mirror of
https://github.com/guezoloic/LearnOpenGL.git
synced 2026-01-25 03:34:15 +00:00
feat: rework few fonctions and change glew to glad
- game files deleted
This commit is contained in:
6
.gitmodules
vendored
6
.gitmodules
vendored
@@ -1,6 +1,3 @@
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[submodule "lib/glew"]
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path = lib/glew
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url = https://github.com/edoren/glew
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[submodule "lib/glm"]
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path = lib/glm
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url = https://github.com/g-truc/glm
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@@ -10,3 +7,6 @@
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[submodule "lib/stb"]
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path = lib/stb
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url = https://github.com/nothings/stb.git
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[submodule "lib/glad"]
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path = lib/glad
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url = https://github.com/DawidLokiec/glad.git
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@@ -6,6 +6,8 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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file(GLOB_RECURSE CPP_SOURCES CONFIGURE_DEPENDS src/*.cpp)
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file(GLOB_RECURSE CPP_HEADERS CONFIGURE_DEPENDS src/*.hpp)
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list(APPEND CPP_SOURCES lib/glad/src/glad.c)
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add_executable(main ${CPP_SOURCES} ${CPP_HEADERS})
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# GLFW
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@@ -14,12 +16,8 @@ set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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add_subdirectory(lib/glfw)
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# GLEW
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add_definitions(-DGLEW_STATIC)
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include_directories(lib/glew/include)
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add_library(glew STATIC lib/glew/src/glew.c)
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target_include_directories(glew PUBLIC lib/glew/include)
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target_compile_definitions(glew PRIVATE GLEW_STATIC)
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# GLAD
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target_include_directories(main PRIVATE lib/glad/include)
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# GLM
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target_include_directories(main PRIVATE lib/glm)
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@@ -29,7 +27,7 @@ target_include_directories(main PRIVATE lib/stb)
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target_include_directories(main PRIVATE inc/)
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target_link_libraries(main PRIVATE glfw glew)
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target_link_libraries(main PRIVATE glfw)
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find_package(OpenGL REQUIRED)
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target_link_libraries(main PRIVATE OpenGL::GL)
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@@ -1,14 +1,17 @@
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#ifndef EBO_HPP
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#define EBO_HPP
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#include <GL/glew.h>
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#include <stddef.h>
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#include "glad/glad.h"
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class EBO
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{
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private:
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private:
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GLuint id;
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public:
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public:
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EBO(unsigned int* indices, size_t size);
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~EBO();
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14
inc/VAO.hpp
14
inc/VAO.hpp
@@ -1,22 +1,26 @@
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#ifndef VAO_HPP
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#define VAO_HPP
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#include <gl/glew.h>
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#include <stddef.h>
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#include "glad/glad.h"
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class VAO
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{
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private:
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private:
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unsigned int id;
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public:
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public:
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VAO();
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~VAO();
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void bind();
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void unbind();
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void setAttributePointer(GLuint index, GLuint size, GLenum type, GLsizei stride, const void* offset);
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void drawElement(GLenum mode, GLsizei count, GLenum type, const void *indices);
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void setAttributePointer(GLuint index, GLuint size, GLenum type,
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GLsizei stride, const void* offset);
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void drawElement(GLenum mode, GLsizei count, GLenum type,
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const void* indices);
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void drawArray(GLenum mode, GLint first, GLsizei count);
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};
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@@ -1,20 +1,21 @@
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#ifndef VBO_HPP
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#define VBO_HPP
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#include <gl/glew.h>
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#include <stddef.h>
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#include "glad/glad.h"
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class VBO
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{
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private:
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private:
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unsigned int id;
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public:
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public:
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VBO(GLfloat* vertices, size_t size);
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~VBO();
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void bind();
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void unbind();
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};
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#endif
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@@ -1,12 +1,14 @@
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#ifndef CAMERA_HPP
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#define CAMERA_HPP
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#include <glfw/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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class Camera {
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private:
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struct GLFWwindow;
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class Camera
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{
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private:
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int screenWidth;
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int screenHeight;
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@@ -28,7 +30,7 @@ private:
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void processMouseMovement();
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void updateCameraVectors();
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public:
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public:
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Camera(int width, int height, GLFWwindow* window, float sensitivity);
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void update(float deltaTime);
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12
inc/cube.hpp
12
inc/cube.hpp
@@ -1,16 +1,18 @@
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#ifndef CUBE_HPP
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#define CUBE_HPP
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#include "vbo.hpp"
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#include <stddef.h>
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#include "camera.hpp"
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#include "ebo.hpp"
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#include "vao.hpp"
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#include "shader.hpp"
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#include "texture.hpp"
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#include "camera.hpp"
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#include "vao.hpp"
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#include "vbo.hpp"
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class Cube
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{
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private:
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private:
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VBO vbo;
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EBO ebo;
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VAO vao;
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@@ -19,7 +21,7 @@ private:
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Shader shader;
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Texture texture;
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public:
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public:
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Cube(Camera &camera);
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void loop(int width, int height);
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};
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29
inc/game.hpp
29
inc/game.hpp
@@ -1,29 +0,0 @@
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#ifndef GAME_HPP
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#define GAME_HPP
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#include "GLFW/glfw3.h"
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#include <string>
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using namespace std;
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class Game
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{
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private:
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int width;
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int height;
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const char *name;
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GLFWwindow *window;
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public:
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Game(int width, int height, string name);
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~Game();
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void run(bool (*func)(Game *g));
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GLFWwindow *getWindow();
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const char *getName();
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int getWidth();
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int getHeight();
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};
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#endif
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@@ -1,14 +1,11 @@
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#ifndef SHADER_HPP
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#define SHADER_HPP
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#include <gl/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "glad/glad.h"
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class Shader
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{
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private:
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private:
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GLuint vertexShader;
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GLuint fragmentShader;
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GLuint shaderProgram;
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@@ -17,7 +14,7 @@ private:
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void addFragShader(const char* fragmentShaderSource);
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void compileInProgram();
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public:
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public:
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Shader(const char* vertexShaderSource, const char* fragmentShaderSource);
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~Shader();
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@@ -1,7 +1,7 @@
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#ifndef TEXTUTE_HPP
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#define TEXTUTE_HPP
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#include <GL/glew.h>
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#include "glad/glad.h"
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#include <string>
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class Texture
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1
lib/glad
Submodule
1
lib/glad
Submodule
Submodule lib/glad added at 379a9432ec
1
lib/glew
1
lib/glew
Submodule lib/glew deleted from 5b995cab14
17
src/EBO.cpp
17
src/EBO.cpp
@@ -1,4 +1,4 @@
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#include "EBO.hpp"
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#include "ebo.hpp"
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EBO::EBO(unsigned int* indices, size_t size)
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{
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@@ -7,17 +7,8 @@ EBO::EBO(unsigned int* indices, size_t size)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
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}
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EBO::~EBO()
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{
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glDeleteBuffers(1, &id);
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}
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EBO::~EBO() { glDeleteBuffers(1, &id); }
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void EBO::bind()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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void EBO::bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); }
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void EBO::unbind()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void EBO::unbind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }
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28
src/VAO.cpp
28
src/VAO.cpp
@@ -1,33 +1,23 @@
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#include "VAO.hpp"
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#include "vao.hpp"
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VAO::VAO()
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{
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glGenVertexArrays(1, &id);
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}
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VAO::VAO() { glGenVertexArrays(1, &id); }
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VAO::~VAO()
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{
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glDeleteVertexArrays(1, &id);
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}
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VAO::~VAO() { glDeleteVertexArrays(1, &id); }
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void VAO::bind()
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{
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glBindVertexArray(id);
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}
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void VAO::bind() { glBindVertexArray(id); }
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void VAO::unbind()
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{
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glBindVertexArray(0);
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}
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void VAO::unbind() { glBindVertexArray(0); }
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void VAO::setAttributePointer(GLuint index, GLuint size, GLenum type, GLsizei stride, const void* offset)
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void VAO::setAttributePointer(GLuint index, GLuint size, GLenum type,
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GLsizei stride, const void* offset)
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{
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bind();
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glEnableVertexAttribArray(index);
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glVertexAttribPointer(index, size, type, GL_FALSE, stride, offset);
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}
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void VAO::drawElement(GLenum mode, GLsizei count, GLenum type, const void* indices)
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void VAO::drawElement(GLenum mode, GLsizei count, GLenum type,
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const void* indices)
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{
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bind();
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glDrawElements(mode, count, type, indices);
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17
src/VBO.cpp
17
src/VBO.cpp
@@ -1,4 +1,4 @@
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#include "VBO.hpp"
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#include "vbo.hpp"
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VBO::VBO(GLfloat* vertices, size_t size)
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{
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@@ -7,17 +7,8 @@ VBO::VBO(GLfloat* vertices, size_t size)
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glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
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}
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VBO::~VBO()
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{
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glDeleteBuffers(1, &id);
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}
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VBO::~VBO() { glDeleteBuffers(1, &id); }
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void VBO::bind()
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{
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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void VBO::bind() { glBindBuffer(GL_ARRAY_BUFFER, id); }
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void VBO::unbind()
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void VBO::unbind() { glBindBuffer(GL_ARRAY_BUFFER, 0); }
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@@ -1,5 +1,8 @@
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#include "camera.hpp"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
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: screenWidth(width),
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screenHeight(height),
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@@ -15,6 +18,7 @@ Camera::Camera(int width, int height, GLFWwindow* window, float sensitivity)
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firstMouse(true)
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{
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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updateCameraVectors();
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}
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void Camera::update(float deltaTime)
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@@ -47,10 +51,9 @@ void Camera::processInput(float deltaTime)
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cameraPosition -= cameraUp * velocity;
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// Zoom
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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fov = 35.0f;
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else
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fov = 45.0f;
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fov = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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? 35.f
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: 45.f;
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}
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void Camera::processMouseMovement()
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@@ -58,7 +61,8 @@ void Camera::processMouseMovement()
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double mouseX, mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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if (firstMouse) {
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if (firstMouse)
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{
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mousePosX = mouseX;
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mousePosY = mouseY;
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firstMouse = false;
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32
src/cube.cpp
32
src/cube.cpp
@@ -1,5 +1,7 @@
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#include "cube.hpp"
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#include "VAO.hpp"
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#include "glm/gtc/type_ptr.hpp"
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#include "vao.hpp"
|
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#include "vbo.hpp"
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GLfloat cubeVertices[] = {
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@@ -124,8 +126,8 @@ const char* cubeFragShader = R"(
|
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}
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)";
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Cube::Cube(Camera &camera) :
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vbo(cubeVertices, sizeof(cubeVertices)),
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Cube::Cube(Camera& camera)
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: vbo(cubeVertices, sizeof(cubeVertices)),
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ebo(cubeIndices, sizeof(cubeIndices)),
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texture("stone.png"),
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camera(camera),
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@@ -134,11 +136,11 @@ Cube::Cube(Camera &camera) :
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vao.bind();
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vbo.bind();
|
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GLsizei stride = 8*sizeof(float);
|
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GLsizei stride = 8 * sizeof(float);
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vao.setAttributePointer(0, 3, GL_FLOAT, stride, (void*)0);
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vao.setAttributePointer(1, 3, GL_FLOAT, stride, (void*)(3*sizeof(float)));
|
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vao.setAttributePointer(2, 2, GL_FLOAT, stride, (void*)(6*sizeof(float)));
|
||||
vao.setAttributePointer(1, 3, GL_FLOAT, stride, (void*)(3 * sizeof(float)));
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vao.setAttributePointer(2, 2, GL_FLOAT, stride, (void*)(6 * sizeof(float)));
|
||||
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ebo.bind();
|
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}
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@@ -148,13 +150,10 @@ void Cube::loop(int width, int height)
|
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shader.use();
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glActiveTexture(GL_TEXTURE0);
|
||||
|
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glm::vec3 coordinate = glm::vec3(0.0f, -1.0f, 0.0f);
|
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glm::vec3 coordinate = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
glm::mat4 projection = glm::perspective(
|
||||
glm::radians(camera.fov),
|
||||
static_cast<float>(width) / static_cast<float>(height),
|
||||
0.1f,
|
||||
100.0f
|
||||
);
|
||||
static_cast<float>(width) / static_cast<float>(height), 0.1f, 100.0f);
|
||||
|
||||
GLint texLoc = glGetUniformLocation(shader.getProgram(), "material.diffuse");
|
||||
glUniform1i(texLoc, 0);
|
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@@ -163,16 +162,13 @@ void Cube::loop(int width, int height)
|
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
||||
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||||
GLint viewLoc = glGetUniformLocation(shader.getProgram(), "view");
|
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
|
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE,
|
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glm::value_ptr(camera.getViewMatrix()));
|
||||
|
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coordinate);
|
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GLint modelLoc = glGetUniformLocation(shader.getProgram(), "model");
|
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
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|
||||
vao.drawElement(
|
||||
GL_TRIANGLES,
|
||||
sizeof(cubeIndices) / sizeof(unsigned int),
|
||||
GL_UNSIGNED_INT,
|
||||
0
|
||||
);
|
||||
vao.drawElement(GL_TRIANGLES, sizeof(cubeIndices) / sizeof(unsigned int),
|
||||
GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
87
src/game.cpp
87
src/game.cpp
@@ -1,87 +0,0 @@
|
||||
#include "GL/glew.h"
|
||||
#include "game.hpp"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
Game::Game(int width, int height, string name) :
|
||||
width(width),
|
||||
height(height),
|
||||
name(name.c_str())
|
||||
{
|
||||
if(glfwInit() == GLFW_FALSE)
|
||||
std::cerr << "error glfw" << std::endl;
|
||||
|
||||
this->window = glfwCreateWindow(
|
||||
this->width,
|
||||
this->height,
|
||||
this->name,
|
||||
nullptr,
|
||||
nullptr
|
||||
);
|
||||
|
||||
// OpenGL 3.3
|
||||
glfwWindowHint(GLFW_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_VERSION_MINOR, 3);
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
glfwWindowHint(GLFW_DEPTH_BITS, 24);
|
||||
glfwWindowHint(GLFW_STENCIL_BITS, 8);
|
||||
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
glfwMakeContextCurrent(this->window);
|
||||
|
||||
glewInit();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
}
|
||||
|
||||
void Game::run(bool (*func)(Game *g))
|
||||
{
|
||||
while(func(this))
|
||||
{
|
||||
glfwGetWindowSize(this->window, &this->width, &this->height);
|
||||
glViewport(0, 0, this->width, this->height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.5f, 0.2f, 0.2f, 1.0f);
|
||||
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glfwPollEvents();
|
||||
glfwSwapBuffers(this->window);
|
||||
|
||||
GLenum error = glGetError();
|
||||
if (error != glGetError())
|
||||
{
|
||||
std::cerr << error << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow *Game::getWindow()
|
||||
{
|
||||
return this->window;
|
||||
}
|
||||
const char *Game::getName()
|
||||
{
|
||||
return this->name;
|
||||
}
|
||||
|
||||
int Game::getWidth()
|
||||
{
|
||||
return this->height;
|
||||
}
|
||||
|
||||
int Game::getHeight()
|
||||
{
|
||||
return this->width;
|
||||
}
|
||||
98
src/main.cpp
98
src/main.cpp
@@ -1,16 +1,98 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "game.hpp"
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
|
||||
#include "camera.hpp"
|
||||
#include "cube.hpp"
|
||||
|
||||
static void glfwErrorCallback(int error, const char *description)
|
||||
{
|
||||
std::cerr << "GLFW Error " << error << ": " << description << std::endl;
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
Game game(800, 600, "game");
|
||||
const char *title = "window";
|
||||
int width = 800, height = 600;
|
||||
|
||||
auto quit = [](Game *g) {
|
||||
return !glfwWindowShouldClose(g->getWindow());
|
||||
};
|
||||
glfwSetErrorCallback(glfwErrorCallback);
|
||||
|
||||
game.run(quit);
|
||||
if (glfwInit() == GLFW_FALSE)
|
||||
{
|
||||
std::cerr << "ERROR(GLFW): initialisation error" << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// OpenGL 3.3
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_DEPTH_BITS, 24);
|
||||
glfwWindowHint(GLFW_STENCIL_BITS, 8);
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(width, height, title, nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
{
|
||||
std::cerr
|
||||
<< "ERROR: Failed to create GLFW window with requested GL version."
|
||||
<< std::endl;
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cerr << "ERROR: Failed to initialize GLAD" << std::endl;
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwSwapInterval(1);
|
||||
|
||||
Camera camera(width, height, window, 0.1f);
|
||||
Cube cube{camera};
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
double deltaTime = 0.f;
|
||||
double lastTime = glfwGetTime();
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glClearColor(0.5f, 0.2f, 0.2f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
double currentTime = glfwGetTime();
|
||||
deltaTime = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
|
||||
camera.update(deltaTime);
|
||||
cube.loop(width, height);
|
||||
|
||||
glfwPollEvents();
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
GLenum error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
std::cerr << error << std::endl;
|
||||
// exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
@@ -36,17 +36,8 @@ void Shader::compileInProgram()
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
||||
|
||||
Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(shaderProgram);
|
||||
}
|
||||
Shader::~Shader() { glDeleteProgram(shaderProgram); }
|
||||
|
||||
void Shader::use() const
|
||||
{
|
||||
glUseProgram(shaderProgram);
|
||||
}
|
||||
void Shader::use() const { glUseProgram(shaderProgram); }
|
||||
|
||||
GLuint Shader::getProgram() const
|
||||
{
|
||||
return shaderProgram;
|
||||
}
|
||||
GLuint Shader::getProgram() const { return shaderProgram; }
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "texture.hpp"
|
||||
#include <iostream>
|
||||
|
||||
#include <filesystem>
|
||||
#include <iostream>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
@@ -25,7 +26,8 @@ Texture::Texture(const std::string& filename)
|
||||
|
||||
int imgW, imgH, numColCh;
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
unsigned char* data = stbi_load(path.string().c_str(), &imgW, &imgH, &numColCh, 0);
|
||||
unsigned char* data =
|
||||
stbi_load(path.string().c_str(), &imgW, &imgH, &numColCh, 0);
|
||||
|
||||
if (!data)
|
||||
{
|
||||
@@ -45,16 +47,14 @@ Texture::Texture(const std::string& filename)
|
||||
|
||||
GLenum format = (numColCh == 4) ? GL_RGBA : GL_RGB;
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, imgW, imgH, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, imgW, imgH, 0, format,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
Texture::~Texture() { glDeleteTextures(1, &id); }
|
||||
|
||||
void Texture::bind(GLenum textureUnit) const
|
||||
{
|
||||
@@ -62,7 +62,4 @@ void Texture::bind(GLenum textureUnit) const
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
}
|
||||
|
||||
unsigned int Texture::getID() const
|
||||
{
|
||||
return id;
|
||||
}
|
||||
unsigned int Texture::getID() const { return id; }
|
||||
Reference in New Issue
Block a user