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:
Marin Nilsson
2015-07-30 21:48:41 +02:00
parent eac76c9a50
commit a8a8d11f22
28 changed files with 189 additions and 118 deletions

View File

@@ -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;