Split code into separate files
This commit is contained in:
parent
1b3c1c522b
commit
e2630110b9
223
src/main.cpp
223
src/main.cpp
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@ -3,16 +3,10 @@
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#include "object.hpp"
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#include <cstdlib>
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#include <vector>
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#include <fstream>
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#include <sstream>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <SDL_image.h>
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#include <emscripten/emscripten.h>
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#include <emscripten/html5.h>
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@ -96,223 +90,6 @@ int main()
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emscripten_set_main_loop(iterate, 0, 1);
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}
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Shader::Shader(const GLenum type, const char *const filename)
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{
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FILE *file = fopen(filename, "r");
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fseek(file, 0, SEEK_END);
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const long size = ftell(file);
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fseek(file, 0, SEEK_SET);
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char *source = (char*)malloc(size + 1);
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fread(source, size, 1, file);
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source[size] = 0;
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fclose(file);
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_id = glCreateShader(type);
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glShaderSource(_id, 1, (const GLchar**)&source, nullptr);
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glCompileShader(_id);
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free(source);
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}
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Program::Program()
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{
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_id = glCreateProgram();
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}
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void Program::attach_shader(const Shader &shader)
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{
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glAttachShader(_id, shader.id());
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}
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void Program::bind_attrib_location(const GLuint index, const GLchar *const name)
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{
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glBindAttribLocation(_id, index, name);
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}
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void Program::link()
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{
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glLinkProgram(_id);
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}
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void Program::use() const
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{
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glUseProgram(_id);
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}
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GLuint Program::get_uniform_location(const GLchar *name) const
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{
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return glGetUniformLocation(_id, name);
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}
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Model::Model(const char *const filename)
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{
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std::ifstream file(filename, std::ios::in);
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std::vector<glm::vec3> tmp_positions;
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std::vector<glm::vec2> tmp_tex_coords;
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std::vector<glm::vec3> tmp_normals;
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size_t index = 0;
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int attr_count = 0;
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std::string line;
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while (std::getline(file, line))
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{
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if (line.substr(0, 2) == "v ")
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{
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glm::vec3 v;
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sscanf(line.data(), "v %f %f %f", &v.x, &v.y, &v.z);
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tmp_positions.push_back(v);
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}
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else
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if (line.substr(0, 3) == "vt ")
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{
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glm::vec2 vt;
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sscanf(line.data(), "vt %f %f", &vt.x, &vt.y);
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tmp_tex_coords.push_back(vt);
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}
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else
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if (line.substr(0, 3) == "vn ")
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{
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glm::vec3 vn;
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sscanf(line.data(), "vn %f %f %f", &vn.x, &vn.y, &vn.z);
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tmp_normals.push_back(vn);
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}
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else
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if (line.substr(0, 2) == "f ")
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{
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if (attr_count == 0)
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{
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if (line.find("//") == std::string::npos)
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attr_count = 3;
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else
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attr_count = 2;
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}
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GLushort v[3];
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GLushort vt[3];
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GLushort vn[3];
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if (attr_count == 2)
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sscanf(line.data(), "f %hu//%hu %hu//%hu %hu//%hu", &v[0], &vn[0], &v[1], &vn[1], &v[2], &vn[2]);
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else
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sscanf(line.data(), "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &v[0], &vt[0], &vn[0],
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&v[1], &vt[1], &vn[1],
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&v[2], &vt[2], &vn[2]);
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for (int i = 0; i < 3; ++i)
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{
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positions.push_back(tmp_positions[v[i] - 1]);
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if (attr_count == 3)
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tex_coords.push_back(tmp_tex_coords[vt[i] - 1]);
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normals.push_back(tmp_normals[vn[i] - 1]);
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elements.push_back(index++);
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}
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}
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else
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if (line.substr(0, 7) == "mtllib ")
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{
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_material = new Material(line.substr(7).c_str());
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}
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}
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positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
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if (attr_count == 3)
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tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, 2 * tex_coords.size() * sizeof(GLfloat), tex_coords.data());
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else
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tex_coords_id = 0;
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normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.data());
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id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data());
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}
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GLuint Model::create_array_buffer(const GLenum type, const GLsizeiptr size, const GLvoid *const data)
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{
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GLuint id;
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glGenBuffers(1, &id);
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glBindBuffer(type, id);
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glBufferData(type, size, data, GL_STATIC_DRAW);
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return id;
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}
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void Model::draw() const
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{
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_material->use();
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glBindBuffer(GL_ARRAY_BUFFER, positions_id);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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if (tex_coords_id == 0)
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glDisableVertexAttribArray(1);
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else
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{
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, tex_coords_id);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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}
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glBindBuffer(GL_ARRAY_BUFFER, normals_id);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
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}
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void Object::draw(const glm::mat4 &mvp) const
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{
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const glm::mat4 transform = glm::translate(mvp, position)
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f))
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glUniformMatrix4fv(mvp_uniform, 1, GL_FALSE, glm::value_ptr(transform));
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_model.draw();
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}
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Texture::Texture(const char *const filename)
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{
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SDL_Surface *surface = IMG_Load((std::string("/data/textures/") + filename).c_str());
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glGenTextures(1, &_id);
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glBindTexture(GL_TEXTURE_2D, _id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
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SDL_FreeSurface(surface);
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}
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void Texture::use() const
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{
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glBindTexture(GL_TEXTURE_2D, _id);
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}
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Material::Material(const char *const filename)
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{
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std::ifstream file(std::string("/data/materials/") + filename, std::ios::in);
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std::string line;
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while (std::getline(file, line))
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{
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if (line.substr(0, 7) == "map_Kd ")
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{
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_texture = new Texture(line.substr(7).c_str());
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}
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}
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}
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void Material::use() const
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{
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_texture->use();
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}
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Program build_program()
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{
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const Shader vertex_shader = Shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl");
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#include "material.hpp"
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#include <string>
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#include <fstream>
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Material::Material(const char *const filename)
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{
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std::ifstream file(std::string("/data/materials/") + filename, std::ios::in);
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std::string line;
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while (std::getline(file, line))
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{
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if (line.substr(0, 7) == "map_Kd ")
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{
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_texture = new Texture(line.substr(7).c_str());
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}
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}
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}
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void Material::use() const
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{
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_texture->use();
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}
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#include "model.hpp"
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#include <fstream>
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#include <sstream>
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Model::Model(const char *const filename)
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{
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std::ifstream file(filename, std::ios::in);
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std::vector<glm::vec3> tmp_positions;
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std::vector<glm::vec2> tmp_tex_coords;
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std::vector<glm::vec3> tmp_normals;
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size_t index = 0;
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int attr_count = 0;
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std::string line;
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while (std::getline(file, line))
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{
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if (line.substr(0, 2) == "v ")
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{
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glm::vec3 v;
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sscanf(line.data(), "v %f %f %f", &v.x, &v.y, &v.z);
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tmp_positions.push_back(v);
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}
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else
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if (line.substr(0, 3) == "vt ")
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{
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glm::vec2 vt;
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sscanf(line.data(), "vt %f %f", &vt.x, &vt.y);
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tmp_tex_coords.push_back(vt);
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}
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else
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if (line.substr(0, 3) == "vn ")
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{
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glm::vec3 vn;
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sscanf(line.data(), "vn %f %f %f", &vn.x, &vn.y, &vn.z);
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tmp_normals.push_back(vn);
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}
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else
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if (line.substr(0, 2) == "f ")
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{
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if (attr_count == 0)
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{
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if (line.find("//") == std::string::npos)
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attr_count = 3;
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else
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attr_count = 2;
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}
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GLushort v[3];
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GLushort vt[3];
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GLushort vn[3];
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if (attr_count == 2)
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sscanf(line.data(), "f %hu//%hu %hu//%hu %hu//%hu", &v[0], &vn[0], &v[1], &vn[1], &v[2], &vn[2]);
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else
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sscanf(line.data(), "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &v[0], &vt[0], &vn[0],
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&v[1], &vt[1], &vn[1],
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&v[2], &vt[2], &vn[2]);
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for (int i = 0; i < 3; ++i)
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{
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positions.push_back(tmp_positions[v[i] - 1]);
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if (attr_count == 3)
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tex_coords.push_back(tmp_tex_coords[vt[i] - 1]);
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normals.push_back(tmp_normals[vn[i] - 1]);
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elements.push_back(index++);
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}
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}
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else
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if (line.substr(0, 7) == "mtllib ")
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{
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_material = new Material(line.substr(7).c_str());
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}
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}
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positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
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if (attr_count == 3)
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tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, 2 * tex_coords.size() * sizeof(GLfloat), tex_coords.data());
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else
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tex_coords_id = 0;
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normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.data());
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id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data());
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}
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GLuint Model::create_array_buffer(const GLenum type, const GLsizeiptr size, const GLvoid *const data)
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{
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GLuint id;
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glGenBuffers(1, &id);
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glBindBuffer(type, id);
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glBufferData(type, size, data, GL_STATIC_DRAW);
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return id;
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}
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void Model::draw() const
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{
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_material->use();
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glBindBuffer(GL_ARRAY_BUFFER, positions_id);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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if (tex_coords_id == 0)
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glDisableVertexAttribArray(1);
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else
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{
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, tex_coords_id);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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}
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glBindBuffer(GL_ARRAY_BUFFER, normals_id);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
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}
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#include "object.hpp"
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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void Object::draw(const glm::mat4 &mvp) const
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{
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const glm::mat4 transform = glm::translate(mvp, position)
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f))
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* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glUniformMatrix4fv(mvp_uniform, 1, GL_FALSE, glm::value_ptr(transform));
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_model.draw();
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}
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#include "program.hpp"
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Program::Program()
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{
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_id = glCreateProgram();
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}
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void Program::attach_shader(const Shader &shader)
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{
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glAttachShader(_id, shader.id());
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}
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void Program::bind_attrib_location(const GLuint index, const GLchar *const name)
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{
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glBindAttribLocation(_id, index, name);
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}
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void Program::link()
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{
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glLinkProgram(_id);
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}
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void Program::use() const
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{
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glUseProgram(_id);
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}
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GLuint Program::get_uniform_location(const GLchar *name) const
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{
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return glGetUniformLocation(_id, name);
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}
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#include "shader.hpp"
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#include <cstdlib>
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#include <cstdio>
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Shader::Shader(const GLenum type, const char *const filename)
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{
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FILE *file = fopen(filename, "r");
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fseek(file, 0, SEEK_END);
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const long size = ftell(file);
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fseek(file, 0, SEEK_SET);
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char *source = (char*)malloc(size + 1);
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fread(source, size, 1, file);
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source[size] = 0;
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fclose(file);
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_id = glCreateShader(type);
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glShaderSource(_id, 1, (const GLchar**)&source, nullptr);
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glCompileShader(_id);
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free(source);
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}
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@ -0,0 +1,22 @@
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#include "texture.hpp"
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#include <string>
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#include <SDL_image.h>
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Texture::Texture(const char *const filename)
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{
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SDL_Surface *surface = IMG_Load((std::string("/data/textures/") + filename).c_str());
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glGenTextures(1, &_id);
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glBindTexture(GL_TEXTURE_2D, _id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
}
|
||||
|
||||
void Texture::use() const
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, _id);
|
||||
}
|
Reference in New Issue