Fix 8.3. Tesselation
- CMake: Handle *.tcs and *.tes shader files - avoid directory name “resources”, since it triggers weird behaviour of glfwInit() on mac os (see remarks at https://www.glfw.org/docs/3.3/group__init.html#ga317aac130a235ab08c6db0834907d85e) - shader loader: print exception messages
@@ -179,8 +179,8 @@ set(GUEST_ARTICLES
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8.guest/2021/1.scene/1.scene_graph
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8.guest/2021/1.scene/2.frustum_culling
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8.guest/2021/2.csm
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#8.guest/2021/3.tessellation/terrain_gpu_dist
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#8.guest/2021/3.tessellation/terrain_cpu_src
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8.guest/2021/3.tessellation/terrain_gpu_dist
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8.guest/2021/3.tessellation/terrain_cpu_src
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8.guest/2021/4.dsa
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8.guest/2022/5.computeshader_helloworld
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8.guest/2022/6.physically_based_bloom
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@@ -208,6 +208,8 @@ function(create_project_from_sources chapter demo)
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"src/${chapter}/${demo}/*.cpp"
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"src/${chapter}/${demo}/*.vs"
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"src/${chapter}/${demo}/*.fs"
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"src/${chapter}/${demo}/*.tcs"
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"src/${chapter}/${demo}/*.tes"
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"src/${chapter}/${demo}/*.gs"
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"src/${chapter}/${demo}/*.cs"
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)
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@@ -239,6 +241,8 @@ function(create_project_from_sources chapter demo)
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"src/${chapter}/${demo}/*.vs"
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# "src/${chapter}/${demo}/*.frag"
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"src/${chapter}/${demo}/*.fs"
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"src/${chapter}/${demo}/*.tcs"
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"src/${chapter}/${demo}/*.tes"
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"src/${chapter}/${demo}/*.gs"
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"src/${chapter}/${demo}/*.cs"
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)
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@@ -76,7 +76,8 @@ public:
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << std::endl;
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: "
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<< e.what() << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char * fShaderCode = fragmentCode.c_str();
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Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
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Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
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Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
@@ -90,7 +90,7 @@ int main()
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// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
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stbi_set_flip_vertically_on_load(true);
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int width, height, nrChannels;
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unsigned char *data = stbi_load("resources/heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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unsigned char *data = stbi_load("heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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std::cout << "Loaded heightmap of size " << height << " x " << width << std::endl;
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Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
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Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
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Before Width: | Height: | Size: 2.0 MiB After Width: | Height: | Size: 2.0 MiB |
@@ -103,7 +103,7 @@ int main()
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// load image, create texture and generate mipmaps
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int width, height, nrChannels;
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// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
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unsigned char *data = stbi_load("resources/heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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unsigned char *data = stbi_load("heightmaps/iceland_heightmap.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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