linuc
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@ -385,4 +385,8 @@ FodyWeavers.xsd
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# JetBrains Rider
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.idea/
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sdl_app
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*.sln.iml
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@ -1,7 +1,5 @@
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// OBJ_Loader.h - A Single Header OBJ Model Loader
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#pragma once
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#include "ObjLoader.h"
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// Iostream - STD I/O Library
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@ -1,5 +1,5 @@
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#include "ShaderManager.h"
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#include <iostream>
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namespace ZL {
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@ -127,6 +127,7 @@ namespace ZL {
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std::string fragmentShader = readTextFile(fragmentShaderFileName);
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///std::cout << "Shader: "<< vertexShader << std::endl;
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shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader, fragmentShader);
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}
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19
aaaa
Normal file
19
aaaa
Normal file
@ -0,0 +1,19 @@
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//----------- Vertex shader
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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void main()
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{
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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//------------- Fragment shader
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In windows it is ok. In linux, error: Failed to compile fragment shader code!
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@ -1,12 +1,12 @@
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precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
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gl_FragColor = color;
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//precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
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gl_FragColor = color;
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}
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@ -1,11 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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void main()
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{
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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void main()
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{
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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@ -1,4 +1,4 @@
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precision mediump float;
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//precision mediump float;
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varying vec3 color;
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void main()
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25
main.cpp
25
main.cpp
@ -186,6 +186,8 @@ namespace ZL
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renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[1]);
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*/
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GameObjects::bxMutable.AssignFrom(GameObjects::bx.mesh);
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GameObjects::bxMutable.RefreshVBO();
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renderer.DrawVertexRenderStruct(GameObjects::bxMutable);
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@ -282,7 +284,7 @@ namespace ZL
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CheckGlError();
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///GameObjects::testmd3 = testLoadModel();
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//GameObjects::testmd3 = testLoadModel();
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/*
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GameObjects::testmd3mutable.resize(GameObjects::testmd3.size());
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@ -296,16 +298,22 @@ namespace ZL
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}*/
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//Load shaders:
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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std::cout << "Hello test 1" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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std::cout << "Hello test 2" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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std::cout << "Hello test 2x" << std::endl;
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//Load textures
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GameObjects::birdTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./bird.bmp32"));
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GameObjects::backgroundTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
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std::cout << "Hello test 3x" << std::endl;
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GameObjects::backgroundTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
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GameObjects::pipeTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./pipe.bmp32"));
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GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
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//GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
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GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./chair_01_Base_Color.bmp"));
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//GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./chair_01_Base_Color.bmp"));
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//GameObjects::md3TexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./model/sarge/band.png"));
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@ -313,6 +321,8 @@ namespace ZL
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//GameObjects::bx.LoadFromFile("C:\\Work\\GameJam2025-02\\mesh_armature_and_animation_data02.txt");
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std::cout << "Hello test 3" << std::endl;
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CheckGlError();
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//Create bird mesh
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GameObjects::birdMesh.data = CreateRect2D({ 0.f, 0.f }, { GameConsts::birdScale * BIRD_WIDTH, GameConsts::birdScale * BIRD_HEIGHT }, 0);
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@ -350,6 +360,8 @@ namespace ZL
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GameObjects::testObjMeshMutable.data = GameObjects::testObjMesh;
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GameObjects::testObjMeshMutable.RefreshVBO();
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std::cout << "Hello test 4x" << std::endl;
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//Set some game values
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Env::birdStartPos = { Env::width * 0.2f, Env::getActualClientHeight() * 0.5f };
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@ -362,6 +374,9 @@ namespace ZL
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renderer.InitOpenGL();
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CheckGlError();
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std::cout << "Hello test 5x" << std::endl;
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}
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void render() {
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