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

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@@ -0,0 +1,49 @@
#ifndef FILESYSTEM_H
#define FILESYSTEM_H
#include <string>
class FileSystem
{
private:
typedef std::string (*Builder) (const std::string& path);
public:
static std::string getPath(const std::string& path)
{
static std::string(*pathBuilder)(std::string const &) = getPathBuilder();
return (*pathBuilder)(path);
}
private:
static std::string const & getRoot()
{
static char const * givenRoot {getenv("LOGL_ROOT_PATH")};
static std::string root {givenRoot != nullptr ? givenRoot : ""};
return root;
}
//static std::string(*foo (std::string const &)) getPathBuilder()
static Builder getPathBuilder()
{
if (getRoot() != "")
return &FileSystem::getPathRelativeRoot;
else
return &FileSystem::getPathRelativeBinary;
}
static std::string getPathRelativeRoot(const std::string& path)
{
return getRoot() + std::string("/") + path;
}
static std::string getPathRelativeBinary(const std::string& path)
{
return "../../../" + path;
}
};
// FILESYSTEM_H
#endif

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@@ -31,7 +31,7 @@ public:
/* Functions */ /* Functions */
// Constructor, expects a filepath to a 3D model. // Constructor, expects a filepath to a 3D model.
Model(GLchar* path, bool gamma = false) : gammaCorrection(gamma) Model(string const & path, bool gamma = false) : gammaCorrection(gamma)
{ {
this->loadModel(path); this->loadModel(path);
} }

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@@ -12,7 +12,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -105,7 +105,9 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
int width, height; int width, height;
unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);
@@ -122,7 +124,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);

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@@ -16,7 +16,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -109,7 +109,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
int width, height; int width, height;
unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB); unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);
@@ -126,7 +126,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);

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@@ -16,7 +16,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -150,7 +150,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
int width, height; int width, height;
unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB); unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);
@@ -167,7 +167,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);

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@@ -19,6 +19,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; GLuint screenWidth = 800, screenHeight = 600;
@@ -162,7 +163,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
int width, height; int width, height;
unsigned char* image = SOIL_load_image("../../../resources/textures/container.jpg", &width, &height, 0, SOIL_LOAD_RGB); unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);
@@ -177,7 +178,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load, create texture and generate mipmaps // Load, create texture and generate mipmaps
image = SOIL_load_image("../../../resources/textures/awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image); SOIL_free_image_data(image);

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@@ -18,7 +18,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/camera.h> #include <learnopengl/camera.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -163,7 +163,7 @@ int main()
int width, height; int width, height;
unsigned char* image; unsigned char* image;
// Diffuse map // Diffuse map
image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
@@ -173,7 +173,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
// Specular map // Specular map
image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, specularMap); glBindTexture(GL_TEXTURE_2D, specularMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);

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@@ -18,7 +18,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/camera.h> #include <learnopengl/camera.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -176,7 +176,7 @@ int main()
int width, height; int width, height;
unsigned char* image; unsigned char* image;
// Diffuse map // Diffuse map
image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
@@ -186,7 +186,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
// Specular map // Specular map
image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, specularMap); glBindTexture(GL_TEXTURE_2D, specularMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);

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@@ -18,7 +18,7 @@
// Other includes // Other includes
#include <learnopengl/shader.h> #include <learnopengl/shader.h>
#include <learnopengl/camera.h> #include <learnopengl/camera.h>
#include <learnopengl/filesystem.h>
// Function prototypes // Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
@@ -183,7 +183,7 @@ int main()
int width, height; int width, height;
unsigned char* image; unsigned char* image;
// Diffuse map // Diffuse map
image = SOIL_load_image("../../../resources/textures/container2.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, diffuseMap); glBindTexture(GL_TEXTURE_2D, diffuseMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
@@ -193,7 +193,7 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
// Specular map // Specular map
image = SOIL_load_image("../../../resources/textures/container2_specular.png", &width, &height, 0, SOIL_LOAD_RGB); image = SOIL_load_image(FileSystem::getPath("resources/textures/container2_specular.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, specularMap); glBindTexture(GL_TEXTURE_2D, specularMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);

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@@ -20,6 +20,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; GLuint screenWidth = 800, screenHeight = 600;
@@ -74,7 +75,7 @@ int main()
Shader shader("shader.vs", "shader.frag"); Shader shader("shader.vs", "shader.frag");
// Load models // Load models
Model ourModel("../../../resources/objects/nanosuit/nanosuit.obj"); Model ourModel(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
// Draw in wireframe // Draw in wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

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@@ -19,6 +19,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -156,8 +157,8 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
#pragma endregion #pragma endregion
// Game loop // Game loop
@@ -213,7 +214,7 @@ int main()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

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@@ -15,6 +15,8 @@
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; GLuint screenWidth = 800, screenHeight = 600;
@@ -67,8 +69,8 @@ int main()
Shader instanceShader("instanced_asteroids.vs", "instanced_asteroids.frag"); Shader instanceShader("instanced_asteroids.vs", "instanced_asteroids.frag");
// Load models // Load models
Model rock("../../../resources/objects/rock/rock.obj"); Model rock(FileSystem::getPath("resources/objects/rock/rock.obj").c_str());
Model planet("../../../resources/objects/planet/planet.obj"); Model planet(FileSystem::getPath("resources/objects/planet/planet.obj").c_str());
// Set projection matrix // Set projection matrix
glm::mat4 projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 1.0f, 10000.0f); glm::mat4 projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 1.0f, 10000.0f);

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@@ -19,6 +19,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -160,8 +161,8 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
#pragma endregion #pragma endregion
// Game loop // Game loop
@@ -260,7 +261,7 @@ void DrawScene()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

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@@ -19,6 +19,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path, GLboolean alpha = false); GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -177,9 +178,9 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
GLuint transparentTexture = loadTexture("../../../resources/textures/grass.png", true); GLuint transparentTexture = loadTexture(FileSystem::getPath("resources/textures/grass.png").c_str(), true);
#pragma endregion #pragma endregion
std::vector<glm::vec3> vegetation; 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 // 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). // 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. // 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 //Generate texture ID and load texture data
GLuint textureID; GLuint textureID;

View File

@@ -20,6 +20,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path, GLboolean alpha = false); GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -180,9 +181,9 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
GLuint transparentTexture = loadTexture("../../../resources/textures/window.png", true); GLuint transparentTexture = loadTexture(FileSystem::getPath("resources/textures/window.png").c_str(), true);
#pragma endregion #pragma endregion
std::vector<glm::vec3> windows; 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 // 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). // 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. // 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 //Generate texture ID and load texture data
GLuint textureID; GLuint textureID;

View File

@@ -21,6 +21,7 @@ using namespace std;
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path, GLboolean alpha = false); GLuint loadTexture(GLchar const * path, GLboolean alpha = false);
GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil); GLuint generateAttachmentTexture(GLboolean depth, GLboolean stencil);
// Camera // Camera
@@ -182,8 +183,8 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/container.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/container.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
#pragma endregion #pragma endregion
// Framebuffers // Framebuffers
@@ -291,7 +292,7 @@ int main()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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 //Generate texture ID and load texture data
GLuint textureID; GLuint textureID;

View File

@@ -21,6 +21,7 @@ using namespace std;
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
GLuint screenWidth = 800, screenHeight = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
GLuint loadCubemap(std::vector<const GLchar*> faces); GLuint loadCubemap(std::vector<const GLchar*> faces);
// Camera // Camera
@@ -198,12 +199,12 @@ int main()
// Cubemap (Skybox) // Cubemap (Skybox)
std::vector<const GLchar*> faces; std::vector<const GLchar*> faces;
faces.push_back("../../../resources/textures/skybox/right.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg").c_str());
faces.push_back("../../../resources/textures/skybox/left.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg").c_str());
faces.push_back("../../../resources/textures/skybox/top.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg").c_str());
faces.push_back("../../../resources/textures/skybox/bottom.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg").c_str());
faces.push_back("../../../resources/textures/skybox/back.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg").c_str());
faces.push_back("../../../resources/textures/skybox/front.jpg"); faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg").c_str());
GLuint skyboxTexture = loadCubemap(faces); GLuint skyboxTexture = loadCubemap(faces);
// Draw as wireframe // 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 // 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). // 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. // 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; GLuint textureID;

View File

@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); 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); glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
// Load textures // Load textures
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
// Game loop // Game loop
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
@@ -147,7 +148,7 @@ int main()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

View File

@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path, bool gammaCorrection); GLuint loadTexture(GLchar const * path, bool gammaCorrection);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -112,8 +113,8 @@ int main()
}; };
// Load textures // Load textures
GLuint floorTexture = loadTexture("../../../resources/textures/wood.png", false); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), false);
GLuint floorTextureGammaCorrected = loadTexture("../../../resources/textures/wood.png", true); GLuint floorTextureGammaCorrected = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str(), true);
// Game loop // Game loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
@@ -161,7 +162,7 @@ int main()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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 // Generate texture ID and load texture data
GLuint textureID; GLuint textureID;

View File

@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderScene(Shader &shader); void RenderScene(Shader &shader);
void RenderCube(); void RenderCube();
void RenderQuad(); void RenderQuad();
@@ -114,7 +115,7 @@ int main()
glm::vec3 lightPos(-2.0f, 4.0f, -1.0f); glm::vec3 lightPos(-2.0f, 4.0f, -1.0f);
// Load textures // Load textures
woodTexture = loadTexture("../../../resources/textures/wood.png"); woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
// Configure depth map FBO // Configure depth map FBO
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@@ -345,7 +346,7 @@ void RenderCube()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

View File

@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderScene(Shader &shader); void RenderScene(Shader &shader);
void RenderCube(); void RenderCube();
void RenderQuad(); void RenderQuad();
@@ -89,7 +90,7 @@ int main()
glm::vec3 lightPos(0.0f, 0.0f, 0.0f); glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
// Load textures // Load textures
woodTexture = loadTexture("../../../resources/textures/wood.png"); woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
// Configure depth map FBO // Configure depth map FBO
const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; 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 // 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). // 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. // 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; GLuint textureID;

View File

@@ -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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
// Camera // Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
@@ -156,8 +156,8 @@ int main()
glBindVertexArray(0); glBindVertexArray(0);
// Load textures // Load textures
GLuint cubeTexture = loadTexture("../../../resources/textures/marble.jpg"); GLuint cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
GLuint floorTexture = loadTexture("../../../resources/textures/metal.png"); GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());
#pragma endregion #pragma endregion
// Game loop // Game loop
@@ -213,7 +213,7 @@ int main()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

View File

@@ -20,6 +20,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderQuad(); void RenderQuad();
// Camera // Camera
@@ -73,8 +74,8 @@ int main()
Shader shader("normal_mapping.vs", "normal_mapping.frag"); Shader shader("normal_mapping.vs", "normal_mapping.frag");
// Load textures // Load textures
GLuint diffuseMap = loadTexture("../../../resources/textures/brickwall.jpg"); GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/brickwall.jpg").c_str());
GLuint normalMap = loadTexture("../../../resources/textures/brickwall_normal.jpg"); GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/brickwall_normal.jpg").c_str());
// Set texture units // Set texture units
shader.Use(); shader.Use();
@@ -229,7 +230,7 @@ void RenderQuad()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

View File

@@ -20,6 +20,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderQuad(); void RenderQuad();
// Camera // Camera
@@ -76,12 +77,12 @@ int main()
Shader shader("parallax_mapping.vs", "parallax_mapping.frag"); Shader shader("parallax_mapping.vs", "parallax_mapping.frag");
// Load textures // Load textures
GLuint diffuseMap = loadTexture("../../../resources/textures/bricks2.jpg"); GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/bricks2.jpg").c_str());
GLuint normalMap = loadTexture("../../../resources/textures/bricks2_normal.jpg"); GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_normal.jpg").c_str());
GLuint heightMap = loadTexture("../../../resources/textures/bricks2_disp.jpg"); GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/bricks2_disp.jpg").c_str());
//GLuint diffuseMap = loadTexture("../../../resources/textures/wood.png"); //GLuint diffuseMap = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str();
//GLuint normalMap = loadTexture("../../../resources/textures/toy_box_normal.png"); //GLuint normalMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_normal.png").c_str());
//GLuint heightMap = loadTexture("../../../resources/textures/toy_box_disp.png"); //GLuint heightMap = loadTexture(FileSystem::getPath("resources/textures/toy_box_disp.png").c_str());
// Set texture units // Set texture units
shader.Use(); shader.Use();
@@ -241,7 +242,7 @@ void RenderQuad()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

View File

@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderScene(Shader &shader); void RenderScene(Shader &shader);
void RenderCube(); void RenderCube();
void RenderQuad(); void RenderQuad();
@@ -94,7 +95,7 @@ int main()
lightColors.push_back(glm::vec3(0.0f, 0.1f, 0.0f)); lightColors.push_back(glm::vec3(0.0f, 0.1f, 0.0f));
// Load textures // 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 // Set up floating point framebuffer to render scene to
GLuint hdrFBO; GLuint hdrFBO;
@@ -288,7 +289,7 @@ void RenderCube()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

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@@ -16,6 +16,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderScene(Shader &shader); void RenderScene(Shader &shader);
void RenderCube(); void RenderCube();
void RenderQuad(); void RenderQuad();
@@ -98,8 +99,8 @@ int main()
lightColors.push_back(glm::vec3(0.0f, 1.5f, 0.0f)); lightColors.push_back(glm::vec3(0.0f, 1.5f, 0.0f));
// Load textures // Load textures
GLuint woodTexture = loadTexture("../../../resources/textures/wood.png"); GLuint woodTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
GLuint containerTexture = loadTexture("../../../resources/textures/container2.png"); GLuint containerTexture = loadTexture(FileSystem::getPath("resources/textures/container2.png").c_str());
// Set up floating point framebuffer to render scene to // Set up floating point framebuffer to render scene to
GLuint hdrFBO; GLuint hdrFBO;
@@ -386,7 +387,7 @@ void RenderCube()
// This function loads a texture from file. Note: texture loading functions like these are usually // 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). // 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. // 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; GLuint textureID;

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@@ -17,6 +17,7 @@
// Other Libs // Other Libs
#include <SOIL.h> #include <SOIL.h>
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; 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 scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos); void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement(); void Do_Movement();
GLuint loadTexture(GLchar* path); GLuint loadTexture(GLchar const * path);
void RenderCube(); void RenderCube();
void RenderQuad(); void RenderQuad();
@@ -84,7 +85,7 @@ int main()
glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2); glUniform1i(glGetUniformLocation(shaderLightingPass.Program, "gAlbedoSpec"), 2);
// Models // Models
Model cyborg("../../../resources/objects/nanosuit/nanosuit.obj"); Model cyborg(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
std::vector<glm::vec3> objectPositions; std::vector<glm::vec3> objectPositions;
objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0)); objectPositions.push_back(glm::vec3(-3.0, -3.0, -3.0));
objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0)); objectPositions.push_back(glm::vec3(0.0, -3.0, -3.0));
@@ -219,7 +220,7 @@ int main()
// Then calculate radius of light volume/sphere // Then calculate radius of light volume/sphere
const GLfloat lightThreshold = 5.0; // 5 / 256 const GLfloat lightThreshold = 5.0; // 5 / 256
const GLfloat maxBrightness = std::fmaxf(std::fmaxf(lightColors[i].r, lightColors[i].g), lightColors[i].b); 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); glUniform1f(glGetUniformLocation(shaderLightingPass.Program, ("lights[" + std::to_string(i) + "].Radius").c_str()), radius);
} }
glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]); glUniform3fv(glGetUniformLocation(shaderLightingPass.Program, "viewPos"), 1, &camera.Position[0]);

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@@ -19,6 +19,7 @@
#include <SOIL.h> #include <SOIL.h>
#include <random> // necessary for generation of random floats (for sample kernel and noise texture) #include <random> // necessary for generation of random floats (for sample kernel and noise texture)
#include <learnopengl/filesystem.h>
// Properties // Properties
const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600; const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
@@ -96,7 +97,7 @@ int main()
glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2); glUniform1i(glGetUniformLocation(shaderSSAO.Program, "texNoise"), 2);
// Objects // Objects
Model nanosuit("../../../resources/objects/nanosuit/nanosuit.obj"); Model nanosuit(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj").c_str());
// Lights // Lights
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0); glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);