mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add outline for block that is looked
This commit is contained in:
@@ -56,19 +56,19 @@ add_executable(${PROJECT_NAME}
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src/tools/log.cpp
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)
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
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target_compile_options(${PROJECT_NAME} PRIVATE
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-fsanitize=address
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-fno-omit-frame-pointer
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-g
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)
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target_link_options(${PROJECT_NAME} PRIVATE
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-fsanitize=address
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)
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endif()
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#if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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# message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
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#
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# target_compile_options(${PROJECT_NAME} PRIVATE
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# -fsanitize=address
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# -fno-omit-frame-pointer
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# -g
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# )
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#
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# target_link_options(${PROJECT_NAME} PRIVATE
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# -fsanitize=address
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# )
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#endif()
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target_include_directories(${PROJECT_NAME} PUBLIC ${INCLUDE_DIR})
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BIN
assets/texture/status/0.png
Normal file
BIN
assets/texture/status/0.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 105 B |
@@ -5,7 +5,7 @@ constexpr int WORLD_SIZE_Y = 16;
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constexpr int MAX_BLOCK_NUM = 2;
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constexpr int CHUCK_SIZE = 16;
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constexpr int DISTANCE = 8;
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constexpr int MAX_BLOCK_STATUS = 1;
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constexpr float VERTICES_POS[6][6][3] = {
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// ===== front (z = +1) =====
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@@ -61,3 +61,20 @@ constexpr float TEX_COORDS[6][6][2] = {
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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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constexpr float CUBE_VER[24] = {
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-0.5, -0.5, -0.5,
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0.5, -0.5, -0.5,
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0.5, 0.5, -0.5,
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-0.5, 0.5, -0.5,
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-0.5, -0.5, 0.5,
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0.5, -0.5, 0.5,
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0.5, 0.5, 0.5,
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-0.5, 0.5, 0.5
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};
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constexpr int OUTLINE_CUBE_INDICES[24] = {
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0,1, 1,2, 2,3, 3,0,
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4,5, 5,6, 6,7, 7,4,
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0,4, 1,5, 2,6, 3,7
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};
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@@ -31,11 +31,12 @@ private:
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MoveState m_move_state;
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std::string m_name;
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const World& m_world;
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World& m_world;
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bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, float distance = 4.0f);
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public:
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Player(const World& world, const std::string& name);
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Player(World& world, const std::string& name);
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~Player();
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const glm::vec3& get_front() const;
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const glm::vec3& get_player_pos() const;
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@@ -8,6 +8,7 @@ class Player;
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class World {
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private:
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BlockRenderData m_block_render_data;
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glm::ivec3 last_block_pos = glm::ivec3(0, 0, 0);
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std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
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std::unordered_map<std::size_t, Player> m_players;
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public:
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@@ -16,8 +17,11 @@ public:
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~World();
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const BlockRenderData& get_block_render_data(int x, int y ,int z);
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const glm::ivec3& get_last_block_pos() const;
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Player& get_player(const std::string& name);
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void init_world();
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bool is_block(const glm::ivec3& block_pos) const;
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void mark_looked_block(const glm::ivec3& block_pos);
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void render();
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void update(float delta_time);
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@@ -7,7 +7,8 @@
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class TextureManager {
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private:
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GLuint m_texture_array;
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GLuint m_block_status_array;
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void load_block_status(int status_id);
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void load_block_texture(unsigned block_id);
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public:
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@@ -15,7 +16,9 @@ public:
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~TextureManager();
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void delet_texture();
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GLuint get_block_status_array();
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GLuint get_texture_array();
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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};
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@@ -5,10 +5,11 @@
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#include <string>
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namespace Shader {
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GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path);
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void print_shader_log(GLuint shader);
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void print_program_info(int prog);
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bool check_opengl_error();
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std::string read_shader_source(const char* file_path);
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std::string read_shader_source(const std::string& file_path);
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void delete_image_data(unsigned char* data);
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unsigned char* load_image_data(const std::string& tex_image_path);
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@@ -1,8 +1,10 @@
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/tools/log.hpp>
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#include <GLFW/glfw3.h>
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#include <Cubed/gameplay/player.hpp>
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Player::Player(const World& world, const std::string& name) :
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Player::Player(World& world, const std::string& name) :
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m_world(world),
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m_name(name)
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{
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@@ -23,6 +25,20 @@ const MoveState& Player::get_move_state() const {
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return m_move_state;
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}
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bool Player::ray_cast(const glm::vec3& start, const glm::vec3& dir,glm::ivec3& block_pos, float distance) {
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float step = 0.1f;
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glm::ivec3 cur = glm::floor(start);
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for (float t = 0.0f; t < distance; t += step) {
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glm::vec3 point = start + dir * t;
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block_pos = glm::floor(point);
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if (m_world.is_block(block_pos)) {
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return true;
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}
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}
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return false;
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}
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void Player::set_player_pos(const glm::vec3& pos) {
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m_player_pos = pos;
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}
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@@ -49,6 +65,11 @@ void Player::update(float delta_time) {
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if (m_move_state.down) {
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m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
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}
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// calculate the block that is looked
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glm::ivec3 block_pos;
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if(ray_cast(glm::vec3(m_player_pos.x + 0.5f, (m_player_pos.y + 1.0f), m_player_pos.z + 0.5f), m_front, block_pos)) {
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m_world.mark_looked_block(block_pos);
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}
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}
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@@ -11,7 +11,7 @@ World::~World() {
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}
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const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
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static int chunk_x, chunk_z;
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int chunk_x, chunk_z;
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if (world_x < 0) {
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chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
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}
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@@ -211,6 +211,10 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
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return m_block_render_data;
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}
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const glm::ivec3& World::get_last_block_pos() const {
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return last_block_pos;
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}
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Player& World::get_player(const std::string& name){
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auto it = m_players.find(HASH::str(name));
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if (it == m_players.end()) {
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@@ -251,6 +255,13 @@ void World::init_world() {
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m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
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}
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void World::mark_looked_block(const glm::ivec3& block_pos) {
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if (last_block_pos == block_pos) {
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return;
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}
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last_block_pos = block_pos;
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}
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void World::render() {
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for (const auto& chunk_map : m_chunks) {
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const auto& [pos, chunk] = chunk_map;
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@@ -266,7 +277,49 @@ void World::render() {
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glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//LOG::info("Chunk {} {} render finished", pos.x, pos.z);
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}
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}
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bool World::is_block(const glm::ivec3& block_pos) const{
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int chunk_x, chunk_z;
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int world_x, world_y, world_z;
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world_x = block_pos.x;
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world_y = block_pos.y;
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world_z = block_pos.z;
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if (world_x < 0) {
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chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
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}
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if (world_x >= 0) {
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chunk_x = world_x / CHUCK_SIZE;
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}
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if (world_z < 0) {
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chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
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}
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if (world_z >= 0) {
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chunk_z = world_z / CHUCK_SIZE;
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}
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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if (it == m_chunks.end()) {
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return false;
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}
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const auto& chunk_blocks = it->second.get_chunk_blocks();
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int x, y, z;
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y = world_y;
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x = world_x - chunk_x * CHUCK_SIZE;
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z = world_z - chunk_z * CHUCK_SIZE;
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if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= CHUCK_SIZE || z >= CHUCK_SIZE) {
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return false;
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}
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auto id = chunk_blocks[Chunk::get_index(x, y, z)];
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if (id == 0) {
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return false;
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} else {
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return true;
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}
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}
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86
src/main.cpp
86
src/main.cpp
@@ -19,7 +19,7 @@
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constexpr int NUM_VAO = 1;
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GLuint rendering_program;
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GLuint rendering_program, outline_program;
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GLuint vao[NUM_VAO];
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GLuint mv_loc, proj_loc;
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int width ,height;
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@@ -34,67 +34,29 @@ Camera camera;
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TextureManager texture_manager;
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World world;
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GLuint outline_vbo, outline_indices_vbo;
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void setup_vertices(void) {
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glGenVertexArrays(NUM_VAO, vao);
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glBindVertexArray(vao[0]);
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glBindVertexArray(0);
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glGenBuffers(1, &outline_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
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glGenBuffers(1, &outline_indices_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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GLuint create_shader_program() {
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std::string v_shader_str = Shader::read_shader_source("shaders/vShader.glsl");
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std::string f_shader_str = Shader::read_shader_source("shaders/fShader.glsl");
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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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GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
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GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
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GLint vc, fc;
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glShaderSource(v_shader, 1, &v_shader_source, NULL);
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glShaderSource(f_shader, 1, &f_shader_source, NULL);
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glCompileShader(v_shader);
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Shader::check_opengl_error();
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glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
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if (vc != 1) {
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LOG::error("vertex compilation failed");
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Shader::print_shader_log(v_shader);
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}
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glCompileShader(f_shader);
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Shader::check_opengl_error();
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glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
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if (fc != 1) {
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LOG::error("vertex compilation failed");
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Shader::print_shader_log(f_shader);
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}
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GLuint vf_program = glCreateProgram();
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glAttachShader(vf_program, v_shader);
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glAttachShader(vf_program, f_shader);
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glLinkProgram(vf_program);
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GLint linked;
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Shader::check_opengl_error();
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glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
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if (linked != 1) {
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LOG::error("linking failed");
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Shader::print_program_info(vf_program);
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}
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glDeleteShader(v_shader);
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glDeleteShader(f_shader);
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return vf_program;
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}
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void init(GLFWwindow* window) {
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rendering_program = create_shader_program();
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rendering_program = Shader::create_shader_program("shaders/vShader.glsl", "shaders/fShader.glsl");
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outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
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proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
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camera.camera_init(&world.get_player("TestPlayer"));
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glfwGetFramebufferSize(window, &width, &height);
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@@ -145,7 +107,8 @@ void display(GLFWwindow* window, double current_time) {
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glUseProgram(rendering_program);
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glBindVertexArray(vao[0]);
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mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
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proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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@@ -156,6 +119,26 @@ void display(GLFWwindow* window, double current_time) {
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world.render();
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glUseProgram(outline_program);
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mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
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proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(world.get_last_block_pos()));
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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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_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glLineWidth(5.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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||||
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||||
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||||
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}
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@@ -218,9 +201,12 @@ int main() {
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glfwPollEvents();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &outline_vbo);
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glDeleteBuffers(1, &outline_indices_vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, vao);
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glDeleteProgram(rendering_program);
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glDeleteProgram(outline_program);
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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7
src/shaders/outline_f_shader.glsl
Normal file
7
src/shaders/outline_f_shader.glsl
Normal file
@@ -0,0 +1,7 @@
|
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#version 460
|
||||
|
||||
out vec4 frag_color;
|
||||
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||||
void main(void) {
|
||||
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
10
src/shaders/outline_v_shader.glsl
Normal file
10
src/shaders/outline_v_shader.glsl
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec3 vertices_pos;
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
void main(void) {
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||||
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||
}
|
||||
@@ -13,13 +13,32 @@ TextureManager::~TextureManager() {
|
||||
|
||||
void TextureManager::delet_texture() {
|
||||
glDeleteTextures(1, &m_texture_array);
|
||||
glDeleteTextures(1, &m_block_status_array);
|
||||
LOG::info("Successfully delete all texture");
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_block_status_array() {
|
||||
return m_block_status_array;
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_texture_array() {
|
||||
return m_texture_array;
|
||||
}
|
||||
void TextureManager::load_block_status(int id) {
|
||||
|
||||
CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
|
||||
std::string path = "assets/texture/status/" + std::to_string(id) + ".png";
|
||||
unsigned char* image_data = nullptr;
|
||||
image_data = (Shader::load_image_data(path));
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
|
||||
0 ,0, id,
|
||||
16, 16, 1,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data
|
||||
);
|
||||
Shader::delete_image_data(image_data);
|
||||
}
|
||||
void TextureManager::load_block_texture(unsigned id) {
|
||||
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
|
||||
const std::string& name = MapTable::get_name_from_id(id);
|
||||
@@ -27,7 +46,7 @@ void TextureManager::load_block_texture(unsigned id) {
|
||||
if (id == 0) {
|
||||
return;
|
||||
}
|
||||
unsigned char * image_data[6];
|
||||
unsigned char* image_data[6];
|
||||
|
||||
std::string block_texture_path = "assets/texture/block/" + name;
|
||||
image_data[0] = (Shader::load_image_data(block_texture_path + "/front.png"));
|
||||
@@ -87,4 +106,33 @@ void TextureManager::init_texture() {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
||||
}
|
||||
|
||||
glGenTextures(1, &m_block_status_array);
|
||||
Shader::check_opengl_error();
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
Shader::check_opengl_error();
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY,
|
||||
0, GL_RGBA,
|
||||
16, 16,
|
||||
MAX_BLOCK_STATUS,
|
||||
0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr);
|
||||
Shader::check_opengl_error();
|
||||
for (int i = 0; i < MAX_BLOCK_STATUS; i++) {
|
||||
load_block_status(i);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
Shader::check_opengl_error();
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
Shader::check_opengl_error();
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
Shader::check_opengl_error();
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
Shader::check_opengl_error();
|
||||
|
||||
if (max_aniso > 0.0f) {
|
||||
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -7,6 +7,54 @@
|
||||
|
||||
|
||||
namespace Shader {
|
||||
|
||||
GLuint create_shader_program(const std::string& v_shader_path, const std::string& f_shader_path) {
|
||||
std::string v_shader_str = Shader::read_shader_source(v_shader_path);
|
||||
std::string f_shader_str = Shader::read_shader_source(f_shader_path);
|
||||
const char *v_shader_source = v_shader_str.c_str();
|
||||
const char *f_shader_source = f_shader_str.c_str();
|
||||
|
||||
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
GLint vc, fc;
|
||||
glShaderSource(v_shader, 1, &v_shader_source, NULL);
|
||||
glShaderSource(f_shader, 1, &f_shader_source, NULL);
|
||||
glCompileShader(v_shader);
|
||||
Shader::check_opengl_error();
|
||||
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
|
||||
if (vc != 1) {
|
||||
LOG::error("vertex compilation failed");
|
||||
Shader::print_shader_log(v_shader);
|
||||
CUBED_ASSERT(0);
|
||||
}
|
||||
glCompileShader(f_shader);
|
||||
Shader::check_opengl_error();
|
||||
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
|
||||
if (fc != 1) {
|
||||
LOG::error("vertex compilation failed");
|
||||
Shader::print_shader_log(f_shader);
|
||||
CUBED_ASSERT(0);
|
||||
}
|
||||
GLuint vf_program = glCreateProgram();
|
||||
glAttachShader(vf_program, v_shader);
|
||||
glAttachShader(vf_program, f_shader);
|
||||
glLinkProgram(vf_program);
|
||||
|
||||
GLint linked;
|
||||
Shader::check_opengl_error();
|
||||
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
|
||||
if (linked != 1) {
|
||||
LOG::error("linking failed");
|
||||
Shader::print_program_info(vf_program);
|
||||
CUBED_ASSERT(0);
|
||||
}
|
||||
glDeleteShader(v_shader);
|
||||
glDeleteShader(f_shader);
|
||||
return vf_program;
|
||||
}
|
||||
|
||||
|
||||
void print_shader_log(GLuint shader) {
|
||||
int len = 0;
|
||||
int ch_written = 0;
|
||||
@@ -48,7 +96,7 @@ namespace Shader {
|
||||
}
|
||||
|
||||
|
||||
std::string read_shader_source(const char* file_path) {
|
||||
std::string read_shader_source(const std::string& file_path) {
|
||||
std::string content;
|
||||
std::ifstream file_stream(file_path, std::ios::in);
|
||||
|
||||
@@ -71,7 +119,7 @@ namespace Shader {
|
||||
}
|
||||
|
||||
unsigned char* load_image_data(const std::string& tex_image_path) {
|
||||
unsigned char* data;
|
||||
unsigned char* data = nullptr;
|
||||
int width, height, channels;
|
||||
data = SOIL_load_image(tex_image_path.c_str(), &width, &height, &channels, SOIL_LOAD_AUTO);
|
||||
std::string error_info = "Could not load texture " + tex_image_path;
|
||||
|
||||
Reference in New Issue
Block a user