setup complete - visible character
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41
include/logic/resourceManager.h
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41
include/logic/resourceManager.h
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#pragma once
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#include <map>
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#include <string>
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#include <glad/glad.h>
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#include <stb_image.h>
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#include "texture.h"
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#include "shader.h"
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// A static singleton ResourceManager class that hosts several
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// functions to load Textures and Shaders. Each loaded Texture
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// and/or shader is also stored for future reference by string
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// handles. All functions and resources are static and no
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// public constructor is defined.
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class ResourceManager
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{
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public:
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// Resource storage
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static std::map<std::string, Shader> Shaders;
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static std::map<std::string, Texture> Textures;
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// Loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
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static Shader LoadShader(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile, std::string name);
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// Retrieves a stored sader
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static Shader GetShader(std::string name);
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// Loads (and generates) a Texture from file
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static Texture LoadTexture(const GLchar* file, std::string name);
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// Retrieves a stored Texture
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static Texture GetTexture(std::string name);
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// Properly de-allocates all loaded resources
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static void Clear();
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private:
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// Private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
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ResourceManager() { }
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// Loads and generates a shader from file
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static Shader loadShaderFromFile(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile = nullptr);
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// Loads a single Texture from file
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static Texture loadTextureFromFile(const GLchar* file);
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};
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41
include/logic/shader.h
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41
include/logic/shader.h
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#pragma once
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#include <glad/glad.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// General purpsoe shader object. Compiles from file, generates
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// compile/link-time error messages and hosts several utility
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// functions for easy management.
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class Shader
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{
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public:
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// State
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GLuint ID;
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// Constructor
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Shader() { }
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// Sets the current shader as active
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Shader& Use();
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// Compiles the shader from given source code
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void Compile(const GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource = nullptr); // Note: geometry source code is optional
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// Utility functions
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void SetFloat(const GLchar* name, GLfloat value, GLboolean useShader = false);
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void SetInteger(const GLchar* name, GLint value, GLboolean useShader = false);
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void SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader = false);
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void SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader = false);
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void SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader = false);
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void SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader = false);
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void SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader = false);
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void SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader = false);
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void SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean useShader = false);
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private:
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// Checks if compilation or linking failed and if so, print the error logs
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void checkCompileErrors(GLuint object, std::string type);
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};
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25
include/logic/spriteRenderer.h
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25
include/logic/spriteRenderer.h
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "texture.h"
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#include "shader.h"
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class SpriteRenderer
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{
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public:
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// Constructor (inits shaders/shapes)
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SpriteRenderer(Shader& shader);
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// Destructor
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~SpriteRenderer();
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// Renders a defined quad textured with given sprite
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void DrawSprite(Texture& texture, glm::vec2 position, glm::vec4 UV, glm::vec2 size = glm::vec2(10, 10), GLfloat rotate = 0.0f);
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private:
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// Render state
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Shader shader;
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GLuint quadVAO, VBO, EBO;
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// Initializes and configures the quad's buffer and vertex attributes
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void initRenderData();
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};
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27
include/logic/texture.h
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27
include/logic/texture.h
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#pragma once
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// Texture2D is able to store and configure a texture in OpenGL.
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// It also hosts utility functions for easy management.
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#include <glad/glad.h>
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class Texture
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{
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public:
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// Holds the ID of the texture object, used for all texture operations to reference to this particlar texture
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GLuint ID;
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// Texture image dimensions
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GLuint Width, Height; // Width and height of loaded image in pixels
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// Texture Format
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GLuint Internal_Format; // Format of texture object
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GLuint Image_Format; // Format of loaded image
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// Texture configuration
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GLuint Wrap_S; // Wrapping mode on S axis
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GLuint Wrap_T; // Wrapping mode on T axis
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GLuint Filter_Min; // Filtering mode if texture pixels < screen pixels
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GLuint Filter_Mag; // Filtering mode if texture pixels > screen pixels
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// Constructor (sets default texture modes)
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Texture();
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// Generates texture from image data
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void generate(GLuint width, GLuint height, unsigned char* data);
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// Binds the texture as the current active GL_TEXTURE_2D texture object
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void bind() const;
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};
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