working with shaders
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a4d2b732aa
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946c5d784b
16
Game.cpp
16
Game.cpp
@ -37,15 +37,16 @@ void Game::setup() {
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std::cout << "Hello 1" << std::endl;
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// Initialize renderer
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/*
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
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*/
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std::cout << "Hello 1.5" << std::endl;
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// renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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// renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
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// Initialize game objects
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std::cout << "Hello 2" << std::endl;
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// gameObjects.initialize();
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gameObjects.initialize();
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std::cout << "Hello 3" << std::endl;
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@ -60,7 +61,6 @@ void Game::drawScene() {
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void Game::processTickCount() {
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#if 0
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if (Environment::finalIsGood)
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{
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return;
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@ -101,7 +101,6 @@ void Game::processTickCount() {
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lastTickCount = newTickCount;
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}
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#endif
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}
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void Game::render() {
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@ -111,7 +110,7 @@ void Game::render() {
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// drawScene();
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drawScene();
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processTickCount();
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SDL_GL_SwapWindow(ZL::Environment::window);
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@ -119,7 +118,6 @@ void Game::render() {
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void Game::update() {
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SDL_Event event;
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std::cout << "HEE" << std::endl;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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if (gameObjects.loadingThread.joinable())
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@ -16,8 +16,9 @@ const float GameObjectManager::SELECTED_CUBE_ICON_SIZE = 244.0f;
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const float GameObjectManager::SELECTED_CUBE_MARGIN = 50.0f;
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void GameObjectManager::initializeLoadingScreen()
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{
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{
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loadingScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./loading.bmp"));
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loadingScreenMesh = CreateRect2D(
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{ Environment::width / 2.f, Environment::height / 2.f },
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{ Environment::width / 2.f, Environment::height / 2.f },
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@ -28,15 +29,17 @@ void GameObjectManager::initializeLoadingScreen()
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}
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void GameObjectManager::initialize() {
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initializeLoadingScreen();
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std::function<bool()> loadingFunction1 = [this]()
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{
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current_room_index = 0;
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objects_in_inventory = 0;
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bearName = "";
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current_room_index = 0;
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objects_in_inventory = 0;
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bearName = "";
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current_room_index = 0;
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objects_in_inventory = 0;
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//coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
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@ -51,7 +54,7 @@ void GameObjectManager::initialize() {
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loadingThread = std::thread([this]() {
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/*
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preloadedRoomMeshArr.resize(3);
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preloadedRoomMeshArr[0] = ZL::LoadFromTextFile("./oneroom001.txt");
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preloadedRoomMeshArr[0].Scale(10);
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@ -71,17 +74,17 @@ void GameObjectManager::initialize() {
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violaIdleModel.LoadFromFile("./idleviola_uv010.txt");
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violaWalkModel.LoadFromFile("./walkviola_uv010.txt");
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sideThreadLoadingCompleted = true;*/
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sideThreadLoadingCompleted = true;
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});
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std::function<bool()> loadingFunction2 = [this]()
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{
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return sideThreadLoadingCompleted;
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};
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std::function<bool()> loadingFunction3 = [this]()
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{
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/*
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// Create active object
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ActiveObject cubeForFirstRoomT;
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cubeForFirstRoomT.name = "cube_T";
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@ -252,14 +255,13 @@ void GameObjectManager::initialize() {
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rooms.push_back(room_3);
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activeObjects = rooms[current_room_index].objects;
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*/
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// Initialize audio
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/*
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audioPlayer = std::make_unique<AudioPlayer>();
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if (audioPlayer) {
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audioPlayer->playMusic(rooms[current_room_index].sound_name);
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}*/
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/*
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#ifdef AUDIO
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audioPlayerAsync.resetAsync();
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audioPlayerAsync.playMusicAsync(rooms[current_room_index].sound_name);
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@ -303,15 +305,14 @@ void GameObjectManager::initialize() {
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//SDL_ShowCursor(SDL_DISABLE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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*/
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std::cout << "Hi2" << std::endl;
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return true;
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};
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//loadingFunctions.push_back(loadingFunction1);
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//loadingFunctions.push_back(loadingFunction2);
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//loadingFunctions.push_back(loadingFunction3);
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loadingFunctions.push_back(loadingFunction1);
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loadingFunctions.push_back(loadingFunction2);
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loadingFunctions.push_back(loadingFunction3);
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}
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void GameObjectManager::switch_room(int index){
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@ -712,9 +713,6 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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}
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void GameObjectManager::updateScene(size_t ms) {
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#if 0
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const float SPEED = 0.1f;
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Vector2f directionVector = { 0.f, SPEED }; // x and z
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@ -865,8 +863,6 @@ void GameObjectManager::updateScene(size_t ms) {
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//float Environment::monsterTimer = 0.0;
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//int Environment::monsterState = 1;
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#endif
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}
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bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const {
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@ -911,4 +907,4 @@ void GameObjectManager::worldToScreenCoordinates(Vector3f objectPos,
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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}
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} // namespace ZL
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} // namespace ZL
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@ -4,7 +4,7 @@
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#include "Inventory.h"
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#include <GL/gl.h>
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#include <iostream>
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namespace ZL {
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@ -26,7 +26,6 @@ void RenderSystem::drawScene(GameObjectManager& gameObjects) {
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, Environment::width, Environment::height);
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if (Environment::gameIsLoading)
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{
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drawLoadingScreen(gameObjects);
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@ -42,6 +41,7 @@ void RenderSystem::drawScene(GameObjectManager& gameObjects) {
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glClear(GL_DEPTH_BUFFER_BIT);
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drawUI(gameObjects);
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}
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CheckGlError();
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}
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@ -5,7 +5,8 @@
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namespace ZL {
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ShaderResource::ShaderResource(const std::string& vertexCode, const std::string& fragmentCode)
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{
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{
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const int CONST_INFOLOG_LENGTH = 256;
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char infoLog[CONST_INFOLOG_LENGTH];
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@ -38,14 +39,13 @@ namespace ZL {
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
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glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
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if (!vertexShaderCompiled)
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{
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throw std::runtime_error("Failed to compile vertex shader code!");
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}
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std::cout << "IM here" << std::endl;
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if (!fragmentShaderCompiled)
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{
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{
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throw std::runtime_error("Failed to compile fragment shader code!");
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}
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@ -142,7 +142,6 @@ namespace ZL {
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vertexShader = readTextFile(vertexShaderFileName);
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fragmentShader = readTextFile(fragmentShaderFileName);
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}
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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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BIN
jumpingbird.data
BIN
jumpingbird.data
Binary file not shown.
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Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
File diff suppressed because one or more lines are too long
BIN
jumpingbird.wasm
BIN
jumpingbird.wasm
Binary file not shown.
32
main.cpp
32
main.cpp
@ -13,10 +13,34 @@ int main(int argc, char* argv[]) {
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#ifdef EMSCRIPTEN
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* win = nullptr;
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SDL_Renderer* ren = nullptr;
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SDL_CreateWindowAndRenderer(CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL, &win, &ren);
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_Window* win = SDL_CreateWindow("Jumping Bird",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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CONST_WIDTH, CONST_HEIGHT,
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SDL_WINDOW_OPENGL);
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if (!win) {
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std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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SDL_GLContext glContext = SDL_GL_CreateContext(win);
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if (!glContext) {
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std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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// Привязка контекста к окну — важно!
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SDL_GL_MakeCurrent(win, glContext);
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ZL::Environment::window = win;
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#else
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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