mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Support for out-of-source builds.
Uses environment variable to tell the program where to find resource files. Sharder sources are still search for in the current workind directory.
This commit is contained in:
49
includes/learnopengl/filesystem.h
Normal file
49
includes/learnopengl/filesystem.h
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@@ -0,0 +1,49 @@
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#ifndef FILESYSTEM_H
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#define FILESYSTEM_H
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#include <string>
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class FileSystem
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{
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private:
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typedef std::string (*Builder) (const std::string& path);
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public:
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static std::string getPath(const std::string& path)
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{
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static std::string(*pathBuilder)(std::string const &) = getPathBuilder();
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return (*pathBuilder)(path);
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}
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private:
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static std::string const & getRoot()
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{
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static char const * givenRoot {getenv("LOGL_ROOT_PATH")};
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static std::string root {givenRoot != nullptr ? givenRoot : ""};
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return root;
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}
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//static std::string(*foo (std::string const &)) getPathBuilder()
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static Builder getPathBuilder()
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{
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if (getRoot() != "")
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return &FileSystem::getPathRelativeRoot;
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else
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return &FileSystem::getPathRelativeBinary;
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}
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static std::string getPathRelativeRoot(const std::string& path)
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{
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return getRoot() + std::string("/") + path;
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}
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static std::string getPathRelativeBinary(const std::string& path)
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{
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return "../../../" + path;
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}
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};
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// FILESYSTEM_H
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#endif
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@@ -31,7 +31,7 @@ public:
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/* Functions */
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// Constructor, expects a filepath to a 3D model.
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Model(GLchar* path, bool gamma = false) : gammaCorrection(gamma)
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Model(string const & path, bool gamma = false) : gammaCorrection(gamma)
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{
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this->loadModel(path);
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}
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@@ -12,7 +12,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -105,7 +105,9 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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int width, height;
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unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
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unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -122,7 +124,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -16,7 +16,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -109,7 +109,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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int width, height;
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unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
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unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -126,7 +126,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -16,7 +16,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -150,7 +150,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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int width, height;
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unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
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unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -167,7 +167,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -19,6 +19,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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@@ -162,7 +163,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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int width, height;
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unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
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unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -177,7 +178,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Load, create texture and generate mipmaps
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image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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@@ -18,7 +18,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -163,7 +163,7 @@ int main()
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int width, height;
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unsigned char* image;
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// Diffuse map
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image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -173,7 +173,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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// Specular map
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image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -18,7 +18,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -176,7 +176,7 @@ int main()
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int width, height;
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unsigned char* image;
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// Diffuse map
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image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -186,7 +186,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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// Specular map
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image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -18,7 +18,7 @@
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// Other includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/filesystem.h>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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@@ -183,7 +183,7 @@ int main()
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int width, height;
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unsigned char* image;
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// Diffuse map
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image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, diffuseMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -193,7 +193,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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// Specular map
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image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB);
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image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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glBindTexture(GL_TEXTURE_2D, specularMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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@@ -20,6 +20,7 @@
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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@@ -74,8 +75,8 @@ int main()
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Shader shader("shader.vs", "shader.frag");
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// Load models
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Model ourModel("../../../resources/objects/nanosuit/nanosuit.obj");
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Model ourModel(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
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// Draw in wireframe
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -19,6 +19,7 @@
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||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
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#include <learnopengl/filesystem.h>
|
||||
|
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// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
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@@ -28,7 +29,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
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void Do_Movement();
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GLuint loadTexture(GLchar* path);
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GLuint loadTexture(GLchar const * path);
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
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@@ -156,8 +157,8 @@ int main()
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glBindVertexArray(0);
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// Load textures
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GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
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GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
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GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
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GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
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#pragma endregion
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||||
// Game loop
|
||||
@@ -213,7 +214,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
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GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -15,6 +15,8 @@
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
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#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
|
||||
@@ -67,8 +69,8 @@ int main()
|
||||
Shader instanceShader("instanced_asteroids.vs", "instanced_asteroids.frag");
|
||||
|
||||
// Load models
|
||||
Model rock("../../../resources/objects/rock/rock.obj");
|
||||
Model planet("../../../resources/objects/planet/planet.obj");
|
||||
Model rock(FileSystem::getPath("resources/objects/rock/rock.obj").c_str());
|
||||
Model planet(FileSystem::getPath("resources/objects/planet/planet.obj").c_str());
|
||||
|
||||
// Set projection matrix
|
||||
glm::mat4 projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 1.0f, 10000.0f);
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
@@ -28,7 +29,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -160,8 +161,8 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
||||
#pragma endregion
|
||||
|
||||
// Game loop
|
||||
@@ -260,7 +261,7 @@ void DrawScene()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
@@ -28,7 +29,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -177,9 +178,9 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint transparentTexture = loadTexture("../../../resources/textures/grass.png", true);
|
||||
GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
||||
GLuint transparentTexture = loadTexture(FileSystem::getPath("resources/textures/grass.png").c_str(), true);
|
||||
#pragma endregion
|
||||
|
||||
std::vector<glm::vec3> vegetation;
|
||||
@@ -252,7 +253,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
@@ -29,7 +30,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -180,9 +181,9 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint transparentTexture = loadTexture("../../../resources/textures/window.png", true);
|
||||
GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
||||
GLuint transparentTexture = loadTexture(FileSystem::getPath("resources/textures/window.png").c_str(), true);
|
||||
#pragma endregion
|
||||
|
||||
std::vector<glm::vec3> windows;
|
||||
@@ -263,7 +264,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -21,6 +21,7 @@ using namespace std;
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
@@ -30,7 +31,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
|
||||
GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil);
|
||||
|
||||
// Camera
|
||||
@@ -182,8 +183,8 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/container.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/container.jpg").c_str());
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
||||
#pragma endregion
|
||||
|
||||
// Framebuffers
|
||||
@@ -291,7 +292,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, GLboolean alpha)
|
||||
GLuint loadTexture(GLchar const * path, GLboolean alpha)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -21,6 +21,7 @@ using namespace std;
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
GLuint screenWidth = 800, screenHeight = 600;
|
||||
@@ -30,7 +31,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
GLuint loadCubemap(std::vector<const GLchar*> faces);
|
||||
|
||||
// Camera
|
||||
@@ -198,12 +199,12 @@ int main()
|
||||
|
||||
// Cubemap (Skybox)
|
||||
std::vector<const GLchar*> faces;
|
||||
faces.push_back("../../../resources/textures/skybox/right.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/left.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/top.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/bottom.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/back.jpg");
|
||||
faces.push_back("../../../resources/textures/skybox/front.jpg");
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg").c_str());
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg").c_str());
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg").c_str());
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg").c_str());
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg").c_str());
|
||||
faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg").c_str());
|
||||
GLuint skyboxTexture = loadCubemap(faces);
|
||||
|
||||
// Draw as wireframe
|
||||
@@ -300,7 +301,7 @@ GLuint loadCubemap(std::vector<const GLchar*> faces)
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -100,7 +101,7 @@ int main()
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Load textures
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Game loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
@@ -147,7 +148,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path, bool gammaCorrection);
|
||||
GLuint loadTexture(GLchar const * path, bool gammaCorrection);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -112,8 +113,8 @@ int main()
|
||||
};
|
||||
|
||||
// Load textures
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png", false);
|
||||
GLuint floorTextureGammaCorrected = loadTexture("../../../resources/textures/wood.png", true);
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), false);
|
||||
GLuint floorTextureGammaCorrected = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true);
|
||||
|
||||
// Game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
@@ -161,7 +162,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path, bool gammaCorrection)
|
||||
GLuint loadTexture(GLchar const * path, bool gammaCorrection)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -90,7 +91,7 @@ int main()
|
||||
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f,
|
||||
-25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
|
||||
|
||||
25.0f, -0.5f, 25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 0.0f,
|
||||
25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 25.0f, 25.0f,
|
||||
-25.0f, -0.5f, -25.0f, 0.0f, 1.0f, 0.0f, 0.0f, 25.0f
|
||||
@@ -114,7 +115,7 @@ int main()
|
||||
glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
|
||||
|
||||
// Load textures
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Configure depth map FBO
|
||||
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
@@ -128,7 +129,7 @@ int main()
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
GLfloat borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
||||
@@ -174,7 +175,7 @@ int main()
|
||||
RenderScene(simpleDepthShader);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// 2. Render scene as normal
|
||||
// 2. Render scene as normal
|
||||
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
shader.Use();
|
||||
@@ -201,7 +202,7 @@ int main()
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//RenderQuad(); // uncomment this line to see depth map
|
||||
|
||||
|
||||
|
||||
// Swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
@@ -216,7 +217,7 @@ void RenderScene(Shader &shader)
|
||||
// Floor
|
||||
glm::mat4 model;
|
||||
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
// Cubes
|
||||
@@ -280,7 +281,7 @@ void RenderCube()
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
@@ -301,10 +302,10 @@ void RenderCube()
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
@@ -315,10 +316,10 @@ void RenderCube()
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
@@ -342,12 +343,12 @@ void RenderCube()
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
int width, height;
|
||||
@@ -431,4 +432,4 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -89,7 +90,7 @@ int main()
|
||||
glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Load textures
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Configure depth map FBO
|
||||
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
@@ -300,7 +301,7 @@ void RenderCube()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -28,7 +28,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
|
||||
// Camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
@@ -156,8 +156,8 @@ int main()
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Load textures
|
||||
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg");
|
||||
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png");
|
||||
GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
||||
GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
|
||||
#pragma endregion
|
||||
|
||||
// Game loop
|
||||
@@ -213,7 +213,7 @@ int main()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -29,7 +30,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderQuad();
|
||||
|
||||
// Camera
|
||||
@@ -73,8 +74,8 @@ int main()
|
||||
Shader shader("normal_mapping.vs", "normal_mapping.frag");
|
||||
|
||||
// Load textures
|
||||
GLuint diffuseMap = loadTexture("../../../resources/textures/brickwall.jpg");
|
||||
GLuint normalMap = loadTexture("../../../resources/textures/brickwall_normal.jpg");
|
||||
GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/brickwall.jpg").c_str());
|
||||
GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/brickwall_normal.jpg").c_str());
|
||||
|
||||
// Set texture units
|
||||
shader.Use();
|
||||
@@ -229,7 +230,7 @@ void RenderQuad()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -29,7 +30,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderQuad();
|
||||
|
||||
// Camera
|
||||
@@ -76,12 +77,12 @@ int main()
|
||||
Shader shader("parallax_mapping.vs", "parallax_mapping.frag");
|
||||
|
||||
// Load textures
|
||||
GLuint diffuseMap = loadTexture("../../../resources/textures/bricks2.jpg");
|
||||
GLuint normalMap = loadTexture("../../../resources/textures/bricks2_normal.jpg");
|
||||
GLuint heightMap = loadTexture("../../../resources/textures/bricks2_disp.jpg");
|
||||
//GLuint diffuseMap = loadTexture("../../../resources/textures/wood.png");
|
||||
//GLuint normalMap = loadTexture("../../../resources/textures/toy_box_normal.png");
|
||||
//GLuint heightMap = loadTexture("../../../resources/textures/toy_box_disp.png");
|
||||
GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
|
||||
GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
|
||||
GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
|
||||
//GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str();
|
||||
//GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
|
||||
//GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());
|
||||
|
||||
// Set texture units
|
||||
shader.Use();
|
||||
@@ -241,7 +242,7 @@ void RenderQuad()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
//Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -94,7 +95,7 @@ int main()
|
||||
lightColors.push_back(glm::vec3(0.0f, 0.1f, 0.0f));
|
||||
|
||||
// Load textures
|
||||
woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
|
||||
// Set up floating point framebuffer to render scene to
|
||||
GLuint hdrFBO;
|
||||
@@ -288,7 +289,7 @@ void RenderCube()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -25,7 +26,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderScene(Shader &shader);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
@@ -98,8 +99,8 @@ int main()
|
||||
lightColors.push_back(glm::vec3(0.0f, 1.5f, 0.0f));
|
||||
|
||||
// Load textures
|
||||
GLuint woodTexture = loadTexture("../../../resources/textures/wood.png");
|
||||
GLuint containerTexture = loadTexture("../../../resources/textures/container2.png");
|
||||
GLuint woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
|
||||
GLuint containerTexture = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
|
||||
|
||||
// Set up floating point framebuffer to render scene to
|
||||
GLuint hdrFBO;
|
||||
@@ -386,7 +387,7 @@ void RenderCube()
|
||||
// This function loads a texture from file. Note: texture loading functions like these are usually
|
||||
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
||||
// For learning purposes we'll just define it as a utility function.
|
||||
GLuint loadTexture(GLchar* path)
|
||||
GLuint loadTexture(GLchar const * path)
|
||||
{
|
||||
// Generate texture ID and load texture data
|
||||
GLuint textureID;
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
|
||||
// Other Libs
|
||||
#include <SOIL.h>
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -26,7 +27,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void Do_Movement();
|
||||
GLuint loadTexture(GLchar* path);
|
||||
GLuint loadTexture(GLchar const * path);
|
||||
void RenderCube();
|
||||
void RenderQuad();
|
||||
|
||||
@@ -84,7 +85,7 @@ int main()
|
||||
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
|
||||
|
||||
// Models
|
||||
Model cyborg("../../../resources/objects/nanosuit/nanosuit.obj");
|
||||
Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
||||
std::vector<glm::vec3> objectPositions;
|
||||
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
|
||||
objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
|
||||
@@ -118,7 +119,7 @@ int main()
|
||||
// 3 textures:
|
||||
// 1. Positions (RGB)
|
||||
// 2. Color (RGB) + Specular (A)
|
||||
// 3. Normals (RGB)
|
||||
// 3. Normals (RGB)
|
||||
GLuint gBuffer;
|
||||
glGenFramebuffers(1, &gBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
@@ -144,7 +145,7 @@ int main()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
// - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
|
||||
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, attachments);
|
||||
// - Create and attach depth buffer (renderbuffer)
|
||||
@@ -157,7 +158,7 @@ int main()
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "Framebuffer not complete!" << std::endl;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Game loop
|
||||
@@ -219,7 +220,7 @@ int main()
|
||||
// Then calculate radius of light volume/sphere
|
||||
const GLfloat lightThreshold = 5.0; // 5 / 256
|
||||
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b);
|
||||
GLfloat radius = (-linear + std::sqrtf(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic);
|
||||
GLfloat radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic);
|
||||
glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
|
||||
}
|
||||
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);
|
||||
@@ -298,7 +299,7 @@ void RenderCube()
|
||||
// Back face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,// top-left
|
||||
@@ -319,10 +320,10 @@ void RenderCube()
|
||||
// Right face
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
|
||||
// Bottom face
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
|
||||
@@ -333,10 +334,10 @@ void RenderCube()
|
||||
// Top face
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,// top-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
|
||||
};
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
@@ -434,4 +435,4 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <SOIL.h>
|
||||
|
||||
#include <random> // necessary for generation of random floats (for sample kernel and noise texture)
|
||||
#include <learnopengl/filesystem.h>
|
||||
|
||||
// Properties
|
||||
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
|
||||
@@ -96,7 +97,7 @@ int main()
|
||||
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2);
|
||||
|
||||
// Objects
|
||||
Model nanosuit("../../../resources/objects/nanosuit/nanosuit.obj");
|
||||
Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
|
||||
|
||||
// Lights
|
||||
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
|
||||
|
||||
Reference in New Issue
Block a user