bit more
This commit is contained in:
13
Assets/floppy-resources.conf
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13
Assets/floppy-resources.conf
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@@ -0,0 +1,13 @@
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group=floppy-resources
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[file]
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filename=shaders/pipe_shader.frag
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alias=pipe_shader.frag
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[file]
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filename=shaders/pipe_shader.vert
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alias=pipe_shader.vert
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[file]
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filename=images/bird.png
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alias=bird.png
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@@ -1,32 +1,3 @@
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/*
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This file is part of Magnum.
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Original authors — credit is appreciated but not required:
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2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 — Vladimír Vondruš <mosra@centrum.cz>
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute
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this software, either in source code form or as a compiled binary, for any
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purpose, commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of
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this software dedicate any and all copyright interest in the software to
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the public domain. We make this dedication for the benefit of the public
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at large and to the detriment of our heirs and successors. We intend this
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dedication to be an overt act of relinquishment in perpetuity of all
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present and future rights to this software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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uniform vec3 color = vec3(1.0, 1.0, 1.0);
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uniform sampler2D textureData;
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@@ -1,32 +1,3 @@
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/*
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This file is part of Magnum.
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Original authors — credit is appreciated but not required:
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2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 — Vladimír Vondruš <mosra@centrum.cz>
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute
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this software, either in source code form or as a compiled binary, for any
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purpose, commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of
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this software dedicate any and all copyright interest in the software to
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the public domain. We make this dedication for the benefit of the public
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at large and to the detriment of our heirs and successors. We intend this
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dedication to be an overt act of relinquishment in perpetuity of all
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present and future rights to this software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec2 textureCoordinates;
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@@ -22,7 +22,6 @@ message(STATUS "Magnum found: ${MAGNUM_FOUND}")
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corrade_add_resource(RESOURCES Assets/resources.conf)
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# Set the sources, allows VS to filter them properly
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file(GLOB SOURCES "src/*.cpp")
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file(GLOB HEADERS "src/*.h")
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@@ -31,6 +30,9 @@ include_directories(include)
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add_executable(${PNAME} ${SOURCES}
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${RESOURCES})
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message(STATUS "sources: ${SOURCES}")
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add_dependencies(${PNAME} Magnum::TgaImporter)
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target_link_libraries(${PNAME} PRIVATE
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10
src/Bird.h
10
src/Bird.h
@@ -1,9 +1,5 @@
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//#ifndef FLOPPY_BIRD_BIRD_H
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//#define FLOPPY_BIRD_BIRD_H
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//
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//#include <SFML/Graphics/Sprite.hpp>
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//#include <SFML/Graphics/Texture.hpp>
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//#include <SFML/Graphics/RenderTarget.hpp>
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#pragma once
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//#include <memory>
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//
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//const float gravity = 9.8;
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@@ -26,5 +22,3 @@
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// virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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//};
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//
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//
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//#endif //FLOPPY_BIRD_BIRD_H
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22
src/QuadShader.cpp
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22
src/QuadShader.cpp
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@@ -0,0 +1,22 @@
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#include "QuadShader.h"
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QuadShader::QuadShader() {
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL330);
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const Utility::Resource rs{"texturedquad-data"};
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GL::Shader vert{GL::Version::GL330, GL::Shader::Type::Vertex};
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GL::Shader frag{GL::Version::GL330, GL::Shader::Type::Fragment};
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vert.addSource(rs.getString("TexturedQuadShader.vert"));
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frag.addSource(rs.getString("TexturedQuadShader.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile() && frag.compile());
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attachShaders({vert, frag});
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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_colorUniform = uniformLocation("color");
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setUniform(uniformLocation("textureData"), TextureUnit);
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}
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52
src/QuadShader.h
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52
src/QuadShader.h
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@@ -0,0 +1,52 @@
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#pragma once
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#include <Magnum/GL/DefaultFramebuffer.h>
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#include <Magnum/Platform/Sdl2Application.h>
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#include <Corrade/Containers/Optional.h>
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#include <Corrade/Containers/StringView.h>
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#include <Corrade/PluginManager/Manager.h>
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#include <Corrade/Utility/Resource.h>
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#include <Magnum/ImageView.h>
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#include <Magnum/GL/Buffer.h>
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#include <Magnum/GL/DefaultFramebuffer.h>
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#include <Magnum/GL/Mesh.h>
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#include <Magnum/GL/Texture.h>
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#include <Magnum/GL/TextureFormat.h>
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#include <Magnum/Platform/Sdl2Application.h>
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#include <Magnum/Trade/AbstractImporter.h>
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#include <Magnum/Trade/ImageData.h>
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#include <Magnum/GL/Texture.h>
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#include <Magnum/Math/Color.h>
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#include <Corrade/Containers/Iterable.h>
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#include <Corrade/Containers/StringView.h>
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#include <Corrade/Containers/StringStl.h>
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#include <Corrade/Utility/Resource.h>
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#include <Magnum/GL/Context.h>
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#include <Magnum/GL/Shader.h>
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#include <Magnum/GL/Version.h>
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#include <Magnum/GL/AbstractShaderProgram.h>
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using namespace Magnum;
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class QuadShader: public GL::AbstractShaderProgram {
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public:
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typedef GL::Attribute<0, Vector2> Position;
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typedef GL::Attribute<1, Vector2> TextureCoordinates;
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explicit QuadShader();
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QuadShader& setColor(const Color3& color) {
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setUniform(_colorUniform, color);
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return *this;
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}
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QuadShader& bindTexture(GL::Texture2D& texture) {
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texture.bind(TextureUnit);
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return *this;
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}
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private:
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enum: Int { TextureUnit = 0 };
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Int _colorUniform;
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};
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58
src/main.cpp
58
src/main.cpp
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#include <Magnum/GL/Shader.h>
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#include <Magnum/GL/Version.h>
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using namespace Magnum;
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class TexturedQuadShader: public GL::AbstractShaderProgram {
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public:
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typedef GL::Attribute<0, Vector2> Position;
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typedef GL::Attribute<1, Vector2> TextureCoordinates;
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explicit TexturedQuadShader();
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TexturedQuadShader& setColor(const Color3& color) {
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setUniform(_colorUniform, color);
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return *this;
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}
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TexturedQuadShader& bindTexture(GL::Texture2D& texture) {
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texture.bind(TextureUnit);
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return *this;
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}
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private:
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enum: Int { TextureUnit = 0 };
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Int _colorUniform;
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};
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TexturedQuadShader::TexturedQuadShader() {
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL330);
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const Utility::Resource rs{"texturedquad-data"};
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GL::Shader vert{GL::Version::GL330, GL::Shader::Type::Vertex};
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GL::Shader frag{GL::Version::GL330, GL::Shader::Type::Fragment};
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vert.addSource(rs.getString("TexturedQuadShader.vert"));
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frag.addSource(rs.getString("TexturedQuadShader.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile() && frag.compile());
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attachShaders({vert, frag});
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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_colorUniform = uniformLocation("color");
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setUniform(uniformLocation("textureData"), TextureUnit);
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}
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#include "QuadShader.h"
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class MyApplication: public Platform::Application {
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public:
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@@ -92,11 +48,14 @@ private:
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void drawEvent() override;
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GL::Mesh _mesh;
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TexturedQuadShader _shader;
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QuadShader _shader;
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GL::Texture2D _texture;
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};
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MyApplication::MyApplication(const Arguments& arguments): Platform::Application{arguments} {
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// =============== Vertex and index buffer stuff =====================
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struct QuadVertex {
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Vector2 position;
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Vector2 textureCoordinates;
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@@ -114,11 +73,13 @@ MyApplication::MyApplication(const Arguments& arguments): Platform::Application{
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_mesh.setCount(Containers::arraySize(indices))
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.addVertexBuffer(GL::Buffer{vertices}, 0,
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TexturedQuadShader::Position{},
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TexturedQuadShader::TextureCoordinates{})
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QuadShader::Position{},
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QuadShader::TextureCoordinates{})
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.setIndexBuffer(GL::Buffer{indices}, 0,
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GL::MeshIndexType::UnsignedInt);
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// ====================== Materials, resources, Textures =======================
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PluginManager::Manager<Trade::AbstractImporter> manager;
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Containers::Pointer<Trade::AbstractImporter> importer =
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manager.loadAndInstantiate("TgaImporter");
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@@ -128,6 +89,7 @@ MyApplication::MyApplication(const Arguments& arguments): Platform::Application{
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Containers::Optional<Trade::ImageData2D> image = importer->image2D(0);
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CORRADE_INTERNAL_ASSERT(image);
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_texture.setWrapping(GL::SamplerWrapping::ClampToEdge)
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.setMagnificationFilter(GL::SamplerFilter::Linear)
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.setMinificationFilter(GL::SamplerFilter::Linear)
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