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No commits in common. "010b41d3526c33ebc7866ee84d9bcc3470c96b74" and "085afd2a664f44cdef746ea556b55564460c25fa" have entirely different histories.
010b41d352
...
085afd2a66
27 changed files with 237 additions and 177 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -1,2 +1,2 @@
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|||
cmake-build-*/
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.idea/
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.idea/workspace.xml
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||||
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1
.idea/.name
generated
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1
.idea/.name
generated
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@ -0,0 +1 @@
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|||
perlin-shadows
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13
.idea/codeStyles/Project.xml
generated
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13
.idea/codeStyles/Project.xml
generated
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@ -0,0 +1,13 @@
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|||
<component name="ProjectCodeStyleConfiguration">
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||||
<code_scheme name="Project" version="173">
|
||||
<clangFormatSettings>
|
||||
<option name="ENABLED" value="true" />
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||||
</clangFormatSettings>
|
||||
<editorconfig>
|
||||
<option name="ENABLED" value="false" />
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||||
</editorconfig>
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||||
<codeStyleSettings language="Glsl">
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||||
<option name="SPACE_BEFORE_COLON" value="false" />
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</codeStyleSettings>
|
||||
</code_scheme>
|
||||
</component>
|
5
.idea/codeStyles/codeStyleConfig.xml
generated
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5
.idea/codeStyles/codeStyleConfig.xml
generated
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@ -0,0 +1,5 @@
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<component name="ProjectCodeStyleConfiguration">
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<state>
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<option name="USE_PER_PROJECT_SETTINGS" value="true" />
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</state>
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</component>
|
2
.idea/f.iml
generated
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2
.idea/f.iml
generated
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@ -0,0 +1,2 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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14
.idea/inspectionProfiles/Project_Default.xml
generated
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14
.idea/inspectionProfiles/Project_Default.xml
generated
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@ -0,0 +1,14 @@
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<component name="InspectionProjectProfileManager">
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<profile version="1.0">
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<option name="myName" value="Project Default" />
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<inspection_tool class="PyPep8NamingInspection" enabled="true" level="WEAK WARNING" enabled_by_default="true">
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<option name="ignoredErrors">
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<list>
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||||
<option value="N802" />
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||||
<option value="N803" />
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||||
<option value="N806" />
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</list>
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</option>
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</inspection_tool>
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</profile>
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||||
</component>
|
4
.idea/misc.xml
generated
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4
.idea/misc.xml
generated
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
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</project>
|
8
.idea/modules.xml
generated
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8
.idea/modules.xml
generated
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@ -0,0 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
|
||||
<module fileurl="file://$PROJECT_DIR$/.idea/f.iml" filepath="$PROJECT_DIR$/.idea/f.iml" />
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</modules>
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</component>
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</project>
|
6
.idea/vcs.xml
generated
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6
.idea/vcs.xml
generated
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@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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@ -26,14 +26,3 @@ add_executable(perlin-shadows
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src/renderable.cpp
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src/renderable.h
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)
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file(READ src/phong.vert PHONG_VERT)
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file(READ src/phong.frag PHONG_FRAG)
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configure_file(src/renderer.in.cpp src/renderer.cpp @ONLY)
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file(READ src/shadow.vert SHADOW_VERT)
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file(READ src/shadow.frag SHADOW_FRAG)
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file(READ src/shadow.geom SHADOW_GEOM)
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configure_file(src/point_light.in.h src/point_light.h @ONLY)
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target_include_directories(perlin-shadows PUBLIC "${CMAKE_CURRENT_BINARY_DIR}/src")
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@ -2,6 +2,13 @@
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Generates several tiles of grids containing Perlin noise, and then renders them with shadows.
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## Running
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The shader files (`src/*.{frag,vert,geom}`) are referenced within the code by assuming they are located in the current
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working directory.
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It is therefore necessary to set the CWD when running the program to the `src/` directory, or copy/symlink the files to
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whatever your actual CWD is.
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## Control
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Sample from console output:
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|
|
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@ -5,9 +5,9 @@
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using namespace std;
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void Camera::LoadMatrices(const Shader *shader) const {
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void Camera::LoadMatrices(Shader *shader) const {
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const auto viewMatrix =
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lookAt(position_, position_ + look_vector(), up_vector());
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glm::lookAt(position_, position_ + look_vector(), up_vector());
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if (!shader->CopyDataToUniform(viewMatrix, "view")) {
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cerr << "View matrix not in shader" << endl;
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}
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@ -22,7 +22,5 @@ void Camera::LoadMatrices(const Shader *shader) const {
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cerr << "Camera position not in shader" << endl;
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}
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if (!shader->CopyDataToUniform(kFarPlane, "farPlane")) {
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cerr << "Far plane not in shader" << endl;
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}
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shader->CopyDataToUniform(kFarPlane, "farPlane");
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}
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|
|
27
src/camera.h
27
src/camera.h
|
@ -1,5 +1,6 @@
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#pragma once
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/rotate_vector.hpp>
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@ -13,29 +14,33 @@ class Camera {
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set_aspect(width, height);
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}
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void LoadMatrices(const Shader *shader) const;
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void LoadMatrices(Shader *shader) const;
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void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
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void RelativeMove(const glm::vec3 amount) {
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inline void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
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inline void RelativeMove(const glm::vec3 amount) {
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position_ += amount.x * look_vector() + amount.y * normal_vector() +
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amount.z * up_vector();
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}
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void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
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inline void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
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void set_aspect(const int width, const int height) {
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inline void set_aspect(const int width, const int height) {
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aspect_ = static_cast<float>(width) / static_cast<float>(height);
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}
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const glm::vec3 &getPosition() const { return position_; }
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inline const glm::vec3 &getPosition() const { return position_; }
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private:
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glm::vec3 look_vector() const {
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return rotateZ(rotateY(glm::vec3(1., 0., 0.), rotation_.y), rotation_.z);
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inline glm::vec3 look_vector() const {
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return glm::rotateZ(glm::rotateY(glm::vec3(1., 0., 0.), rotation_.y),
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rotation_.z);
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}
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glm::vec3 up_vector() const {
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return rotateZ(rotateY(glm::vec3(0., 0., 1.), rotation_.y), rotation_.z);
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inline glm::vec3 up_vector() const {
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return glm::rotateZ(glm::rotateY(glm::vec3(0., 0., 1.), rotation_.y),
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rotation_.z);
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}
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inline glm::vec3 normal_vector() const {
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return glm::cross(up_vector(), look_vector());
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}
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glm::vec3 normal_vector() const { return cross(up_vector(), look_vector()); }
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glm::vec3 position_{kGeographyShort / 2,
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kGeographyLong *kGeographyCountLong / 2,
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|
|
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@ -5,7 +5,7 @@
|
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|
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using namespace std;
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int main(const int argc, char *argv[]) {
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int main(int argc, char *argv[]) {
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try {
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Renderer(argc, argv);
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} catch (const runtime_error &error) {
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|
|
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@ -9,10 +9,9 @@
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using namespace std;
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Geography::Geography(const int x, const int y)
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: Renderable(true), x_(x), y_(y) {
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Geography::Geography(int x, int y) : Renderable(true), x_(x), y_(y) {
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Randomize(false);
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model_ = translate(
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model_ = glm::translate(
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glm::identity<glm::mat4>(),
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glm::vec3(x * (kGeographyShort - 1), y * (kGeographyLong - 1), 0));
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}
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|
@ -21,19 +20,19 @@ Geography::~Geography() { CleanUp(); }
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// Sums Perlin noise on a variety of factors, then stores the result in results
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// Note: Frees factors
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void CalculatePerlinNoise(queue<Grid *> *results, const int x, const int y,
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void CalculatePerlinNoise(queue<Grid *> *results, int x, int y,
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vector<size_t> *factors) {
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const auto grid = new Grid();
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auto grid = new Grid();
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for (const auto factor : *factors) {
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const auto noise = Grid::PerlinNoise(x, y, kDetail >> factor);
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*grid += *noise / static_cast<float>(1 << factor);
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(*grid) += (*noise) / static_cast<float>(1 << factor);
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delete noise;
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}
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results->push(grid);
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delete factors;
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}
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void Geography::Randomize(const bool load) {
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void Geography::Randomize(bool load) {
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if (load) {
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CleanUp();
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}
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@ -44,7 +43,7 @@ void Geography::Randomize(const bool load) {
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// Set up one thread for each noise scale
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for (size_t i = 0; i < kMaxThreads; ++i) {
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auto factors = new vector<size_t>();
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for (size_t factor = 0; kDetail >> factor > kMinDetail;
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for (size_t factor = 0; (kDetail >> factor) > kMinDetail;
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factor += kMaxThreads) {
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factors->push_back(factor + i);
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}
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@ -59,7 +58,7 @@ void Geography::Randomize(const bool load) {
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// Add up all noise levels
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while (!results.empty()) {
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const auto grid = results.front();
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auto grid = results.front();
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height_ += *grid;
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delete grid;
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results.pop();
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|
|
|
@ -1,17 +1,19 @@
|
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#pragma once
|
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|
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#include <GL/glew.h>
|
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|
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#include "grid.h"
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#include "renderable.h"
|
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|
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class Geography final : public Renderable {
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class Geography : public Renderable {
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public:
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Geography(int x, int y);
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~Geography() override;
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~Geography();
|
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|
||||
void Randomize(bool);
|
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|
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float min() const { return height_.min(); }
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float max() const { return height_.max(); }
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inline float min() const { return height_.min(); }
|
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inline float max() const { return height_.max(); }
|
||||
|
||||
protected:
|
||||
void SetData() override;
|
||||
|
|
48
src/grid.cpp
48
src/grid.cpp
|
@ -20,7 +20,7 @@ Grid Grid::operator+(const Grid &other) const {
|
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return result;
|
||||
}
|
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|
||||
void Grid::operator+=(const Grid &other) const {
|
||||
void Grid::operator+=(const Grid &other) {
|
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for (size_t i = 0; i < data_->size(); ++i) {
|
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(*data_)[i] += (*other.data_)[i];
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}
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|
@ -30,7 +30,7 @@ Grid Grid::operator-() const { return operator*(-1); }
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|
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Grid Grid::operator-(const Grid &other) const { return operator+(-other); }
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|
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void Grid::operator-=(const Grid &other) const { operator+=(-other); }
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void Grid::operator-=(const Grid &other) { operator+=(-other); }
|
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|
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Grid Grid::operator*(const float val) const {
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Grid result;
|
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|
@ -40,7 +40,7 @@ Grid Grid::operator*(const float val) const {
|
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return result;
|
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}
|
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|
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void Grid::operator*=(const float val) const {
|
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void Grid::operator*=(const float val) {
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for (size_t i = 0; i < data_->size(); ++i) {
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(*data_)[i] *= val;
|
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}
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|
@ -48,7 +48,7 @@ void Grid::operator*=(const float val) const {
|
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|
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Grid Grid::operator/(const float val) const { return operator*(1 / val); }
|
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|
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void Grid::operator/=(const float val) const { operator*=(1 / val); }
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void Grid::operator/=(const float val) { operator*=(1 / val); }
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glm::vec3 Grid::normal_at(const size_t x, const size_t y,
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const float amplification) const {
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|
@ -63,37 +63,36 @@ glm::vec3 Grid::normal_at(const size_t x, const size_t y,
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const auto y_diff =
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glm::vec3(0, static_cast<float>(high_y - low_y),
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amplification * (get(x, high_y) - get(x, low_y)));
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return normalize(cross(x_diff, y_diff));
|
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return glm::normalize(glm::cross(x_diff, y_diff));
|
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}
|
||||
|
||||
// Implementation based on: https://en.wikipedia.org/wiki/Perlin_noise
|
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// Assumes that kGeographyShort and kGeographyLong are equal to 2^n (doesn't
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// have to be the same n)
|
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Grid *Grid::PerlinNoise(const int globalX, const int globalY,
|
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const std::size_t detail) {
|
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const auto grid = new Grid();
|
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Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
|
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auto grid = new Grid();
|
||||
|
||||
// Store the vectors at grid corners as just angles, they're all normalised
|
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const size_t major_width = kGeographyShort / detail + 1;
|
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const size_t major_length = kGeographyLong / detail + 1;
|
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const size_t major_width = (kGeographyShort / detail) + 1;
|
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const size_t major_length = (kGeographyLong / detail) + 1;
|
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const size_t grid_nodes = major_width * major_length;
|
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vector<float> sin_major_angles(grid_nodes);
|
||||
vector<float> cos_major_angles(grid_nodes);
|
||||
|
||||
const auto worldIndexX = (major_width - 1) * globalX;
|
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const auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
|
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auto worldIndexX = (major_width - 1) * globalX;
|
||||
auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
|
||||
(major_length - 1) * globalY;
|
||||
const auto worldIndex = worldIndexX + worldIndexY;
|
||||
const mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
|
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auto worldIndex = worldIndexX + worldIndexY;
|
||||
mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
|
||||
|
||||
// Randomly generates corner vector angles [0, 2pi)
|
||||
for (size_t x = 0; x < major_width; ++x) {
|
||||
for (size_t y = 0; y < major_width; ++y) {
|
||||
const auto relativeWorldIndex =
|
||||
auto relativeWorldIndex =
|
||||
x + ((major_width - 1) * kGeographyCountShort + 1) * y;
|
||||
grid->AngleSeed(gridBaseSeed + relativeWorldIndex);
|
||||
const auto angle = grid->RandomAngle();
|
||||
const auto i = x + major_width * y;
|
||||
auto angle = grid->RandomAngle();
|
||||
auto i = x + major_width * y;
|
||||
sin_major_angles[i] = sin(angle);
|
||||
cos_major_angles[i] = cos(angle);
|
||||
}
|
||||
|
@ -120,8 +119,7 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
|
|||
// Lambda to determine the dot product of the offset vector of the current
|
||||
// point with one of the four grid vectors around the current point
|
||||
const auto dot_major = [=, &cos_major_angles, &sin_major_angles](
|
||||
const bool high_x,
|
||||
const bool high_y) -> float {
|
||||
bool high_x, bool high_y) -> float {
|
||||
const auto major_x = lower_major_x + (high_x ? 1 : 0);
|
||||
const auto major_y = lower_major_y + (high_y ? 1 : 0);
|
||||
const auto sin_major_angle =
|
||||
|
@ -149,12 +147,12 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
|
|||
}
|
||||
|
||||
array<Vertex, kTotalVertices> *Grid::vertices() const {
|
||||
const auto vertices = new array<Vertex, kTotalVertices>();
|
||||
auto vertices = new array<Vertex, kTotalVertices>();
|
||||
for (size_t x = 0; x < kGeographyShort; ++x) {
|
||||
for (size_t y = 0; y < kGeographyLong; ++y) {
|
||||
const auto ind = index(x, y);
|
||||
const glm::vec3 position = {x, y, (*data_)[ind]};
|
||||
const glm::vec3 normal = normal_at(x, y);
|
||||
auto ind = index(x, y);
|
||||
glm::vec3 position = {x, y, (*data_)[ind]};
|
||||
glm::vec3 normal = normal_at(x, y);
|
||||
(*vertices)[ind] = {position, normal};
|
||||
}
|
||||
}
|
||||
|
@ -162,10 +160,10 @@ array<Vertex, kTotalVertices> *Grid::vertices() const {
|
|||
}
|
||||
|
||||
array<unsigned int, kTotalIndices> *Grid::indices() {
|
||||
const auto indices = new array<unsigned int, kTotalIndices>();
|
||||
auto indices = new array<unsigned int, kTotalIndices>();
|
||||
for (size_t x = 0; x < kGeographyShort - 1; ++x) {
|
||||
for (size_t y = 0; y < kGeographyLong - 1; ++y) {
|
||||
const auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
|
||||
auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
|
||||
(*indices)[indexInd] = static_cast<int>(index(x, y));
|
||||
(*indices)[indexInd + 1] = static_cast<int>(index(x, y + 1));
|
||||
(*indices)[indexInd + 2] = static_cast<int>(index(x + 1, y));
|
||||
|
|
27
src/grid.h
27
src/grid.h
|
@ -9,6 +9,7 @@
|
|||
#include <random>
|
||||
|
||||
#include "constants.h"
|
||||
#include "noise_math.h"
|
||||
#include "shader.h"
|
||||
|
||||
constexpr std::size_t index(const std::size_t x, const std::size_t y) {
|
||||
|
@ -17,22 +18,22 @@ constexpr std::size_t index(const std::size_t x, const std::size_t y) {
|
|||
|
||||
class Grid {
|
||||
public:
|
||||
float get(const std::size_t x, const std::size_t y) const {
|
||||
inline float get(const std::size_t x, const std::size_t y) const {
|
||||
return (*data_)[index(x, y)];
|
||||
}
|
||||
void set(const std::size_t x, const std::size_t y, const float value) const {
|
||||
inline void set(const std::size_t x, const std::size_t y, float value) {
|
||||
(*data_)[index(x, y)] = value;
|
||||
}
|
||||
|
||||
Grid operator+(const Grid &) const;
|
||||
void operator+=(const Grid &) const;
|
||||
void operator+=(const Grid &);
|
||||
Grid operator-() const;
|
||||
Grid operator-(const Grid &) const;
|
||||
void operator-=(const Grid &) const;
|
||||
void operator-=(const Grid &);
|
||||
Grid operator*(float) const;
|
||||
void operator*=(float) const;
|
||||
void operator*=(float);
|
||||
Grid operator/(float) const;
|
||||
void operator/=(float) const;
|
||||
void operator/=(float);
|
||||
|
||||
glm::vec3 normal_at(std::size_t, std::size_t, float = 1.) const;
|
||||
|
||||
|
@ -40,10 +41,14 @@ class Grid {
|
|||
|
||||
std::array<Vertex, kTotalVertices> *vertices() const;
|
||||
static std::array<unsigned int, kTotalIndices> *indices();
|
||||
static void RandomizeBase() { base_random_ = device_() << 4; }
|
||||
static inline void RandomizeBase() { base_random_ = device_() << 4; }
|
||||
|
||||
float min() const { return *std::min_element(data_->begin(), data_->end()); }
|
||||
float max() const { return *std::max_element(data_->begin(), data_->end()); }
|
||||
inline float min() const {
|
||||
return *std::min_element(data_->begin(), data_->end());
|
||||
}
|
||||
inline float max() const {
|
||||
return *std::max_element(data_->begin(), data_->end());
|
||||
}
|
||||
|
||||
private:
|
||||
std::unique_ptr<std::array<float, kGeographyShort * kGeographyLong>> data_{
|
||||
|
@ -54,6 +59,6 @@ class Grid {
|
|||
std::uniform_real_distribution<float> dist_{0, glm::two_pi<float>()};
|
||||
static std::mt19937::result_type base_random_;
|
||||
|
||||
float RandomAngle() { return dist_(engine_); }
|
||||
void AngleSeed(const std::mt19937::result_type seed) { engine_.seed(seed); }
|
||||
inline float RandomAngle() { return dist_(engine_); }
|
||||
inline void AngleSeed(std::mt19937::result_type seed) { engine_.seed(seed); }
|
||||
};
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
// Based on Ken Perlin's smoother step function:
|
||||
// https://en.wikipedia.org/wiki/Smoothstep#Variations Returns value in range
|
||||
// [0, 1]
|
||||
constexpr float SmootherStep(const float x) {
|
||||
inline constexpr float SmootherStep(const float x) {
|
||||
if (x < 0) {
|
||||
return 0;
|
||||
}
|
||||
|
@ -17,7 +17,7 @@ constexpr float SmootherStep(const float x) {
|
|||
// Interpolates between two doubles
|
||||
// If x <= 0 returns bound_0, if x >= 1 returns bound_1,
|
||||
// otherwise smoothly transitions between the two
|
||||
constexpr float Interpolate(const float x, const float bound_0,
|
||||
inline constexpr float Interpolate(const float x, const float bound_0,
|
||||
const float bound_1) {
|
||||
return bound_0 + SmootherStep(x) * (bound_1 - bound_0);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
#include "point_light.h"
|
||||
|
||||
#include <array>
|
||||
#include <glm/ext/matrix_clip_space.hpp>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <iostream>
|
||||
|
@ -48,7 +47,7 @@ PointLight::~PointLight() {
|
|||
glDeleteFramebuffers(1, &fbo_);
|
||||
}
|
||||
|
||||
void PointLight::LoadData(const Shader *shader) const {
|
||||
void PointLight::LoadData(Shader *shader) const {
|
||||
if (!shader->CopyDataToUniform(ambient_, "pointLight.ambient")) {
|
||||
cerr << "Point light ambient not loaded to shader" << endl;
|
||||
}
|
||||
|
@ -72,44 +71,37 @@ void PointLight::GenerateCubeMaps(
|
|||
// https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
|
||||
// By Joey de Vries (https://twitter.com/JoeyDeVriez)
|
||||
// CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/legalcode)
|
||||
const auto shadowProj =
|
||||
auto shadowProj =
|
||||
glm::perspective(glm::pi<float>() / 2, 1.0f, kNearPlane, kFarPlane);
|
||||
|
||||
auto shadowTransforms = array<glm::mat4, 6>();
|
||||
shadowTransforms[0] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[1] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[2] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0),
|
||||
glm::vec3(0.0, 0.0, 1.0));
|
||||
shadowTransforms[3] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0),
|
||||
glm::vec3(0.0, 0.0, -1.0));
|
||||
shadowTransforms[4] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[5] =
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
|
||||
glViewport(0, 0, kShadowMapSize, kShadowMapSize);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(shadow_.id());
|
||||
|
||||
if (!shadow_.CopyDataToUniform(6, shadowTransforms.data(),
|
||||
"shadowMatrices")) {
|
||||
cerr << "Shadow matrix not in shader" << endl;
|
||||
}
|
||||
if (!shadow_.CopyDataToUniform(pos_, "lightPos")) {
|
||||
cerr << "Light position not in shader" << endl;
|
||||
}
|
||||
if (!shadow_.CopyDataToUniform(kFarPlane, "farPlane")) {
|
||||
cerr << "Far plane not in shader" << endl;
|
||||
}
|
||||
shadow_.CopyDataToUniform(6, shadowTransforms.data(), "shadowMatrices");
|
||||
shadow_.CopyDataToUniform(pos_, "lightPos");
|
||||
shadow_.CopyDataToUniform(kFarPlane, "farPlane");
|
||||
|
||||
for (const auto renderable : renderables) {
|
||||
renderable->Render(&shadow_);
|
||||
|
|
|
@ -8,21 +8,21 @@
|
|||
#include "renderable.h"
|
||||
#include "shader.h"
|
||||
|
||||
class PointLight final : public Renderable {
|
||||
class PointLight : public Renderable {
|
||||
public:
|
||||
explicit PointLight(const glm::vec3 &);
|
||||
~PointLight() override;
|
||||
~PointLight();
|
||||
|
||||
void LoadData(const Shader *) const;
|
||||
void LoadData(Shader *) const;
|
||||
void GenerateCubeMaps(const std::vector<Renderable *> &) const;
|
||||
|
||||
GLuint getDepthTexture() const { return depth_; }
|
||||
void setPosition(const glm::vec3 &pos) {
|
||||
inline GLuint getDepthTexture() const { return depth_; }
|
||||
inline void setPosition(const glm::vec3 &pos) {
|
||||
pos_ = pos;
|
||||
CleanUp();
|
||||
InitGeom();
|
||||
}
|
||||
void setColors(const glm::vec3 &color) {
|
||||
inline void setColors(const glm::vec3 &color) {
|
||||
diffuse_ = color;
|
||||
specular_ = color;
|
||||
ambient_ = color / 5.0f;
|
||||
|
@ -37,7 +37,7 @@ class PointLight final : public Renderable {
|
|||
float specularPower_{20};
|
||||
glm::vec3 pos_;
|
||||
|
||||
Shader shadow_{R"(@SHADOW_VERT@)", R"(@SHADOW_FRAG@)", R"(@SHADOW_GEOM@)"};
|
||||
Shader shadow_{"shadow.vert", "shadow.frag", "shadow.geom"};
|
||||
GLuint fbo_{0};
|
||||
GLuint depth_{0};
|
||||
};
|
|
@ -4,8 +4,7 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
Renderable::Renderable(const bool drawTriangles)
|
||||
: drawTriangles_(drawTriangles) {}
|
||||
Renderable::Renderable(bool drawTriangles) : drawTriangles_(drawTriangles) {}
|
||||
|
||||
Renderable::~Renderable() { CleanUp(); }
|
||||
|
||||
|
@ -31,7 +30,7 @@ void Renderable::InitGeom() {
|
|||
|
||||
void Renderable::Render(const Shader *const shader) const {
|
||||
if (!shader->CopyDataToUniform(model_, "model")) {
|
||||
cerr << "Model matrix not in shader" << endl;
|
||||
// cerr << "Model matrix not in shader" << endl;
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
|
||||
|
@ -40,21 +39,19 @@ void Renderable::Render(const Shader *const shader) const {
|
|||
GLuint attribLoc = glGetAttribLocation(shader->id(), "vtxPos");
|
||||
if (attribLoc != -1) {
|
||||
glEnableVertexAttribArray(attribLoc);
|
||||
glVertexAttribPointer(
|
||||
attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
// ReSharper disable once CppZeroValuedExpressionUsedAsNullPointer
|
||||
reinterpret_cast<void *>(offsetof(Vertex, position)));
|
||||
glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void *)offsetof(Vertex, position));
|
||||
} else {
|
||||
cerr << "Not loading vtxPos" << endl;
|
||||
// cerr << "Not loading vtxPos" << endl;
|
||||
}
|
||||
|
||||
attribLoc = glGetAttribLocation(shader->id(), "vtxNormal");
|
||||
if (attribLoc != -1) {
|
||||
glEnableVertexAttribArray(attribLoc);
|
||||
glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
reinterpret_cast<void *>(offsetof(Vertex, normal)));
|
||||
(void *)offsetof(Vertex, normal));
|
||||
} else {
|
||||
cerr << "Not loading vtxNormal" << endl;
|
||||
// cerr << "Not loading vtxNormal" << endl;
|
||||
}
|
||||
|
||||
if (drawTriangles_) {
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <array>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
@ -10,7 +11,7 @@
|
|||
class Renderable {
|
||||
public:
|
||||
explicit Renderable(bool);
|
||||
virtual ~Renderable();
|
||||
~Renderable();
|
||||
|
||||
void InitGeom();
|
||||
void Render(const Shader *) const;
|
||||
|
|
|
@ -7,8 +7,6 @@
|
|||
#include <stdexcept>
|
||||
|
||||
#include "constants.h"
|
||||
#include "geography.h"
|
||||
#include "grid.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -43,7 +41,7 @@ Renderer::Renderer(int argc, char *argv[]) {
|
|||
glutPassiveMotionFunc(PassiveMotionCB);
|
||||
CheckGLError();
|
||||
|
||||
const GLenum res = glewInit();
|
||||
GLenum res = glewInit();
|
||||
if (res != GLEW_OK) {
|
||||
cerr << "Error in glewInit()";
|
||||
throw runtime_error(
|
||||
|
@ -51,26 +49,21 @@ Renderer::Renderer(int argc, char *argv[]) {
|
|||
}
|
||||
CheckGLError();
|
||||
|
||||
shader_ = new Shader(R"(
|
||||
@PHONG_VERT@
|
||||
)",
|
||||
R"(
|
||||
@PHONG_FRAG@
|
||||
)");
|
||||
shader_ = new Shader("phong.vert", "phong.frag");
|
||||
light_ = new PointLight({kGeographyShort * kGeographyCountShort / 2,
|
||||
kGeographyLong * kGeographyCountLong / 2,
|
||||
kHeightMultiplier * kGeographyCountShort / 2});
|
||||
|
||||
using std::chrono::duration_cast;
|
||||
using std::chrono::milliseconds;
|
||||
const auto start_time = chrono::high_resolution_clock::now();
|
||||
auto start_time = chrono::high_resolution_clock::now();
|
||||
for (auto x = 0; x < kGeographyCountShort; ++x) {
|
||||
for (auto y = 0; y < kGeographyCountLong; ++y) {
|
||||
objects_.push_back(new Geography(x, y));
|
||||
}
|
||||
}
|
||||
|
||||
const auto end_time = chrono::high_resolution_clock::now();
|
||||
auto end_time = chrono::high_resolution_clock::now();
|
||||
cout << "Generation time: "
|
||||
<< duration_cast<milliseconds>(end_time - start_time).count() << "ms\n";
|
||||
cout << " vertices: "
|
||||
|
@ -125,11 +118,11 @@ void Renderer::Display() const {
|
|||
for (const auto object : objects_) {
|
||||
const auto geo = dynamic_cast<Geography *>(object);
|
||||
if (geo != nullptr) {
|
||||
const float min = geo->min();
|
||||
float min = geo->min();
|
||||
if (min < minHeight) {
|
||||
minHeight = min;
|
||||
}
|
||||
const float max = geo->max();
|
||||
float max = geo->max();
|
||||
if (max > maxHeight) {
|
||||
maxHeight = max;
|
||||
}
|
||||
|
@ -144,7 +137,7 @@ void Renderer::Display() const {
|
|||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, light_->getDepthTexture());
|
||||
const auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
|
||||
auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
|
||||
glUniform1i(depthMap, 0);
|
||||
|
||||
light_->Render(shader_);
|
||||
|
@ -262,7 +255,7 @@ void Renderer::HandleMovementKey(const unsigned char key, const bool down) {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::Tick(const int ticks) {
|
||||
void Renderer::Tick(int ticks) {
|
||||
bool doneSomething = false;
|
||||
if (last_mouse_x_ < 0 || last_mouse_x_ > viewport_width_ ||
|
||||
last_mouse_y_ < 0 || last_mouse_y_ > viewport_height_) {
|
||||
|
@ -297,11 +290,11 @@ void Renderer::Tick(const int ticks) {
|
|||
doneSomething = true;
|
||||
shadowsChanged_ = true;
|
||||
} else if (simulating_) {
|
||||
const auto lightAngle =
|
||||
auto lightAngle =
|
||||
fmod(static_cast<float>(ticks) * glm::two_pi<float>() / (kFPS * 20),
|
||||
glm::pi<float>() * 5 / 4) -
|
||||
glm::pi<float>() * 5 / 8;
|
||||
const auto lightRotation =
|
||||
auto lightRotation =
|
||||
glm::vec3(0, glm::sin(lightAngle), glm::cos(lightAngle) / 2) *
|
||||
static_cast<float>(kGeographyLong * kGeographyCountLong);
|
||||
light_->setPosition(lightRotation +
|
||||
|
@ -342,8 +335,9 @@ void Renderer::PassiveMotionCB(const int w, const int h) {
|
|||
}
|
||||
|
||||
void Renderer::TimerCB(const int ticks) {
|
||||
const auto tickIncrement = window->simulating_ ? 1 : 0;
|
||||
glutTimerFunc(1000 / kFPS, TimerCB, ticks + tickIncrement);
|
||||
auto tickIncrement = window->simulating_ ? 1 : 0;
|
||||
glutTimerFunc(static_cast<unsigned int>(1000 / kFPS), TimerCB,
|
||||
ticks + tickIncrement);
|
||||
window->Tick(ticks);
|
||||
}
|
||||
|
||||
|
@ -353,7 +347,7 @@ void Renderer::CheckGLError() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::PrintOpenGLError(const GLenum errorCode) {
|
||||
void Renderer::PrintOpenGLError(GLenum errorCode) {
|
||||
switch (errorCode) {
|
||||
case GL_INVALID_VALUE:
|
||||
cerr << "GL_INVALID_VALUE" << endl;
|
|
@ -3,7 +3,9 @@
|
|||
#include <vector>
|
||||
|
||||
#include "camera.h"
|
||||
#include "point_light.in.h"
|
||||
#include "constants.h"
|
||||
#include "geography.h"
|
||||
#include "point_light.h"
|
||||
#include "shader.h"
|
||||
|
||||
constexpr auto kInitialWidth = 1280;
|
||||
|
|
|
@ -8,12 +8,11 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
Shader::Shader(const string &vertexShader, const string &fragmentShader,
|
||||
const string &geometryShader) {
|
||||
const auto vertexShaderId = CompileShader(vertexShader, GL_VERTEX_SHADER);
|
||||
const auto fragmentShaderId =
|
||||
CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
|
||||
GLuint geometryShaderId{0};
|
||||
Shader::Shader(const string &vertexShaderFile, const string &fragmentShaderFile,
|
||||
const string &geometryShaderFile) {
|
||||
auto vertexShaderId = CompileShader(vertexShaderFile, GL_VERTEX_SHADER);
|
||||
auto fragmentShaderId = CompileShader(fragmentShaderFile, GL_FRAGMENT_SHADER);
|
||||
GLuint geometryShaderId;
|
||||
|
||||
id_ = glCreateProgram();
|
||||
|
||||
|
@ -22,8 +21,8 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
|
|||
glAttachShader(id_, fragmentShaderId);
|
||||
CheckGLError("Error in attaching the fragment shader");
|
||||
|
||||
if (!geometryShader.empty()) {
|
||||
geometryShaderId = CompileShader(geometryShader, GL_GEOMETRY_SHADER);
|
||||
if (!geometryShaderFile.empty()) {
|
||||
geometryShaderId = CompileShader(geometryShaderFile, GL_GEOMETRY_SHADER);
|
||||
glAttachShader(id_, geometryShaderId);
|
||||
CheckGLError("Error in attaching the geometry shader");
|
||||
}
|
||||
|
@ -34,7 +33,7 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
|
|||
|
||||
glDeleteShader(vertexShaderId);
|
||||
glDeleteShader(fragmentShaderId);
|
||||
if (geometryShaderId != 0) {
|
||||
if (!geometryShaderFile.empty()) {
|
||||
glDeleteShader(geometryShaderId);
|
||||
}
|
||||
|
||||
|
@ -46,7 +45,7 @@ Shader::~Shader() { glDeleteProgram(id_); }
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::mat4 &data,
|
||||
const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -55,9 +54,8 @@ bool Shader::CopyDataToUniform(const glm::mat4 &data,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
|
||||
const std::string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(int count, const glm::mat4 *data, const std::string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -68,7 +66,7 @@ bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::vec4 &data,
|
||||
const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -78,7 +76,7 @@ bool Shader::CopyDataToUniform(const glm::vec4 &data,
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::vec3 &data,
|
||||
const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -86,8 +84,8 @@ bool Shader::CopyDataToUniform(const glm::vec3 &data,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(const float data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(float data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -95,8 +93,8 @@ bool Shader::CopyDataToUniform(const float data, const string &name) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(const int data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(int data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -104,24 +102,42 @@ bool Shader::CopyDataToUniform(const int data, const string &name) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(const bool data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(bool data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
const int actualData = data;
|
||||
int actualData = static_cast<int>(data);
|
||||
glUniform1iv(location, 1, &actualData);
|
||||
return true;
|
||||
}
|
||||
|
||||
GLuint Shader::CompileShader(const std::string &shaderSource,
|
||||
const GLenum shaderType) {
|
||||
const GLuint id = glCreateShader(shaderType);
|
||||
const auto shaderC_str = shaderSource.c_str();
|
||||
string Shader::ReadFile(const string &filename) {
|
||||
string data, line;
|
||||
ifstream file;
|
||||
file.open(filename, std::ios::binary);
|
||||
if (file.is_open()) {
|
||||
while (getline(file, line)) {
|
||||
data += line + '\n';
|
||||
}
|
||||
if (data.empty()) {
|
||||
data.pop_back();
|
||||
}
|
||||
} else {
|
||||
throw runtime_error("Could not open " + filename);
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
GLuint Shader::CompileShader(const std::string &filename,
|
||||
const GLenum shader_type) {
|
||||
const GLuint id = glCreateShader(shader_type);
|
||||
auto shaderString = ReadFile(filename);
|
||||
auto shaderC_str = shaderString.c_str();
|
||||
glShaderSource(id, 1, &shaderC_str, nullptr);
|
||||
glCompileShader(id);
|
||||
CheckShaderivError(id, GL_COMPILE_STATUS,
|
||||
"Error when compiling shader file:\n" + shaderSource);
|
||||
"Error when creating shader file " + filename);
|
||||
return id;
|
||||
}
|
||||
|
||||
|
@ -158,7 +174,7 @@ void Shader::PrintStatus() const {
|
|||
glGetProgramiv(id_, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &bufSize);
|
||||
GLint size;
|
||||
GLenum type;
|
||||
const auto attributeName = new GLchar[bufSize];
|
||||
auto attributeName = new GLchar[bufSize];
|
||||
for (int i = 0; i < rc; ++i) {
|
||||
glGetActiveAttrib(id_, i, bufSize, &length, &size, &type, attributeName);
|
||||
cout << "\t" << attributeName << ": " << type << "\n";
|
||||
|
@ -181,7 +197,7 @@ void Shader::PrintStatus() const {
|
|||
}
|
||||
|
||||
void Shader::CheckGLError(const string &errorMessage) {
|
||||
const auto rc = glGetError();
|
||||
auto rc = glGetError();
|
||||
if (rc != GL_NO_ERROR) {
|
||||
cerr << errorMessage << endl;
|
||||
throw runtime_error(reinterpret_cast<const char *>(gluErrorString(rc)));
|
||||
|
@ -196,7 +212,7 @@ void Shader::CheckProgramivError(const GLuint program, const GLenum pname,
|
|||
cerr << errorMessage << endl;
|
||||
GLsizei length, bufSize;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufSize);
|
||||
const auto error = new GLchar[bufSize];
|
||||
auto error = new GLchar[bufSize];
|
||||
glGetProgramInfoLog(program, bufSize, &length, error);
|
||||
throw runtime_error(error);
|
||||
}
|
||||
|
@ -210,7 +226,7 @@ void Shader::CheckShaderivError(const GLuint shader, const GLenum pname,
|
|||
cerr << errorMessage << endl;
|
||||
GLsizei length, bufSize;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize);
|
||||
const auto error = new GLchar[bufSize];
|
||||
auto error = new GLchar[bufSize];
|
||||
glGetShaderInfoLog(shader, bufSize, &length, error);
|
||||
throw runtime_error(error);
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <array>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
|
||||
|
@ -25,11 +26,12 @@ class Shader {
|
|||
|
||||
void PrintStatus() const;
|
||||
|
||||
GLuint id() const { return id_; }
|
||||
inline GLuint id() const { return id_; }
|
||||
|
||||
private:
|
||||
GLuint id_;
|
||||
|
||||
static std::string ReadFile(const std::string &);
|
||||
static GLuint CompileShader(const std::string &, GLenum);
|
||||
|
||||
static void CheckGLError(const std::string &);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue