Architecture redesign
PART 1: - Added a Renderer class - Added a Application interface - Added a RenderPass interface - Added multiple RenderPass classes - Added a Window class - Moved Shaders into a Shader folder The idea behind this redesign is to make more abstractions. These abstraction are then supposedly going to make it easier to focus on the next couple tutorials main elements
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6
src/Application.h
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6
src/Application.h
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#pragma once
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class Application
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{
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virtual void Run() = 0;
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};
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#pragma once
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#include <glad/glad.h>
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#include "stb_image.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <vector>
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#include <string>
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#include "stb_image.h"
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class Cubemap {
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public:
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#include "FrameBuffer.hpp"
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#include "FrameBuffer.h"
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void FrameBuffer::Bind()
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#pragma once
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#include <glad/glad.h>
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#include "texture.h"
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#include "RenderBuffer.hpp"
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#include "RenderBuffer.h"
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class FrameBuffer
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src/OutlinePass.cpp
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src/OutlinePass.cpp
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#include "OutlinePass.h"
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#include "Renderer.h"
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OutlinePass::OutlinePass(Shader& shader, Model& sceneObject, glm::mat4& model, glm::mat4& projection, Camera& camera)
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: RenderPass("Renderpass - Outline", shader ) , m_model(sceneObject), model(model), projection(projection), camera(camera)
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{
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}
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OutlinePass::~OutlinePass(){
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delete m_depthTexture;
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}
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void OutlinePass::Setup()
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{
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// Framebuffer outline effect
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m_outlineFrameBuffer = FrameBuffer();
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m_outlineFrameBuffer.Bind();
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// Create a texture attachment (colour attachment)
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m_depthTexture = CreateTexture(800,600);
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// attach texture to the frame buffer as a colour attachment
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m_outlineFrameBuffer.Attach(*m_depthTexture);
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// Add depth buffer attachment
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m_outlineRenderBuffer = RenderBuffer();
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m_outlineRenderBuffer.Bind();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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m_outlineRenderBuffer.Unbind();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_outlineRenderBuffer.id);
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m_outlineFrameBuffer.Unbind();
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}
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void OutlinePass::Render()
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{
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilMask(0x00);
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glDisable(GL_DEPTH_TEST);
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m_shader.use();
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m_shader.setMat4("model", model);
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m_shader.setMat4("view", camera.GetViewMatrix());
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m_shader.setMat4("projection", projection);
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m_shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
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model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
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m_shader.setMat4("model", model);
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m_model.Draw(m_shader);
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glStencilFunc(GL_ALWAYS, 1, 0xff);
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glStencilMask(0xFF);
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}
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src/OutlinePass.h
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src/OutlinePass.h
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#pragma once
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#include <glm/glm.hpp>
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#include "RenderPass.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "texture.h"
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#include "model.h"
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#include "camera.h"
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class OutlinePass : RenderPass {
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public:
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void Setup() override;
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void Render() override;
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OutlinePass (Shader& shader, Model& sceneObject, glm::mat4& model , glm::mat4& projection, Camera& camera) ;
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~OutlinePass();
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private:
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FrameBuffer m_outlineFrameBuffer;
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RenderBuffer m_outlineRenderBuffer;
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Texture* m_depthTexture;
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glm::mat4 model;
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glm::mat4 projection;
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Model& m_model;
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Camera& camera;
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};
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#include "RenderBuffer.hpp"
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#include "RenderBuffer.h"
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void RenderBuffer::UseDepthAndStencil (){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
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#pragma once
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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class RenderBuffer
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{
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public:
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src/RenderPass.h
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src/RenderPass.h
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#pragma once
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#include <string>
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#include "shader.h"
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class RenderPass {
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public :
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virtual void Render() = 0;
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virtual void Setup() = 0;
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RenderPass(const std::string& name, Shader& shader) : m_name(name), m_shader(shader) {}
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~RenderPass(){}
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protected:
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const std::string& m_name;
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Shader& m_shader;
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};
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src/Renderer.cpp
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116
src/Renderer.cpp
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#include "Renderer.h"
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#include <iostream>
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void Renderer::Setup()
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{
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framebuffer = new FrameBuffer();
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framebuffer->Bind();
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ColourBuffer = CreateTexture(800,600);
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framebuffer->Attach(*ColourBuffer);
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renderbufferObject = new RenderBuffer();
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renderbufferObject->Bind();
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renderbufferObject->UseDepthAndStencil();
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renderbufferObject->Unbind();
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framebuffer->Attach(*renderbufferObject);
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if(framebuffer->IsComplete() == false ){
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std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
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}
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framebuffer->Unbind();
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}
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void Renderer::Render()
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{
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Recalculate the Camera's view matrix
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view = camera.GetViewMatrix();
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// Reset the model matrix to an identity matrix
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model = glm::mat4(1.0f);
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framebuffer->Bind();
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std::cout << "Starting Render passes :" << std::endl;
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// Outline of render steps
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// 1. Skybox pass
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// 2. Scene pass
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// 3. outline pass
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// SKIP for now!
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 4. draw result to screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_shader->use();
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m_shader->setInt("screenTexture",0);
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glBindVertexArray(ScreenVAO);
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glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// Reset stencil
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glEnable(GL_DEPTH_TEST);
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}
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Renderer::Renderer(Camera& camera)
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: camera(camera)
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{
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deltaTime = 0.0f;
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/// Create and compile the screen shader
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m_shader = new Shader ("Shaders/Framebuffers.vs", "Shaders/Framebuffers.fs" );
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// Create ScreenVAO
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glGenVertexArrays(1, &ScreenVAO);
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glBindVertexArray(ScreenVAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
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glBindVertexArray(0);
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// Enable features
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glEnable(GL_MULTISAMPLE);
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}
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Renderer::~Renderer()
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{
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delete framebuffer;
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delete renderbufferObject;
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delete m_shader;
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delete ColourBuffer;
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}
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src/Renderer.h
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src/Renderer.h
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#pragma once
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <cmath>
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#include <vector>
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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 "camera.h"
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#include "shader.h"
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#include "model.h"
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#include "FrameBuffer.h"
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#include "RenderBuffer.h"
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#include "Cubemap.h"
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#include "SkyboxPass.h"
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#include "ScenePass.h"
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class Renderer
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{
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public:
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void Render();
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void Setup();
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Renderer(Camera& camera);
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~Renderer();
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private:
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Camera& camera;
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float deltaTime; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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GLuint ScreenVAO, VBO;
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FrameBuffer* framebuffer;
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RenderBuffer* renderbufferObject;
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Texture* ColourBuffer;
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Shader* m_shader;
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view;
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
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glm::vec3 lightpos = glm::vec3(-0.2f, -1.0f, -0.3f);
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std::vector<float> ScreenVertices = {
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// vertex , uv
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-1.0f, 1.0f, 0.0f, 1.0f,
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-1.0f,-1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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};
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};
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src/ScenePass.cpp
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src/ScenePass.cpp
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#include "ScenePass.h"
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void ScenePass::Render()
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{
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m_shader.use();
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m_shader.setVec3("cameraPos", camera.Position);
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if (m_skybox)
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{
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glActiveTexture(GL_TEXTURE11);
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m_skybox->Bind();
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glActiveTexture(GL_TEXTURE0);
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m_shader.setInt("skybox",11);
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}
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m_shader.setMat4("model", model);
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m_shader.setMat4("view", camera.GetViewMatrix());
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m_shader.setMat4("projection", projection);
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m_scene.Draw(m_shader);
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}
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void ScenePass::Setup()
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{
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}
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void ScenePass::SetSkybox(Skybox& skybox)
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{
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m_skybox = &skybox;
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}
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src/ScenePass.h
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src/ScenePass.h
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#pragma once
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#include "RenderPass.h"
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#include "Renderer.h"
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#include "Skybox.h"
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#include "shader.h"
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#include "camera.h"
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#include "model.h"
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class ScenePass : RenderPass {
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public:
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void Setup() override;
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void Render() override;
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ScenePass(Shader& shader, Model& scene, glm::mat4& model, glm::mat4& projection, Camera& camera)
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: RenderPass("RenderPass - Scene", shader), m_scene(scene), model(model), projection(projection), camera(camera) {}
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~ScenePass();
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void SetSkybox(Skybox& skybox);
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private:
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Skybox* m_skybox;
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Model& m_scene;
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glm::mat4& model;
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glm::mat4& projection;
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Camera& camera;
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};
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src/Skybox.cpp
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src/Skybox.cpp
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#include "Skybox.h"
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void Skybox::BuildVAO(){
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// Create SkyboxVAO
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glGenVertexArrays(1, &m_skyboxVAO);
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glBindVertexArray(m_skyboxVAO);
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glGenBuffers(1, &m_skyboxVBO);
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glBindBuffer(GL_ARRAY_BUFFER, m_skyboxVBO);
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glBufferData(GL_ARRAY_BUFFER, m_skyboxVertices.size() * sizeof(float), &m_skyboxVertices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE, 3 * sizeof(float),(void*) 0);
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glBindVertexArray(0);
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}
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Skybox::Skybox() : Cubemap()
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{
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}
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Skybox::~Skybox(){}
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59
src/Skybox.h
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59
src/Skybox.h
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#pragma once
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#include <vector>
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#include "Cubemap.h"
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class Skybox : public Cubemap {
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public:
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Skybox ();
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~Skybox ();
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void BuildVAO();
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GLuint m_skyboxVAO;
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private:
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GLuint m_skyboxVBO;
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std::vector<float> m_skyboxVertices = {
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// positions
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f
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};
|
||||
};
|
26
src/SkyboxPass.cpp
Normal file
26
src/SkyboxPass.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
#include "SkyboxPass.h"
|
||||
|
||||
|
||||
SkyboxPass::~SkyboxPass()
|
||||
{
|
||||
}
|
||||
|
||||
void SkyboxPass::Setup()
|
||||
{
|
||||
}
|
||||
|
||||
void SkyboxPass::Render()
|
||||
{
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
m_shader.use();
|
||||
m_shader.setMat4("projection", projection);
|
||||
|
||||
glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
m_shader.setMat4("view", centeredView);
|
||||
|
||||
glBindVertexArray(skybox.m_skyboxVAO);
|
||||
skybox.Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
21
src/SkyboxPass.h
Normal file
21
src/SkyboxPass.h
Normal file
@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
#include "Renderer.h"
|
||||
#include "Skybox.h"
|
||||
#include "shader.h"
|
||||
|
||||
class SkyboxPass : RenderPass {
|
||||
public:
|
||||
void Render() override;
|
||||
void Setup() override;
|
||||
|
||||
SkyboxPass(Shader& shader, glm::mat4& projection, Skybox& skybox, Camera& camera)
|
||||
: RenderPass("Render Pass - Skybox", shader), projection(projection), skybox(skybox), camera(camera){}
|
||||
~SkyboxPass();
|
||||
|
||||
private:
|
||||
Skybox skybox;
|
||||
glm::mat4& projection;
|
||||
Camera& camera;
|
||||
|
||||
};
|
77
src/Window.cpp
Normal file
77
src/Window.cpp
Normal file
@ -0,0 +1,77 @@
|
||||
#include "Window.h"
|
||||
|
||||
bool firstMouse = true;
|
||||
float lastx = 400, lasty = 300;
|
||||
|
||||
|
||||
Window::Window(int initialWidth, int initialHeight, const std::string& WindowName)
|
||||
: m_width(initialWidth), m_height(initialHeight), m_WindowName(WindowName)
|
||||
{
|
||||
glfwInit();
|
||||
|
||||
// setup the window
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
// Enable window based multisampling
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
|
||||
m_window = glfwCreateWindow(m_width, m_height, m_WindowName.c_str(), NULL, NULL);
|
||||
|
||||
if(m_window == NULL)
|
||||
{
|
||||
printf("Failed to create GLFW window!\n");
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(m_window);
|
||||
|
||||
if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
glViewport(0,0, m_width, m_height);
|
||||
|
||||
// Setup Callbacks
|
||||
glfwSetFramebufferSizeCallback(m_window, framebuffer_size_callback);
|
||||
//glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(m_window, mouse_callback);
|
||||
glfwSetScrollCallback(m_window, scroll_callback);
|
||||
}
|
||||
|
||||
|
||||
Window::~Window()
|
||||
{
|
||||
glfwDestroyWindow(m_window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if(firstMouse){
|
||||
lastx = xpos;
|
||||
lasty = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastx;
|
||||
float yoffset = ypos - lasty;
|
||||
|
||||
lastx = xpos;
|
||||
lasty - ypos;
|
||||
|
||||
// camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0,0, width,height);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
// camera.ProcessMouseScroll(yoffset);
|
||||
}
|
32
src/Window.h
Normal file
32
src/Window.h
Normal file
@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <string>
|
||||
#include <stdio.h>
|
||||
|
||||
class Window
|
||||
{
|
||||
public:
|
||||
Window (int initialWidth, int initialHeight, const std::string& WindowName);
|
||||
~Window();
|
||||
|
||||
void setWidth(int width){this->m_width = width;}
|
||||
void setHeight(int height){this->m_height = height;}
|
||||
|
||||
int getWidth(){return this->m_width;}
|
||||
int getHeight(){return this->m_height;}
|
||||
double getRatio(){return (this->m_width / this->m_height);}
|
||||
|
||||
bool shouldClose(){ return glfwWindowShouldClose(m_window);}
|
||||
//void GetInput(){ processInput(m_window);}
|
||||
void SwapBuffers(){ glfwSwapBuffers(m_window);}
|
||||
private:
|
||||
int m_width, m_height;
|
||||
const std::string& m_WindowName;
|
||||
GLFWwindow* m_window;
|
||||
};
|
||||
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
@ -1,6 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
|
428
src/main.cpp
428
src/main.cpp
@ -1,399 +1,87 @@
|
||||
#include <stdio.h>
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include "Window.h"
|
||||
#include "Renderer.h"
|
||||
#include "Skybox.h"
|
||||
#include "shader.h"
|
||||
#include "camera.h"
|
||||
#include "model.h"
|
||||
#include "FrameBuffer.hpp"
|
||||
#include "RenderBuffer.hpp"
|
||||
#include "Cubemap.h"
|
||||
#include "Application.h"
|
||||
|
||||
// https://learnopengl.com/Advanced-OpenGL/Framebuffers
|
||||
class LearnOpenGL : Application
|
||||
{
|
||||
|
||||
float deltaTime = 0.0f; // Time between current frame and last frame
|
||||
float lastFrame = 0.0f; // Time of last frame
|
||||
public:
|
||||
void Run () override{
|
||||
// Create a window
|
||||
Window window(800,600, "LearnOpenGL");
|
||||
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 8.0f));
|
||||
float lastX = 400, lastY = 300;
|
||||
bool firstMouse = true;
|
||||
Camera camera(glm::vec3(0.0f,0.0f,8.0f));
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view;
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
Renderer renderer = Renderer(camera);
|
||||
|
||||
glm::vec3 lightpos(-0.2f, -1.0f, -0.3f);
|
||||
renderer.Setup();
|
||||
|
||||
std::vector<float> ScreenVertices = {
|
||||
// vertex , uv
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f,-1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
} ;
|
||||
// Load scene resources
|
||||
Shader shader ("Shaders/shader.vs", "Shaders/shader.fs");
|
||||
Shader outlineShader("Shaders/shader.vs","Shaders/outlineshader.fs");
|
||||
Shader skyboxShader("Shaders/skybox.vs", "Shaders/Cubemap.fs");
|
||||
|
||||
std::vector<std::string> faces = {
|
||||
"Textures/skybox/right.jpg",
|
||||
"Textures/skybox/left.jpg",
|
||||
"Textures/skybox/top.jpg",
|
||||
"Textures/skybox/bottom.jpg",
|
||||
"Textures/skybox/front.jpg",
|
||||
"Textures/skybox/back.jpg"
|
||||
Model backpack("Models/backpack.obj");
|
||||
int bullshit = 0;
|
||||
std::vector<std::string> faces = {
|
||||
"Textures/skybox/right.jpg",
|
||||
"Textures/skybox/left.jpg",
|
||||
"Textures/skybox/top.jpg",
|
||||
"Textures/skybox/bottom.jpg",
|
||||
"Textures/skybox/front.jpg",
|
||||
"Textures/skybox/back.jpg"
|
||||
};
|
||||
|
||||
Skybox skybox= Skybox ();
|
||||
skybox.Bind();
|
||||
skybox.loadCubeTextures(faces);
|
||||
skybox.BuildVAO();
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
while(!window.shouldClose())
|
||||
{
|
||||
//window.GetInput();
|
||||
|
||||
renderer.Render();
|
||||
|
||||
window.SwapBuffers();
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<float> skyboxVertices = {
|
||||
// positions
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f
|
||||
};
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
glViewport(0,0, width, height);
|
||||
}
|
||||
/*
|
||||
|
||||
void processInput( GLFWwindow* window){
|
||||
if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
const float CameraSpeed = 2.5f * deltaTime;
|
||||
const float CameraSpeed = 2.5f * Renderer::deltaTime;
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
Renderer::camera.ProcessKeyboard(FORWARD, Renderer::deltaTime);
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
Renderer::camera.ProcessKeyboard(BACKWARD, Renderer::deltaTime);
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
Renderer::camera.ProcessKeyboard(LEFT, Renderer::deltaTime);
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT,deltaTime);
|
||||
Renderer::camera.ProcessKeyboard(RIGHT,Renderer::deltaTime);
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos){
|
||||
if (firstMouse) // initially set to true
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates range from bottom to top
|
||||
*/
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset,yoffset);
|
||||
}
|
||||
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
int main()
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
|
||||
GLFWwindow* CreateWindowWithOpenGLContext()
|
||||
{
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
// multisampling
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if( window == NULL){
|
||||
printf("Failed to create GLFW window!\n");
|
||||
glfwTerminate();
|
||||
return nullptr;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
glViewport(0,0, 800, 600);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
return window;
|
||||
|
||||
}
|
||||
|
||||
void Skybox_pass (GLuint& SkyboxVAO, Shader& skyboxShader, Cubemap& skycubemap)
|
||||
{
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
skyboxShader.use();
|
||||
skyboxShader.setMat4("projection", projection);
|
||||
|
||||
glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
skyboxShader.setMat4("view", centeredView);
|
||||
|
||||
glBindVertexArray(SkyboxVAO);
|
||||
skycubemap.Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void drawScene_pass(Shader& shader, Model& Object, Cubemap& skybox)
|
||||
{
|
||||
shader.use();
|
||||
shader.setVec3("cameraPos", camera.Position);
|
||||
|
||||
glActiveTexture(GL_TEXTURE11);
|
||||
skybox.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
|
||||
shader.setMat4("model", model);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setInt("skybox",11);
|
||||
|
||||
Object.Draw(shader);
|
||||
}
|
||||
|
||||
void outline_pass( Shader& shader, Model& Object)
|
||||
{
|
||||
|
||||
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
glStencilMask(0x00);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
shader.use();
|
||||
shader.setMat4("model", model);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setVec3("outlineColor", glm::vec3(0.28, 0.10, 0.26));
|
||||
|
||||
model = glm::scale(model, glm::vec3(1.05f,1.05f, 1.05f));
|
||||
shader.setMat4("model", model);
|
||||
|
||||
Object.Draw(shader);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilMask(0xFF);
|
||||
}
|
||||
|
||||
void DrawToScreen( GLuint& VAO, GLuint& ScreenTexture, Shader& shader)
|
||||
{
|
||||
// draw to screen
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
shader.use();
|
||||
shader.setInt("screenTexture",0);
|
||||
glBindVertexArray(VAO);
|
||||
glBindTexture(GL_TEXTURE_2D, ScreenTexture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
int main() {
|
||||
printf("Hello OpenGL!\n");
|
||||
|
||||
|
||||
// Setup OpenGL Context
|
||||
GLFWwindow* window = CreateWindowWithOpenGLContext();
|
||||
|
||||
if(window == nullptr)
|
||||
return -1;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
// Load scene resources
|
||||
Shader shader ("shader.vs", "shader.fs");
|
||||
Shader outlineShader("shader.vs","outlineshader.fs");
|
||||
Shader framebufferShader("Framebuffers.vs", "Framebuffers.fs" );
|
||||
Shader skyboxShader("skybox.vs", "Cubemap.fs");
|
||||
|
||||
Model backpack("Models/backpack.obj");
|
||||
|
||||
// Framebuffer outline effect
|
||||
FrameBuffer outlineFrameBuffer = FrameBuffer();
|
||||
outlineFrameBuffer.Bind();
|
||||
|
||||
// Create a texture attachment (colour attachment)
|
||||
Texture* depthTexture = CreateTexture(800,600);
|
||||
|
||||
// attach texture to the frame buffer as a colour attachment
|
||||
outlineFrameBuffer.Attach(*depthTexture);
|
||||
|
||||
// Add depth buffer attachment
|
||||
RenderBuffer outlineRenderBuffer = RenderBuffer();
|
||||
outlineRenderBuffer.Bind();
|
||||
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
|
||||
outlineRenderBuffer.Unbind();
|
||||
|
||||
// attach depth buffer to our framebuffer
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, outlineRenderBuffer.id);
|
||||
outlineFrameBuffer.Unbind();
|
||||
|
||||
// Post processing
|
||||
FrameBuffer framebuffer = FrameBuffer();
|
||||
framebuffer.Bind();
|
||||
|
||||
Texture* ColourBuffer = CreateTexture(800,600);
|
||||
framebuffer.Attach(*ColourBuffer);
|
||||
|
||||
RenderBuffer renderbufferObject = RenderBuffer();
|
||||
renderbufferObject.Bind();
|
||||
renderbufferObject.UseDepthAndStencil();
|
||||
renderbufferObject.Unbind();
|
||||
|
||||
framebuffer.Attach(renderbufferObject);
|
||||
|
||||
if(framebuffer.IsComplete() == false ){
|
||||
std::cout << "ERROR::FRAMEBUFFER::Framebuffer is not complete! " << std::endl;
|
||||
}
|
||||
|
||||
framebuffer.Unbind();
|
||||
|
||||
Cubemap skybox= Cubemap ();
|
||||
skybox.Bind();
|
||||
skybox.loadCubeTextures(faces);
|
||||
|
||||
// Create ScreenVAO
|
||||
GLuint ScreenVAO, VBO;
|
||||
glGenVertexArrays(1, &ScreenVAO);
|
||||
glBindVertexArray(ScreenVAO);
|
||||
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, ScreenVertices.size() * sizeof(float), &ScreenVertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0,2, GL_FLOAT,GL_FALSE, 4 * sizeof(float),(void*) 0 );
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1,2,GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2*sizeof(float)));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Create SkyboxVAO
|
||||
GLuint SkyboxVAO, SkyboxVBO;
|
||||
glGenVertexArrays(1, &SkyboxVAO);
|
||||
glBindVertexArray(SkyboxVAO);
|
||||
|
||||
glGenBuffers(1, &SkyboxVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, SkyboxVBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, skyboxVertices.size() * sizeof(float), &skyboxVertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE, 3 * sizeof(float),(void*) 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
processInput(window);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// Recalculate the Camera's view matrix
|
||||
view = camera.GetViewMatrix();
|
||||
// Reset the model matrix to an identity matrix
|
||||
model = glm::mat4(1.0f);
|
||||
|
||||
|
||||
framebuffer.Bind();
|
||||
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
Skybox_pass(SkyboxVAO, skyboxShader, skybox);
|
||||
|
||||
drawScene_pass(shader, backpack, skybox);
|
||||
|
||||
outline_pass(outlineShader, backpack);
|
||||
|
||||
DrawToScreen(ScreenVAO, ColourBuffer->id, framebufferShader);
|
||||
|
||||
// Reset stencil
|
||||
glStencilMask(0xFF);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
|
||||
delete ColourBuffer;
|
||||
delete depthTexture;
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
|
||||
|
||||
LearnOpenGL().Run();
|
||||
return 0;
|
||||
}
|
@ -2,7 +2,6 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
|
@ -26,7 +26,6 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
|
||||
|
||||
}
|
||||
catch(std::ifstream::failure e){
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl << e.what() << std::endl ;
|
||||
@ -35,7 +34,6 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char* fShaderCode = fragmentCode.c_str();
|
||||
|
||||
|
||||
// Compile Shaders
|
||||
unsigned int vertex, fragment;
|
||||
int success;
|
||||
@ -86,13 +84,10 @@ Shader::Shader(const char* vertextPath, const char* fragmentPath)
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Shader::use(){
|
||||
glUseProgram(ID);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Shader::setBool(const std::string &name, bool value) const{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value );
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <string>
|
||||
|
||||
struct Texture{
|
||||
GLuint id;
|
||||
@ -8,5 +9,4 @@ struct Texture{
|
||||
std::string path;
|
||||
};
|
||||
|
||||
|
||||
Texture* CreateTexture(unsigned int width, unsigned int height);
|
Loading…
Reference in New Issue
Block a user