load different textures
This commit is contained in:
parent
9df12e0fe1
commit
68f28a3294
@ -24,12 +24,12 @@ SET(srcs main.cpp gl/Shader.cpp gl/Shader.h
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gl/VertexArray.cpp gl/VertexArray.h
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gl/VertexArray.cpp gl/VertexArray.h
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gl/Renderer.cpp gl/Renderer.h
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gl/Renderer.cpp gl/Renderer.h
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blocks/BaseBlock.cpp blocks/BaseBlock.h
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blocks/BaseBlock.cpp blocks/BaseBlock.h
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blocks/GrasBlock.cpp blocks/GrasBlock.h
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blocks/DirtBlock.cpp blocks/DirtBlock.h
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blocks/BlockRenderer.cpp blocks/BlockRenderer.h
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blocks/BlockRenderer.cpp blocks/BlockRenderer.h
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blocks/RenderBase.cpp blocks/RenderBase.h
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blocks/RenderBase.cpp blocks/RenderBase.h
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gl/Camera.cpp gl/Camera.h
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gl/Camera.cpp gl/Camera.h
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bmploader.cpp bmploader.h
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bmploader.cpp bmploader.h
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gl/Texture.cpp gl/Texture.h)
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gl/Texture.cpp gl/Texture.h blocks/TextureLoader.cpp blocks/TextureLoader.h blocks/Stoneblock.cpp blocks/Stoneblock.h crosshair/CrossHair.cpp crosshair/CrossHair.h)
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add_executable(opengltest ${srcs})
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add_executable(opengltest ${srcs})
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BIN
assets/blocks/dirt.bmp
Normal file
BIN
assets/blocks/dirt.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
@ -12,16 +12,14 @@
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#include "BlockRenderer.h"
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#include "BlockRenderer.h"
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void BaseBlock::render() {
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void BaseBlock::render() {
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glUniform3f(BlockRenderer::getInstance()->getUniformhandle("u_color"), r, g, b);
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glm::mat4 position = glm::translate(glm::mat4(1.0f), glm::vec3((float) xpos * 2, (float) ypos * 2, (float) zpos * 2));
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glm::mat4 position = glm::translate(glm::mat4(1.0f), glm::vec3((float) xpos * 2, (float) ypos * 2, (float) zpos * 2));
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glUniformMatrix4fv(BlockRenderer::getInstance()->getUniformhandle("translation"), 1, GL_FALSE, &position[0][0]);
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glUniformMatrix4fv(BlockRenderer::getInstance()->getUniformhandle("translation"), 1, GL_FALSE, &position[0][0]);
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texture->Bind();
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BlockRenderer::getInstance()->render();
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BlockRenderer::getInstance()->render();
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}
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}
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BaseBlock::BaseBlock(float r, float g, float b, uint xpos, uint ypos, uint zpos) : r(r), g(g), b(b), xpos(xpos), ypos(ypos), zpos(zpos) {
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BaseBlock::BaseBlock(uint xpos, uint ypos, uint zpos, Texture *texture): xpos(xpos), ypos(ypos), zpos(zpos), texture(texture) {
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// BlockRenderer::init();
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// this->getrenderer().init();
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}
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}
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@ -7,14 +7,15 @@
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#include "BlockRenderer.h"
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#include "BlockRenderer.h"
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#include "../gl/Texture.h"
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class BaseBlock {
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class BaseBlock {
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private:
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private:
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float r,g,b;
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Texture *texture;
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uint xpos, ypos, zpos;
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uint xpos, ypos, zpos;
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public:
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public:
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BaseBlock(float r, float g, float b, uint xpos, uint ypos, uint zpos);
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BaseBlock(uint xpos, uint ypos, uint zpos, Texture *texture);
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void render();
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void render();
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};
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};
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@ -10,32 +10,6 @@
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#include <GL/gl.h>
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#include <GL/gl.h>
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VertexArray *BlockRenderer::setVertexArray() {
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VertexArray *BlockRenderer::setVertexArray() {
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// float cube_vertices[] = {
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// // front
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// -1.0, -1.0, 1.0, 0.0f, 0.0f,
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// 1.0, -1.0, 1.0, 1.0f, 0.0f,
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// 1.0, 1.0, 1.0, 0.0f, 1.0f,
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// -1.0, 1.0, 1.0, 1.0f, 1.0f,
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// // back
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// -1.0, -1.0, -1.0, 0.0f, 0.0f,
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// 1.0, -1.0, -1.0, 1.0f, 0.0f,
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// 1.0, 1.0, -1.0, 0.0f, 1.0f,
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// -1.0, 1.0, -1.0, 1.0f, 1.0f,
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// };
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float cube_vertices[] = {
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// front
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-1, -1, 1, 0, 0,
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1, -1, 1, 1, 0,
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1, 1, 1, 0, 1,
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-1, 1, 1, 1, 1,
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// back
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-1, -1, -1, 0, 0,
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1, -1, -1, 1, 0,
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1, 1, -1, 0, 1,
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-1, 1, -1, 1, 1,
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};
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float cubee[] = {
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float cubee[] = {
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// face #1
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// face #1
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1, 1, 1, 1, 0,
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1, 1, 1, 1, 0,
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@ -75,7 +49,11 @@ VertexArray *BlockRenderer::setVertexArray() {
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// Generate a vertex buffer
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// Generate a vertex buffer
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auto *vb = new VertexBuffer(cubee, sizeof(cubee));
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auto *vb = new VertexBuffer(cubee, sizeof(cubee));
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return new VertexArray(*vb);
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auto *va = new VertexArray(*vb);
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va->add(0,3,5,0);
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va->add(1,2,5,12);
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return va;
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}
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}
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IndexBuffer *BlockRenderer::setIndexBuffer() {
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IndexBuffer *BlockRenderer::setIndexBuffer() {
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@ -105,27 +83,6 @@ IndexBuffer *BlockRenderer::setIndexBuffer() {
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30, 31, 28
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30, 31, 28
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};
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};
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unsigned cube_elements[] = {
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// front
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0, 1, 2,
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2, 3, 0,
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// right
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1, 5, 6,
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6, 2, 1,
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// back
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7, 6, 5,
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5, 4, 7,
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// left
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4, 0, 3,
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3, 7, 4,
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// bottom
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4, 5, 1,
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1, 0, 4,
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// top
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3, 2, 6,
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6, 7, 3
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};
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return new IndexBuffer(indexx, 48);
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return new IndexBuffer(indexx, 48);
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}
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}
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@ -146,11 +103,6 @@ Shader BlockRenderer::setShader() {
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s.loadShader(vertsrc, geosrc, fragsrc);
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s.loadShader(vertsrc, geosrc, fragsrc);
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s.Bind();
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s.Bind();
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Texture t;
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t.Bind();
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glUniform1i(s.getUniformHandle("u_texture"), 0);
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return s;
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return s;
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}
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}
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9
blocks/DirtBlock.cpp
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9
blocks/DirtBlock.cpp
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@ -0,0 +1,9 @@
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//
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// Created by lukas on 04.02.22.
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//
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#include "DirtBlock.h"
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#include "TextureLoader.h"
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DirtBlock::DirtBlock(const uint &xpos, const uint &ypos, const uint &zpos) : BaseBlock(xpos, ypos, zpos, TextureLoader::loadTexture("../assets/blocks/dirt.bmp")) {
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}
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18
blocks/DirtBlock.h
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18
blocks/DirtBlock.h
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@ -0,0 +1,18 @@
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//
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// Created by lukas on 04.02.22.
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//
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#ifndef OPENGLTEST_DIRTBLOCK_H
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#define OPENGLTEST_DIRTBLOCK_H
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#include <cstdlib>
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#include "BaseBlock.h"
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class DirtBlock : public BaseBlock {
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public:
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DirtBlock(const uint &xpos, const uint &ypos, const uint &zpos);
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};
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#endif //OPENGLTEST_DIRTBLOCK_H
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@ -1,8 +0,0 @@
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//
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// Created by lukas on 04.02.22.
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//
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#include "GrasBlock.h"
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GrasBlock::GrasBlock(const uint &xpos, const uint &ypos, const uint &zpos) : BaseBlock(0.0f, 1.0f, 0.0f, xpos, ypos, zpos) {
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}
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@ -1,18 +0,0 @@
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//
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// Created by lukas on 04.02.22.
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//
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#ifndef OPENGLTEST_GRASBLOCK_H
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#define OPENGLTEST_GRASBLOCK_H
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#include <cstdlib>
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#include "BaseBlock.h"
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class GrasBlock : public BaseBlock {
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public:
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GrasBlock(const uint &xpos, const uint &ypos, const uint &zpos);
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};
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#endif //OPENGLTEST_GRASBLOCK_H
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@ -6,14 +6,19 @@
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#define OPENGLTEST_RENDERBASE_H
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#define OPENGLTEST_RENDERBASE_H
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#include <iostream>
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#include "../gl/Renderer.h"
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#include "../gl/Renderer.h"
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#include "../gl/Shader.h"
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#include "../gl/Shader.h"
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template<class T>
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template<class T>
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class RenderBase {
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class RenderBase {
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private:
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static RenderBase *instance;
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public:
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public:
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virtual VertexArray *setVertexArray() = 0;
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virtual VertexArray *setVertexArray() = 0;
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virtual Shader setShader() = 0;
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virtual Shader setShader() = 0;
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virtual IndexBuffer *setIndexBuffer() = 0;
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virtual IndexBuffer *setIndexBuffer() = 0;
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static RenderBase *getInstance() {
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static RenderBase *getInstance() {
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@ -25,11 +30,7 @@ public:
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}
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}
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private:
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public:
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static RenderBase* instance;
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private:
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Renderer r;
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Renderer r;
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VertexArray *va;
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VertexArray *va;
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IndexBuffer *ib;
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IndexBuffer *ib;
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@ -37,19 +38,23 @@ private:
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public:
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public:
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RenderBase() {};
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RenderBase() {};
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void render() {
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void render() {
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r.render(*va, *ib, s);
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r.render(*va, *ib, s);
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}
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}
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void init() {
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void init() {
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s = setShader();
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s = setShader();
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va = setVertexArray();
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va = setVertexArray();
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ib = setIndexBuffer();
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ib = setIndexBuffer();
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}
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}
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void deinit() {}
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void deinit() {}
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unsigned getMVPhandle() {
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unsigned getMVPhandle() {
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return s.getUniformHandle("MVP");
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return s.getUniformHandle("MVP");
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}
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}
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unsigned getUniformhandle(std::string name) {
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unsigned getUniformhandle(std::string name) {
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return s.getUniformHandle(std::move(name));
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return s.getUniformHandle(std::move(name));
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}
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}
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8
blocks/Stoneblock.cpp
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8
blocks/Stoneblock.cpp
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//
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// Created by lukas on 06.02.22.
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//
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#include "Stoneblock.h"
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#include "TextureLoader.h"
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Stoneblock::Stoneblock(uint xpos, uint ypos, uint zpos) : BaseBlock(xpos, ypos, zpos, TextureLoader::loadTexture("../assets/blocks/stone.bmp")) {}
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17
blocks/Stoneblock.h
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17
blocks/Stoneblock.h
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//
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// Created by lukas on 06.02.22.
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//
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#ifndef OPENGLTEST_STONEBLOCK_H
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#define OPENGLTEST_STONEBLOCK_H
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#include "BaseBlock.h"
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class Stoneblock: public BaseBlock {
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public:
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Stoneblock(uint xpos, uint ypos, uint zpos);
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};
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#endif //OPENGLTEST_STONEBLOCK_H
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22
blocks/TextureLoader.cpp
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22
blocks/TextureLoader.cpp
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//
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// Created by lukas on 06.02.22.
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//
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#include <iostream>
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#include "TextureLoader.h"
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std::unordered_map<std::string, Texture> TextureLoader::texts;
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Texture *TextureLoader::loadTexture(std::string path) {
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if (texts.find(path) != texts.end()) {
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return &texts[path];
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} else {
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std::cout << "Loading texture: " << path << std::endl;
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auto *t = new Texture;
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t->load(path);
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t->Bind();
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texts[path] = *t;
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return t;
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}
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}
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23
blocks/TextureLoader.h
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23
blocks/TextureLoader.h
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//
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// Created by lukas on 06.02.22.
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//
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#ifndef OPENGLTEST_TEXTURELOADER_H
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#define OPENGLTEST_TEXTURELOADER_H
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#include <unordered_map>
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#include "../gl/Texture.h"
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class TextureLoader {
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private:
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static std::unordered_map<std::string, Texture> texts;
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public:
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static Texture* loadTexture(std::string path);
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private:
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};
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#endif //OPENGLTEST_TEXTURELOADER_H
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49
crosshair/CrossHair.cpp
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49
crosshair/CrossHair.cpp
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//
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// Created by lukas on 06.02.22.
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//
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include "CrossHair.h"
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VertexArray *CrossHair::setVertexArray() {
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float fade[] = {
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// face #1
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-0.02, -0.05,
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0.02, 0.02,
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-0.05, 0.05,
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};
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// Generate a vertex buffer
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auto *vb = new VertexBuffer(fade, sizeof(fade));
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auto *va = new VertexArray(*vb);
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va->add(0,2,3,0);
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return va;
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}
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Shader CrossHair::setShader() {
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const std::string vertsrc =
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#include "vertex.shader"
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const std::string fragsrc =
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#include "fragment.shader"
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Shader s;
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s.loadShader(vertsrc, "", fragsrc);
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s.Bind();
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return s;
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}
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IndexBuffer *CrossHair::setIndexBuffer() {
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unsigned indexx[] = {
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0,2,1
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};
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return new IndexBuffer(indexx, 3);
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}
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void CrossHair::renderr() {
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||||||
|
glUniform3f(getUniformhandle("u_color"), 1.0f, 1.0f, 1.0f);
|
||||||
|
RenderBase::render();
|
||||||
|
}
|
23
crosshair/CrossHair.h
Normal file
23
crosshair/CrossHair.h
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
//
|
||||||
|
// Created by lukas on 06.02.22.
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef OPENGLTEST_CROSSHAIR_H
|
||||||
|
#define OPENGLTEST_CROSSHAIR_H
|
||||||
|
|
||||||
|
|
||||||
|
#include "../blocks/RenderBase.h"
|
||||||
|
|
||||||
|
class CrossHair : public RenderBase<CrossHair> {
|
||||||
|
public:
|
||||||
|
VertexArray *setVertexArray() override;
|
||||||
|
|
||||||
|
Shader setShader() override;
|
||||||
|
|
||||||
|
IndexBuffer *setIndexBuffer() override;
|
||||||
|
|
||||||
|
void renderr();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif //OPENGLTEST_CROSSHAIR_H
|
8
crosshair/fragment.shader
Normal file
8
crosshair/fragment.shader
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
R"(#version 330 core
|
||||||
|
out vec4 color;
|
||||||
|
uniform vec3 u_color;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
color = vec4(u_color, 0.5);
|
||||||
|
})";
|
9
crosshair/vertex.shader
Normal file
9
crosshair/vertex.shader
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
R"(#version 330 core
|
||||||
|
// Input vertex data, different for all executions of this shader.
|
||||||
|
layout(location = 0) in vec2 vertexPosition_modelspace;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
// Output position of the vertex, in clip space : MVP * position
|
||||||
|
vec4 pos = vec4(vertexPosition_modelspace,0.0,1.0);
|
||||||
|
gl_Position = pos;
|
||||||
|
})";
|
@ -2,6 +2,7 @@
|
|||||||
// Created by lukas on 05.02.22.
|
// Created by lukas on 05.02.22.
|
||||||
//
|
//
|
||||||
#define GL_GLEXT_PROTOTYPES
|
#define GL_GLEXT_PROTOTYPES
|
||||||
|
|
||||||
#include <valarray>
|
#include <valarray>
|
||||||
#include <glm/vec3.hpp>
|
#include <glm/vec3.hpp>
|
||||||
#include <glm/ext/matrix_transform.hpp>
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
@ -68,13 +69,16 @@ void Camera::setWindowSize(double width, double height) {
|
|||||||
|
|
||||||
void Camera::addRotaion(double rotx, double roty) {
|
void Camera::addRotaion(double rotx, double roty) {
|
||||||
rx -= rotx / 300;
|
rx -= rotx / 300;
|
||||||
ry -= roty / 300;
|
ry += roty / 300;
|
||||||
|
|
||||||
|
|
||||||
// limit to 2pi
|
// limit to 2pi
|
||||||
rx = std::fmod(rx, (2 * M_PI));
|
rx = std::fmod(rx, (2 * M_PI));
|
||||||
ry = std::fmod(ry, (2 * M_PI));
|
ry = std::fmod(ry, (2 * M_PI));
|
||||||
|
|
||||||
|
ry = fmin(ry, M_PI / 2.0f);
|
||||||
|
ry = fmax(ry, -M_PI / 2.0f);
|
||||||
|
|
||||||
updateCameraPos();
|
updateCameraPos();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -82,27 +82,39 @@ unsigned int Shader::loadShaderFromFile(const std::string vertex_file_path, cons
|
|||||||
}
|
}
|
||||||
|
|
||||||
unsigned int Shader::loadShader(const std::string vertex_src, const std::string geometry_src, const std::string fragment_src) {
|
unsigned int Shader::loadShader(const std::string vertex_src, const std::string geometry_src, const std::string fragment_src) {
|
||||||
|
uint VertexShaderID;
|
||||||
|
uint GeometryShaderID;
|
||||||
|
uint FragmentShaderID;
|
||||||
|
|
||||||
|
if (!vertex_src.empty()) {
|
||||||
// Compile Vertex Shader
|
// Compile Vertex Shader
|
||||||
printf("Compiling vertex shader\n");
|
printf("Compiling vertex shader\n");
|
||||||
uint VertexShaderID = compileShader(vertex_src.c_str(), GL_VERTEX_SHADER);
|
VertexShaderID = compileShader(vertex_src.c_str(), GL_VERTEX_SHADER);
|
||||||
if (VertexShaderID == 0) {
|
if (VertexShaderID == 0) {
|
||||||
printf("Error Compiling shader\n");
|
printf("Error Compiling vertex shader\n");
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (!geometry_src.empty()) {
|
||||||
printf("Compiling geometry shader\n");
|
printf("Compiling geometry shader\n");
|
||||||
uint GeometryShaderID = compileShader(geometry_src.c_str(), GL_GEOMETRY_SHADER);
|
GeometryShaderID = compileShader(geometry_src.c_str(), GL_GEOMETRY_SHADER);
|
||||||
if (GeometryShaderID == 0) {
|
if (GeometryShaderID == 0) {
|
||||||
printf("Error Compiling shader\n");
|
printf("Error Compiling shader\n");
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!fragment_src.empty()) {
|
||||||
printf("Compiling fragment shader\n");
|
printf("Compiling fragment shader\n");
|
||||||
uint FragmentShaderID = compileShader(fragment_src.c_str(), GL_FRAGMENT_SHADER);
|
FragmentShaderID = compileShader(fragment_src.c_str(), GL_FRAGMENT_SHADER);
|
||||||
if (FragmentShaderID == 0) {
|
if (FragmentShaderID == 0) {
|
||||||
printf("Error Compiling shader\n");
|
printf("Error Compiling shader\n");
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Link the program
|
// Link the program
|
||||||
GLint Result = GL_FALSE;
|
GLint Result = GL_FALSE;
|
||||||
@ -110,9 +122,16 @@ unsigned int Shader::loadShader(const std::string vertex_src, const std::string
|
|||||||
|
|
||||||
printf("Linking shader program\n");
|
printf("Linking shader program\n");
|
||||||
GLuint ProgramID = glCreateProgram();
|
GLuint ProgramID = glCreateProgram();
|
||||||
|
if (!vertex_src.empty()) {
|
||||||
glAttachShader(ProgramID, VertexShaderID);
|
glAttachShader(ProgramID, VertexShaderID);
|
||||||
|
}
|
||||||
|
if (!geometry_src.empty()) {
|
||||||
glAttachShader(ProgramID, GeometryShaderID);
|
glAttachShader(ProgramID, GeometryShaderID);
|
||||||
|
}
|
||||||
|
if (!fragment_src.empty()) {
|
||||||
glAttachShader(ProgramID, FragmentShaderID);
|
glAttachShader(ProgramID, FragmentShaderID);
|
||||||
|
}
|
||||||
|
|
||||||
glLinkProgram(ProgramID);
|
glLinkProgram(ProgramID);
|
||||||
|
|
||||||
// Check the program
|
// Check the program
|
||||||
@ -125,11 +144,20 @@ unsigned int Shader::loadShader(const std::string vertex_src, const std::string
|
|||||||
}
|
}
|
||||||
|
|
||||||
// cleanup shaders
|
// cleanup shaders
|
||||||
|
if (!vertex_src.empty()){
|
||||||
glDetachShader(ProgramID, VertexShaderID);
|
glDetachShader(ProgramID, VertexShaderID);
|
||||||
glDetachShader(ProgramID, FragmentShaderID);
|
|
||||||
|
|
||||||
glDeleteShader(VertexShaderID);
|
glDeleteShader(VertexShaderID);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!geometry_src.empty()){
|
||||||
|
glDetachShader(ProgramID, GeometryShaderID);
|
||||||
|
glDeleteShader(GeometryShaderID);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!fragment_src.empty()){
|
||||||
|
glDetachShader(ProgramID, FragmentShaderID);
|
||||||
glDeleteShader(FragmentShaderID);
|
glDeleteShader(FragmentShaderID);
|
||||||
|
}
|
||||||
|
|
||||||
mProgHandle = ProgramID;
|
mProgHandle = ProgramID;
|
||||||
return ProgramID;
|
return ProgramID;
|
||||||
|
17
gl/Shader.h
17
gl/Shader.h
@ -24,13 +24,7 @@ public:
|
|||||||
|
|
||||||
unsigned int loadShader(const std::string vertex_src, const std::string geometry_src, const std::string fragment_src);
|
unsigned int loadShader(const std::string vertex_src, const std::string geometry_src, const std::string fragment_src);
|
||||||
|
|
||||||
/**
|
|
||||||
* comile a specific shader source
|
|
||||||
* @param source source string
|
|
||||||
* @param type shader tpye
|
|
||||||
* @return id of copiled shader
|
|
||||||
*/
|
|
||||||
unsigned int compileShader(const char *source, unsigned int type) const;
|
|
||||||
|
|
||||||
std::string readFile(std::string path);
|
std::string readFile(std::string path);
|
||||||
|
|
||||||
@ -40,6 +34,15 @@ public:
|
|||||||
|
|
||||||
unsigned getUniformHandle(std::string name);
|
unsigned getUniformHandle(std::string name);
|
||||||
|
|
||||||
|
private:
|
||||||
|
/**
|
||||||
|
* comile a specific shader source
|
||||||
|
* @param source source string
|
||||||
|
* @param type shader tpye
|
||||||
|
* @return id of copiled shader
|
||||||
|
*/
|
||||||
|
unsigned int compileShader(const char *source, unsigned int type) const;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif //OPENGLTEST_SHADER_H
|
#endif //OPENGLTEST_SHADER_H
|
||||||
|
@ -4,12 +4,12 @@
|
|||||||
|
|
||||||
#include "Texture.h"
|
#include "Texture.h"
|
||||||
#include "../bmploader.h"
|
#include "../bmploader.h"
|
||||||
|
|
||||||
#define GL_GLEXT_PROTOTYPES
|
#define GL_GLEXT_PROTOTYPES
|
||||||
|
|
||||||
#include <GL/gl.h>
|
#include <GL/gl.h>
|
||||||
|
|
||||||
Texture::Texture() {
|
Texture::Texture() {
|
||||||
mTexturehandle = bmploader().loadBMP("../assets/blocks/block.bmp");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Texture::Bind() {
|
void Texture::Bind() {
|
||||||
@ -20,3 +20,7 @@ void Texture::Bind() {
|
|||||||
void Texture::UnBind() {
|
void Texture::UnBind() {
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Texture::load(std::string path) {
|
||||||
|
mTexturehandle = bmploader().loadBMP(path.c_str());
|
||||||
|
}
|
||||||
|
@ -6,11 +6,14 @@
|
|||||||
#define OPENGLTEST_TEXTURE_H
|
#define OPENGLTEST_TEXTURE_H
|
||||||
|
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
|
||||||
class Texture {
|
class Texture {
|
||||||
private:
|
private:
|
||||||
unsigned mTexturehandle;
|
unsigned mTexturehandle;
|
||||||
public:
|
public:
|
||||||
Texture();
|
Texture();
|
||||||
|
void load(std::string path);
|
||||||
void Bind();
|
void Bind();
|
||||||
void UnBind();
|
void UnBind();
|
||||||
};
|
};
|
||||||
|
@ -17,14 +17,19 @@ VertexArray::VertexArray(const VertexBuffer& buff) {
|
|||||||
|
|
||||||
Bind();
|
Bind();
|
||||||
|
|
||||||
// specify syntax of my data
|
// // specify syntax of my data
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) nullptr);
|
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) nullptr);
|
||||||
glEnableVertexAttribArray(0);
|
// glEnableVertexAttribArray(0);
|
||||||
|
//
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) 12);
|
// glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *) 12);
|
||||||
glEnableVertexAttribArray(1);
|
// glEnableVertexAttribArray(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned VertexArray::getHandle() const {
|
unsigned VertexArray::getHandle() const {
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VertexArray::add(int index, int size, int stride, int pos) {
|
||||||
|
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride * sizeof(float), (void *) pos);
|
||||||
|
glEnableVertexAttribArray(index);
|
||||||
|
}
|
||||||
|
@ -17,6 +17,8 @@ public:
|
|||||||
|
|
||||||
void Bind() const;
|
void Bind() const;
|
||||||
|
|
||||||
|
void add(int index, int size, int stride, int pos);
|
||||||
|
|
||||||
unsigned getHandle() const;
|
unsigned getHandle() const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
37
main.cpp
37
main.cpp
@ -3,15 +3,16 @@
|
|||||||
#define GL_GLEXT_PROTOTYPES
|
#define GL_GLEXT_PROTOTYPES
|
||||||
|
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <GL/gl.h>
|
|
||||||
#include <GL/glcorearb.h>
|
#include <GL/glcorearb.h>
|
||||||
#include "gl/Shader.h"
|
#include "gl/Shader.h"
|
||||||
#include "gl/IndexBuffer.h"
|
#include "gl/IndexBuffer.h"
|
||||||
#include "gl/VertexArray.h"
|
#include "gl/VertexArray.h"
|
||||||
#include "gl/Renderer.h"
|
#include "gl/Renderer.h"
|
||||||
#include "blocks/GrasBlock.h"
|
#include "blocks/DirtBlock.h"
|
||||||
#include "blocks/BlockRenderer.h"
|
#include "blocks/BlockRenderer.h"
|
||||||
#include "gl/Camera.h"
|
#include "gl/Camera.h"
|
||||||
|
#include "blocks/Stoneblock.h"
|
||||||
|
#include "crosshair/CrossHair.h"
|
||||||
#include <cstdlib>
|
#include <cstdlib>
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
@ -96,25 +97,19 @@ int main() {
|
|||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
|
||||||
GrasBlock gb(0, 0, 0);
|
|
||||||
BaseBlock bb(0.0f, (float) rand() / RAND_MAX, 1.0f, 1, 0, 0);
|
|
||||||
|
|
||||||
// BlockRenderer::getInstance()->init();
|
|
||||||
|
|
||||||
std::vector<BaseBlock> blocks;
|
std::vector<BaseBlock> blocks;
|
||||||
|
for (int x = 0; x < 15; x++) {
|
||||||
blocks.push_back(gb);
|
for (int y = 0; y < 15; ++y) {
|
||||||
blocks.push_back(bb);
|
blocks.push_back(DirtBlock(x, y, 1));
|
||||||
blocks.emplace_back(1.0f, .0f, 1.0f, 0, 0, 1);
|
blocks.push_back(Stoneblock(x, y, 0));
|
||||||
|
}
|
||||||
for (int i = 0; i < 5; i++) {
|
|
||||||
blocks.push_back(GrasBlock(i, i, 0));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
cam.setPos(0, 0, 0);
|
cam.setPos(0, 0, 3);
|
||||||
cam.setRotation(0, 0);
|
cam.setRotation(0, 0);
|
||||||
|
|
||||||
|
CrossHair::getInstance()->s.Bind();
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
// process user input events
|
// process user input events
|
||||||
processInput(window);
|
processInput(window);
|
||||||
@ -122,10 +117,20 @@ int main() {
|
|||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
glUniform3f(CrossHair::getInstance()->getUniformhandle("u_color"), 0.0f, 0.0f, 0.0f);
|
||||||
|
CrossHair::getInstance()->render();
|
||||||
|
|
||||||
|
CrossHair::getInstance()->s.Bind();
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
for (auto b: blocks) {
|
for (auto b: blocks) {
|
||||||
b.render();
|
b.render();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// swap buffer to calc and show
|
// swap buffer to calc and show
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
// poll for and execute events
|
// poll for and execute events
|
||||||
|
Loading…
Reference in New Issue
Block a user