working with shaders

This commit is contained in:
NurgazievichR 2025-04-08 12:46:25 +06:00
parent a4d2b732aa
commit 946c5d784b
8 changed files with 59 additions and 42 deletions

View File

@ -37,15 +37,16 @@ void Game::setup() {
std::cout << "Hello 1" << std::endl;
// Initialize renderer
/*
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
*/
std::cout << "Hello 1.5" << std::endl;
// renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
// renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
// Initialize game objects
std::cout << "Hello 2" << std::endl;
// gameObjects.initialize();
gameObjects.initialize();
std::cout << "Hello 3" << std::endl;
@ -60,7 +61,6 @@ void Game::drawScene() {
void Game::processTickCount() {
#if 0
if (Environment::finalIsGood)
{
return;
@ -101,7 +101,6 @@ void Game::processTickCount() {
lastTickCount = newTickCount;
}
#endif
}
void Game::render() {
@ -111,7 +110,7 @@ void Game::render() {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// drawScene();
drawScene();
processTickCount();
SDL_GL_SwapWindow(ZL::Environment::window);
@ -119,7 +118,6 @@ void Game::render() {
void Game::update() {
SDL_Event event;
std::cout << "HEE" << std::endl;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
if (gameObjects.loadingThread.joinable())

View File

@ -16,8 +16,9 @@ const float GameObjectManager::SELECTED_CUBE_ICON_SIZE = 244.0f;
const float GameObjectManager::SELECTED_CUBE_MARGIN = 50.0f;
void GameObjectManager::initializeLoadingScreen()
{
{
loadingScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./loading.bmp"));
loadingScreenMesh = CreateRect2D(
{ Environment::width / 2.f, Environment::height / 2.f },
{ Environment::width / 2.f, Environment::height / 2.f },
@ -28,15 +29,17 @@ void GameObjectManager::initializeLoadingScreen()
}
void GameObjectManager::initialize() {
initializeLoadingScreen();
std::function<bool()> loadingFunction1 = [this]()
{
current_room_index = 0;
objects_in_inventory = 0;
bearName = "";
current_room_index = 0;
objects_in_inventory = 0;
bearName = "";
current_room_index = 0;
objects_in_inventory = 0;
//coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
@ -51,7 +54,7 @@ void GameObjectManager::initialize() {
loadingThread = std::thread([this]() {
/*
preloadedRoomMeshArr.resize(3);
preloadedRoomMeshArr[0] = ZL::LoadFromTextFile("./oneroom001.txt");
preloadedRoomMeshArr[0].Scale(10);
@ -71,17 +74,17 @@ void GameObjectManager::initialize() {
violaIdleModel.LoadFromFile("./idleviola_uv010.txt");
violaWalkModel.LoadFromFile("./walkviola_uv010.txt");
sideThreadLoadingCompleted = true;*/
sideThreadLoadingCompleted = true;
});
std::function<bool()> loadingFunction2 = [this]()
{
return sideThreadLoadingCompleted;
};
std::function<bool()> loadingFunction3 = [this]()
{
/*
// Create active object
ActiveObject cubeForFirstRoomT;
cubeForFirstRoomT.name = "cube_T";
@ -252,14 +255,13 @@ void GameObjectManager::initialize() {
rooms.push_back(room_3);
activeObjects = rooms[current_room_index].objects;
*/
// Initialize audio
/*
audioPlayer = std::make_unique<AudioPlayer>();
if (audioPlayer) {
audioPlayer->playMusic(rooms[current_room_index].sound_name);
}*/
/*
#ifdef AUDIO
audioPlayerAsync.resetAsync();
audioPlayerAsync.playMusicAsync(rooms[current_room_index].sound_name);
@ -303,15 +305,14 @@ void GameObjectManager::initialize() {
//SDL_ShowCursor(SDL_DISABLE);
SDL_SetRelativeMouseMode(SDL_TRUE);
*/
std::cout << "Hi2" << std::endl;
return true;
};
//loadingFunctions.push_back(loadingFunction1);
//loadingFunctions.push_back(loadingFunction2);
//loadingFunctions.push_back(loadingFunction3);
loadingFunctions.push_back(loadingFunction1);
loadingFunctions.push_back(loadingFunction2);
loadingFunctions.push_back(loadingFunction3);
}
void GameObjectManager::switch_room(int index){
@ -712,9 +713,6 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
}
void GameObjectManager::updateScene(size_t ms) {
#if 0
const float SPEED = 0.1f;
Vector2f directionVector = { 0.f, SPEED }; // x and z
@ -865,8 +863,6 @@ void GameObjectManager::updateScene(size_t ms) {
//float Environment::monsterTimer = 0.0;
//int Environment::monsterState = 1;
#endif
}
bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const {
@ -911,4 +907,4 @@ void GameObjectManager::worldToScreenCoordinates(Vector3f objectPos,
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
}
} // namespace ZL
} // namespace ZL

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@ -4,7 +4,7 @@
#include "Inventory.h"
#include <GL/gl.h>
#include <iostream>
namespace ZL {
@ -26,7 +26,6 @@ void RenderSystem::drawScene(GameObjectManager& gameObjects) {
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, Environment::width, Environment::height);
if (Environment::gameIsLoading)
{
drawLoadingScreen(gameObjects);
@ -42,6 +41,7 @@ void RenderSystem::drawScene(GameObjectManager& gameObjects) {
glClear(GL_DEPTH_BUFFER_BIT);
drawUI(gameObjects);
}
CheckGlError();
}

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@ -5,7 +5,8 @@
namespace ZL {
ShaderResource::ShaderResource(const std::string& vertexCode, const std::string& fragmentCode)
{
{
const int CONST_INFOLOG_LENGTH = 256;
char infoLog[CONST_INFOLOG_LENGTH];
@ -38,14 +39,13 @@ namespace ZL {
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
if (!vertexShaderCompiled)
{
throw std::runtime_error("Failed to compile vertex shader code!");
}
std::cout << "IM here" << std::endl;
if (!fragmentShaderCompiled)
{
{
throw std::runtime_error("Failed to compile fragment shader code!");
}
@ -142,7 +142,6 @@ namespace ZL {
vertexShader = readTextFile(vertexShaderFileName);
fragmentShader = readTextFile(fragmentShaderFileName);
}
///std::cout << "Shader: "<< vertexShader << std::endl;
shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader, fragmentShader);
}

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@ -13,10 +13,34 @@ int main(int argc, char* argv[]) {
#ifdef EMSCRIPTEN
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* win = nullptr;
SDL_Renderer* ren = nullptr;
SDL_CreateWindowAndRenderer(CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL, &win, &ren);
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_Window* win = SDL_CreateWindow("Jumping Bird",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
CONST_WIDTH, CONST_HEIGHT,
SDL_WINDOW_OPENGL);
if (!win) {
std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
return 1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(win);
if (!glContext) {
std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
return 1;
}
// Привязка контекста к окну — важно!
SDL_GL_MakeCurrent(win, glContext);
ZL::Environment::window = win;
#else
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {