|
||||
check_compile_errors(m_program, "PROGRAM");
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
void Shader::unbind(){
|
||||
glUseProgram(0);
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, unsigned int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
Shader::~Shader() {
|
||||
glDeleteProgram(m_program);
|
||||
}
|
||||
|
||||
void Shader::bind() {
|
||||
glUseProgram(m_program);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, int value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
void Shader::unbind() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat value){
|
||||
glUniform1i(glGetUniformLocation(program, uName), value);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, unsigned int value) {
|
||||
glUniform1i(glGetUniformLocation(m_program, u_name), value);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y){
|
||||
glUniform2f(glGetUniformLocation(program, uName), x, y);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, int value) {
|
||||
glUniform1i(glGetUniformLocation(m_program, u_name), value);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z){
|
||||
glUniform3f(glGetUniformLocation(program, uName), x, y, z);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, GLfloat value) {
|
||||
glUniform1i(glGetUniformLocation(m_program, u_name), value);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec3 vector){
|
||||
glUniform3f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, GLfloat x, GLfloat y) {
|
||||
glUniform2f(glGetUniformLocation(m_program, u_name), x, y);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w){
|
||||
glUniform4f(glGetUniformLocation(program, uName), x, y, z, w);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, GLfloat x, GLfloat y, GLfloat z) {
|
||||
glUniform3f(glGetUniformLocation(m_program, u_name), x, y, z);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* name, const glm::mat4 &mat)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, const glm::vec3& vector) {
|
||||
glUniform3f(glGetUniformLocation(m_program, u_name), vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec2 vector){
|
||||
glUniform2f(glGetUniformLocation(program, uName), vector.x, vector.y);
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* u_name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
|
||||
glUniform4f(glGetUniformLocation(m_program, u_name), x, y, z, w);
|
||||
}
|
||||
|
||||
void Shader::setuniform(const GLchar* uName, glm::vec4 vector){
|
||||
glUniform4f(glGetUniformLocation(program, uName), vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
void Shader::setuniform(const GLchar* uName, GLuint tex2d, GLint unit){ // sample 2d
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex2d);
|
||||
glUniform1i(glGetUniformLocation(program, uName), unit);
|
||||
}
|
||||
}
|
||||
void Shader::set_uniform(const GLchar* name, const glm::mat4 &mat) {
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_program, name), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const GLchar* u_name, const glm::vec2& vector) {
|
||||
glUniform2f(glGetUniformLocation(m_program, u_name), vector.x, vector.y);
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const GLchar* u_name, const glm::vec4& vector){
|
||||
glUniform4f(glGetUniformLocation(m_program, u_name), vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const GLchar* u_name, GLuint tex2d, GLint unit){ // sample 2d
|
||||
glActiveTexture(GL_TEXTURE0 + unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex2d);
|
||||
glUniform1i(glGetUniformLocation(m_program, u_name), unit);
|
||||
}
|
||||
|
||||
void Shader::check_compile_errors(GLuint shader, const std::string& type) {
|
||||
GLint success;
|
||||
GLchar info_log[1024];
|
||||
if(type != "PROGRAM") {
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success) {
|
||||
glGetShaderInfoLog(shader, 1024, NULL, info_log);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << info_log << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else {
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if(!success) {
|
||||
glGetProgramInfoLog(shader, 1024, NULL, info_log);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << info_log << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,61 +1,38 @@
|
||||
#ifndef POLYGUN_RENDERER_SHADER_H
|
||||
#define POLYGUN_RENDERER_SHADER_H
|
||||
|
||||
#include "../core.hpp"
|
||||
#include "game/core.hpp"
|
||||
|
||||
namespace polygun::renderer {
|
||||
class Shader {
|
||||
public:
|
||||
Shader() : program(0) {}
|
||||
Shader(const GLuint id) : program(id) {}
|
||||
Shader(const char* vertexPath, const char* fragmentPath);
|
||||
~Shader() { glDeleteProgram(program); }
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
void setuniform(const GLchar* uName, unsigned int value);
|
||||
void setuniform(const GLchar* uName, int value);
|
||||
void setuniform(const GLchar* uName, GLfloat value);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y);
|
||||
void setuniform(const GLchar* uName, glm::vec2 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z);
|
||||
void setuniform(const GLchar* uName, glm::vec3 vector);
|
||||
void setuniform(const GLchar* uName, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void setuniform(const GLchar* uName, glm::vec4 vector);
|
||||
void setuniform(const GLchar* uName, const glm::mat4& mtx);
|
||||
void setuniform(const GLchar* uName, GLuint tex2d, GLint unit); // sample 2d
|
||||
|
||||
GLuint getuniform(const char* name);
|
||||
GLuint getprogram() { return program; }
|
||||
class Shader {
|
||||
public:
|
||||
Shader();
|
||||
Shader(const GLuint id);
|
||||
Shader(const char* vertex_path, const char* fragment_path);
|
||||
~Shader();
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
void set_uniform(const GLchar* u_name, unsigned int value);
|
||||
void set_uniform(const GLchar* u_name, int value);
|
||||
void set_uniform(const GLchar* u_name, GLfloat value);
|
||||
void set_uniform(const GLchar* u_name, GLfloat x, GLfloat y);
|
||||
void set_uniform(const GLchar* u_name, const glm::vec2& vector);
|
||||
void set_uniform(const GLchar* u_name, GLfloat x, GLfloat y, GLfloat z);
|
||||
void set_uniform(const GLchar* u_name, const glm::vec3& vector);
|
||||
void set_uniform(const GLchar* u_name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
||||
void set_uniform(const GLchar* u_name, const glm::vec4& vector);
|
||||
void set_uniform(const GLchar* u_name, const glm::mat4& mtx);
|
||||
void set_uniform(const GLchar* u_name, GLuint tex2d, GLint unit); // sample 2d
|
||||
|
||||
GLuint get_uniform(const char* name) const;
|
||||
GLuint get_program() const { return m_program; }
|
||||
|
||||
private:
|
||||
|
||||
void checkCompileErrors(GLuint shader, std::string type)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
if(type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint program;
|
||||
};
|
||||
private:
|
||||
void check_compile_errors(GLuint shader, const std::string& type);
|
||||
|
||||
GLuint m_program;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "game/engine/engine.hpp"
|
||||
|
||||
int main() {
|
||||
polygun::engine::Engine engine;
|
||||
engine.init();
|
||||
return 0;
|
||||
polygun::engine::Engine engine;
|
||||
engine.init();
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user