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https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
fix: shader load fail
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@@ -1,12 +0,0 @@
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#version 460
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in vec2 tc;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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//color = varyingColor;
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}
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@@ -1,63 +0,0 @@
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#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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mat4 buildRotateX(float rad);
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mat4 buildRotateY(float rad);
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mat4 buildRotateZ(float rad);
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mat4 buildTranslate(float x, float y, float z);
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
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tc = texCoord;
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tex_layer = int(layer);
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}
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mat4 buildTranslate(float x, float y, float z) {
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mat4 trans = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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x, y, z, 1.0
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);
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return trans;
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}
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mat4 buildRotateX(float rad) {
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mat4 xrot = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, cos(rad), -sin(rad), 0.0,
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0.0, sin(rad), cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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return xrot;
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}
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mat4 buildRotateY(float rad) {
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mat4 yrot = mat4(
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cos(rad), 0.0, sin(rad), 0.0,
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0.0, 1.0, 0.0, 0.0,
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-sin(rad), 0.0, cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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return yrot;
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}
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mat4 buildRotateZ(float rad) {
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mat4 zrot = mat4(
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cos(rad), -sin(rad), 0.0, 0.0,
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sin(rad), cos(rad), 0.0, 0.0,
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0.0, 0.0,1.0 , 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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return zrot;
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}
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@@ -1,7 +0,0 @@
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#version 460
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out vec4 frag_color;
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void main(void) {
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frag_color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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@@ -1,10 +0,0 @@
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#version 460
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layout (location = 0) in vec3 vertices_pos;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
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}
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@@ -1,9 +0,0 @@
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#version 460
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out vec4 frag_color;
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void main(void) {
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frag_color = vec4(0.529, 0.808, 0.922, 1.0);
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}
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@@ -1,10 +0,0 @@
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#version 460
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layout (location = 0) in vec3 vertices_pos;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
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}
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@@ -1,14 +0,0 @@
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#version 460
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in vec2 tc;
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flat in int tex_layer;
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layout (binding = 0) uniform sampler2DArray text;
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uniform vec3 textColor;
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out vec4 color;
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void main(void) {
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vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, vec3(tc, tex_layer)).r);
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color = vec4(textColor, 1.0) * smapled;
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}
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@@ -1,15 +0,0 @@
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#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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uniform mat4 projection;
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uniform mat4 mv_matrix;
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void main(void) {
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gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0);
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tc = texCoord;
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tex_layer = int(layer);
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}
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@@ -1,12 +0,0 @@
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#version 460
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in vec2 tc;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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}
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@@ -1,18 +0,0 @@
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#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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uniform mat4 m_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
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tc = texCoord;
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tex_layer = int(layer);
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}
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@@ -11,8 +11,9 @@ namespace fs = std::filesystem;
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namespace Tools {
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GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path) {
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std::string v_shader_str = Tools::read_shader_source(v_shader_path);
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std::string f_shader_str = Tools::read_shader_source(f_shader_path);
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std::string v_shader_str = Tools::read_shader_source(ASSETS_PATH + v_shader_path);
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std::string f_shader_str = Tools::read_shader_source(ASSETS_PATH + f_shader_path);
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const char *v_shader_source = v_shader_str.c_str();
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const char *f_shader_source = f_shader_str.c_str();
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