mirror of
https://github.com/zhenyan121/Cubed.git
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feat: initialize OpenGL
This commit is contained in:
131
src/camera.cpp
Normal file
131
src/camera.cpp
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@@ -0,0 +1,131 @@
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#include "Cubed/camera.hpp"
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static glm::vec3 cameraPos;
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static float speed = 0.1f;
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static float lastMouseX, lastMouseY;
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static bool firseMouse = true;
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static MoveState moveState;
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static float yaw, pitch;
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static glm::vec3 front = glm::vec3(0, 0, -1);
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static float sensitivity = 0.05f;
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static glm::vec3 rightPos;
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void updateMoveCamera() {
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rightPos = glm::normalize(glm::cross(front, glm::vec3(0.0f, 1.0f, 0.0f)));
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if (moveState.forward) {
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cameraPos += glm::vec3(front.x, 0.0f, front.z) * speed;
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}
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if (moveState.back) {
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cameraPos -= glm::vec3(front.x, 0.0f, front.z) * speed;
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}
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if (moveState.left) {
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cameraPos -= glm::vec3(rightPos.x, 0.0f, rightPos.z) * speed;
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}
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if (moveState.right) {
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cameraPos += glm::vec3(rightPos.x, 0.0f, rightPos.z) * speed;
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}
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if (moveState.up) {
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cameraPos += glm::vec3(0.0f, 1.0f, 0.0f) * speed;;
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}
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if (moveState.down) {
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cameraPos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;;
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}
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}
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void cameraInit() {
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cameraPos = glm::vec3(0.0f, 0.0f, 5.0f);
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}
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void changeView(float offsetX, float offsetY) {
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yaw += offsetX * sensitivity;
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pitch += offsetY * sensitivity;
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if (pitch > 89.0f) pitch = 89.0f;
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if (pitch < -89.0f) pitch = -89.0f;
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front.x = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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front.y = sin(glm::radians(pitch));
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front.z = -cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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front = glm::normalize(front);
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}
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void updateCursorPositionCamera(double xpos, double ypos) {
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if (firseMouse) {
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lastMouseX = xpos;
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lastMouseY = ypos;
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firseMouse = false;
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}
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float offsetX = xpos - lastMouseX;
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float offsetY = lastMouseY - ypos;
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lastMouseX = xpos;
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lastMouseY = ypos;
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changeView(offsetX, offsetY);
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}
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glm::mat4 getCameraLookAt() {
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return glm::lookAt(cameraPos, cameraPos + front, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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void updateCameraKey(int key, int action) {
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switch(key) {
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case GLFW_KEY_W:
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if (action == GLFW_PRESS) {
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moveState.forward = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.forward = false;
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}
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break;
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case GLFW_KEY_S:
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if (action == GLFW_PRESS) {
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moveState.back = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.back = false;
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}
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break;
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case GLFW_KEY_A:
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if (action == GLFW_PRESS) {
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moveState.left = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.left = false;
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}
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break;
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case GLFW_KEY_D:
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if (action == GLFW_PRESS) {
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moveState.right = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.right = false;
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}
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break;
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case GLFW_KEY_SPACE:
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if (action == GLFW_PRESS) {
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moveState.up = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.up = false;
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}
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break;
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case GLFW_KEY_LEFT_SHIFT:
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if (action == GLFW_PRESS) {
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moveState.down = true;
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}
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if (action == GLFW_RELEASE) {
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moveState.down = false;
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}
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break;
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}
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}
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305
src/main.cpp
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305
src/main.cpp
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@@ -0,0 +1,305 @@
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#include <fstream>
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#include <iostream>
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#include <stack>
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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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/gtc/type_ptr.hpp>
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#include <Cubed/camera.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/shader_tools.hpp>
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constexpr int numVAOs = 1;
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constexpr int numVBOs = 3;
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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GLuint pyrTexture;
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float cubLocX, cubLocY, cubLocZ;
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float pyLocX, pyLocY, pyLocZ;
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GLuint mvLoc, projLoc, tfLoc;
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int width ,height;
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float aspect;
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glm::mat4 pMat, vMat, mMat, mvMat;
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float inc = 0.01f;
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float tf = 0.0f;
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glm::mat4 tMat, rMat, sMat;
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void setupVertices(void) {
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float verticesPos[108] = {
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// ===== 后面 (z = -1) =====
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-1.0f, -1.0f, -1.0f, // 左下
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1.0f, -1.0f, -1.0f, // 右下
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1.0f, 1.0f, -1.0f, // 右上
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1.0f, 1.0f, -1.0f, // 右上
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-1.0f, 1.0f, -1.0f, // 左上
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-1.0f, -1.0f, -1.0f, // 左下
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// ===== 前面 (z = +1) =====
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-1.0f, -1.0f, 1.0f, // 左下
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-1.0f, 1.0f, 1.0f, // 左上
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1.0f, 1.0f, 1.0f, // 右上
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1.0f, 1.0f, 1.0f, // 右上
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1.0f, -1.0f, 1.0f, // 右下
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-1.0f, -1.0f, 1.0f, // 左下
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// ===== 左面 (x = -1) =====
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-1.0f, -1.0f, -1.0f, // 后下
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-1.0f, -1.0f, 1.0f, // 前下
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-1.0f, 1.0f, 1.0f, // 前上
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-1.0f, 1.0f, 1.0f, // 前上
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-1.0f, 1.0f, -1.0f, // 后上
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-1.0f, -1.0f, -1.0f, // 后下
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// ===== 右面 (x = +1) =====
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1.0f, -1.0f, 1.0f, // 前下
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1.0f, -1.0f, -1.0f, // 后下
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1.0f, 1.0f, -1.0f, // 后上
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1.0f, 1.0f, -1.0f, // 后上
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1.0f, 1.0f, 1.0f, // 前上
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1.0f, -1.0f, 1.0f, // 前下
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// ===== 上面 (y = +1) =====
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-1.0f, 1.0f, -1.0f, // 后左
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1.0f, 1.0f, -1.0f, // 后右
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1.0f, 1.0f, 1.0f, // 前右
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1.0f, 1.0f, 1.0f, // 前右
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-1.0f, 1.0f, 1.0f, // 前左
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-1.0f, 1.0f, -1.0f, // 后左
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// ===== 下面 (y = -1) =====
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-1.0f, -1.0f, 1.0f, // 前左
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1.0f, -1.0f, 1.0f, // 前右
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1.0f, -1.0f, -1.0f, // 后右
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1.0f, -1.0f, -1.0f, // 后右
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-1.0f, -1.0f, -1.0f, // 后左
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-1.0f, -1.0f, 1.0f // 前左
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};
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float tex_coords[72] {
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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};
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glGenVertexArrays(numVAOs, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesPos), verticesPos, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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GLuint createShaderProgram() {
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std::string vShaderStr = readShaderSource("shaders/vShader.glsl");
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std::string fShaderStr = readShaderSource("shaders/fShader.glsl");
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const char *vshaderSource = vShaderStr.c_str();
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const char *fshaderSource = fShaderStr.c_str();
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GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
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GLint vc, fc;
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glShaderSource(vShader, 1, &vshaderSource, NULL);
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glShaderSource(fShader, 1, &fshaderSource, NULL);
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glCompileShader(vShader);
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checkOpenGLError();
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glGetShaderiv(vShader, GL_COMPILE_STATUS, &vc);
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if (vc != 1) {
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LOG::error("vertex compilation failed");
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printShaderLog(vShader);
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}
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glCompileShader(fShader);
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checkOpenGLError();
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glGetShaderiv(fShader, GL_COMPILE_STATUS, &fc);
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if (fc != 1) {
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LOG::error("vertex compilation failed");
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printShaderLog(fShader);
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}
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GLuint vfProgram = glCreateProgram();
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glAttachShader(vfProgram, vShader);
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glAttachShader(vfProgram, fShader);
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glLinkProgram(vfProgram);
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GLint linked;
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checkOpenGLError();
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glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
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if (linked != 1) {
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LOG::error("linking failed");
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printProgramInfo(vfProgram);
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}
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return vfProgram;
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}
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void init(GLFWwindow* window) {
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renderingProgram = createShaderProgram();
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cubLocX = 0.0f;
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cubLocY = -2.0f;
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cubLocZ = 0.0f;
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pyLocX = 0.0f;
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pyLocY = -2.0f;
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pyLocZ = -20.0f;
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cameraInit();
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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glViewport(0, 0, width, height);
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pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
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pyrTexture = loadTexture("assets/texture/block/grass_block/top.png");
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setupVertices();
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}
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void window_reshape_callback(GLFWwindow* window, int newWidth, int newHeight) {
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glfwGetFramebufferSize(window, &width, &height);
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aspect = (float)width / (float)height;
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glViewport(0, 0, width, height);
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pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
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}
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void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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updateCursorPositionCamera(xpos, ypos);
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}
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void display(GLFWwindow* window, double currentTime) {
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updateMoveCamera();
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUseProgram(renderingProgram);
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mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
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projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
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/*
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cameraX += inc;
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if (cameraX > 1.0f) {
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inc = -inc;
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}
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if (cameraX < -1.0f) {
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inc = -inc;
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}
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*/
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glBindVertexArray(vao[0]);
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//sMat = glm::scale(glm::mat4(1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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mMat = glm::translate(glm::mat4(1.0f), glm::vec3(pyLocX, pyLocY, pyLocZ));
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vMat = getCameraLookAt();
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mvMat = vMat * mMat;
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glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc, 1 ,GL_FALSE, glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, pyrTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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//glPointSize(30.0f);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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switch(key) {
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case GLFW_KEY_ESCAPE:
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if (action == GLFW_PRESS) {
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if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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break;
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}
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updateCameraKey(key, action);
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}
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int main() {
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if (!glfwInit()) {
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LOG::error("glfwinit fail");
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exit(EXIT_FAILURE);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Cubed", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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LOG::error("Failed to initialize glad");
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return -1;
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}
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LOG::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor);
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LOG::info("Renderer: {}", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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glfwSwapInterval(1);
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glfwSetWindowSizeCallback(window, window_reshape_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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init(window);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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while(!glfwWindowShouldClose(window)) {
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display(window, glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
|
||||
|
||||
|
||||
12
src/shaders/fShader.glsl
Normal file
12
src/shaders/fShader.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 430
|
||||
|
||||
in vec2 tc;
|
||||
in vec4 varyingColor;
|
||||
out vec4 color;
|
||||
|
||||
layout (binding = 0) uniform sampler2D samp;
|
||||
|
||||
void main(void) {
|
||||
color = texture(samp, tc);
|
||||
//color = varyingColor;
|
||||
}
|
||||
63
src/shaders/vShader.glsl
Normal file
63
src/shaders/vShader.glsl
Normal file
@@ -0,0 +1,63 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
out vec2 tc;
|
||||
|
||||
|
||||
mat4 buildRotateX(float rad);
|
||||
mat4 buildRotateY(float rad);
|
||||
mat4 buildRotateZ(float rad);
|
||||
mat4 buildTranslate(float x, float y, float z);
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
out vec4 varyingColor;
|
||||
|
||||
layout (binding = 0) uniform sampler2D samp;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
|
||||
tc = texCoord;
|
||||
varyingColor = vec4(pos, 1.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
|
||||
}
|
||||
|
||||
mat4 buildTranslate(float x, float y, float z) {
|
||||
mat4 trans = mat4(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
x, y, z, 1.0
|
||||
);
|
||||
return trans;
|
||||
}
|
||||
|
||||
mat4 buildRotateX(float rad) {
|
||||
mat4 xrot = mat4(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, cos(rad), -sin(rad), 0.0,
|
||||
0.0, sin(rad), cos(rad), 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return xrot;
|
||||
}
|
||||
|
||||
mat4 buildRotateY(float rad) {
|
||||
mat4 yrot = mat4(
|
||||
cos(rad), 0.0, sin(rad), 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
-sin(rad), 0.0, cos(rad), 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return yrot;
|
||||
}
|
||||
|
||||
mat4 buildRotateZ(float rad) {
|
||||
mat4 zrot = mat4(
|
||||
cos(rad), -sin(rad), 0.0, 0.0,
|
||||
sin(rad), cos(rad), 0.0, 0.0,
|
||||
0.0, 0.0,1.0 , 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return zrot;
|
||||
}
|
||||
6
src/tools/log.cpp
Normal file
6
src/tools/log.cpp
Normal file
@@ -0,0 +1,6 @@
|
||||
#include <Cubed/tools/log.hpp>
|
||||
|
||||
namespace LOG {
|
||||
|
||||
|
||||
}
|
||||
72
src/tools/shader_tools.cpp
Normal file
72
src/tools/shader_tools.cpp
Normal file
@@ -0,0 +1,72 @@
|
||||
#include <Cubed/tools/shader_tools.hpp>
|
||||
#include <Cubed/tools/log.hpp>
|
||||
|
||||
|
||||
|
||||
void printShaderLog(GLuint shader) {
|
||||
int len = 0;
|
||||
int chWritten = 0;
|
||||
char *log;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
|
||||
if (len > 0) {
|
||||
log = (char*)malloc(len);
|
||||
glGetShaderInfoLog(shader, len, &chWritten, log);
|
||||
LOG::info("Shader Info Log: {}", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void printProgramInfo(int prog) {
|
||||
int len = 0;
|
||||
int chWritten = 0;
|
||||
char *log;
|
||||
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
|
||||
if (len > 0) {
|
||||
log = (char*)malloc(len);
|
||||
glGetProgramInfoLog(prog, len, &chWritten, log);
|
||||
LOG::info("Program Info Log: {}", log);
|
||||
free(log);
|
||||
}
|
||||
}
|
||||
|
||||
bool checkOpenGLError() {
|
||||
bool foundError = false;
|
||||
int glErr = glGetError();
|
||||
while (glErr != GL_NO_ERROR) {
|
||||
LOG::error("glEorr: {}", glErr);
|
||||
foundError = true;
|
||||
glErr = glGetError();
|
||||
}
|
||||
|
||||
return foundError;
|
||||
}
|
||||
|
||||
|
||||
std::string readShaderSource(const char* filePath) {
|
||||
std::string content;
|
||||
std::ifstream fileStream(filePath, std::ios::in);
|
||||
|
||||
if (!fileStream.is_open()) {
|
||||
LOG::error("file not exist");
|
||||
}
|
||||
|
||||
std::string line = "";
|
||||
while (!fileStream.eof()) {
|
||||
|
||||
getline(fileStream, line);
|
||||
content.append(line + "\n");
|
||||
}
|
||||
fileStream.close();
|
||||
return content;
|
||||
}
|
||||
|
||||
GLuint loadTexture(const char* texImagePath) {
|
||||
GLuint textureID;
|
||||
textureID = SOIL_load_OGL_texture(texImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
|
||||
if (textureID == 0) {
|
||||
LOG::error("could not find texture file");
|
||||
}
|
||||
return textureID;
|
||||
}
|
||||
Reference in New Issue
Block a user