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OpenGL Shader + Mesh + Rendering + buggy Texturing + Demo, Refactorin…
…gs, Utility
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Paul Maximilian Bittner
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Jun 30, 2017
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OpenGL_Hardcodes entfernen: | ||
OpenGLMesh.render -> glEnableVertexAttribArray momentan mit 0, bitte variabel | ||
OpenGLSprite ist nur mit einem Shader moeglich. Shader besser abstrahieren! | ||
Mehrere Texturen unterstetzen glActiveTexture(GL_TEXTURE0) in OpenGLSprite ist keine Loesung |
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#version 400 core | ||
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in vec2 fragTextureCoords; | ||
out vec4 out_Color; | ||
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uniform sampler2D textureSampler; | ||
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void main(void) { | ||
//* | ||
out_Color = texture(textureSampler, fragTextureCoords); | ||
/*/ | ||
out_Color = vec4(1,0,0,1); | ||
//*/ | ||
} |
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#version 400 core | ||
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in vec3 position; | ||
in vec2 texCoord; | ||
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out vec2 fragTextureCoords; | ||
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uniform mat4 projection; | ||
uniform mat4 modelview; | ||
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void main(void) { | ||
fragTextureCoords = texCoord; | ||
gl_Position = projection * modelview * vec4(position, 1.0); | ||
} |
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#version 150 | ||
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in vec3 colour; | ||
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out vec4 out_Color; | ||
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void main(void){ | ||
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out_Color = vec4(colour,1.0); | ||
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} | ||
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#version 150 | ||
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in vec3 position; | ||
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out vec3 colour; | ||
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void main(void){ | ||
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gl_Position = vec4(position,1.0); | ||
colour = vec3(position.x+0.5,0.0,position.y+0.5); | ||
} |
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# Locate SDL2_image library | ||
# This module defines | ||
# SDL2_IMAGE_LIBRARY, the name of the library to link against | ||
# SDL2_IMAGE_FOUND, if false, do not try to link to SDL2_image | ||
# SDL2_IMAGE_INCLUDE_DIR, where to find SDL_image.h | ||
# | ||
# Additional Note: If you see an empty SDL2_IMAGE_LIBRARY_TEMP in your configuration | ||
# and no SDL2_IMAGE_LIBRARY, it means CMake did not find your SDL2_Image library | ||
# (SDL2_image.dll, libsdl2_image.so, SDL2_image.framework, etc). | ||
# Set SDL2_IMAGE_LIBRARY_TEMP to point to your SDL2 library, and configure again. | ||
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value | ||
# as appropriate. These values are used to generate the final SDL2_IMAGE_LIBRARY | ||
# variable, but when these values are unset, SDL2_IMAGE_LIBRARY does not get created. | ||
# | ||
# $SDL2 is an environment variable that would | ||
# correspond to the ./configure --prefix=$SDL2 | ||
# used in building SDL2. | ||
# l.e.galup 9-20-02 | ||
# | ||
# Modified by Eric Wing. | ||
# Added code to assist with automated building by using environmental variables | ||
# and providing a more controlled/consistent search behavior. | ||
# Added new modifications to recognize OS X frameworks and | ||
# additional Unix paths (FreeBSD, etc). | ||
# Also corrected the header search path to follow "proper" SDL2 guidelines. | ||
# Added a search for SDL2main which is needed by some platforms. | ||
# Added a search for threads which is needed by some platforms. | ||
# Added needed compile switches for MinGW. | ||
# | ||
# On OSX, this will prefer the Framework version (if found) over others. | ||
# People will have to manually change the cache values of | ||
# SDL2_IMAGE_LIBRARY to override this selection or set the CMake environment | ||
# CMAKE_INCLUDE_PATH to modify the search paths. | ||
# | ||
# Note that the header path has changed from SDL2/SDL.h to just SDL.h | ||
# This needed to change because "proper" SDL2 convention | ||
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability | ||
# reasons because not all systems place things in SDL2/ (see FreeBSD). | ||
# | ||
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake | ||
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This | ||
# was not created for redistribution, and exists temporarily pending official | ||
# SDL2 CMake modules. | ||
# | ||
# Note that on windows this will only search for the 32bit libraries, to search | ||
# for 64bit change x86/i686-w64 to x64/x86_64-w64 | ||
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#============================================================================= | ||
# Copyright 2003-2009 Kitware, Inc. | ||
# | ||
# CMake - Cross Platform Makefile Generator | ||
# Copyright 2000-2014 Kitware, Inc. | ||
# Copyright 2000-2011 Insight Software Consortium | ||
# All rights reserved. | ||
# | ||
# Redistribution and use in source and binary forms, with or without | ||
# modification, are permitted provided that the following conditions | ||
# are met: | ||
# | ||
# * Redistributions of source code must retain the above copyright | ||
# notice, this list of conditions and the following disclaimer. | ||
# | ||
# * Redistributions in binary form must reproduce the above copyright | ||
# notice, this list of conditions and the following disclaimer in the | ||
# documentation and/or other materials provided with the distribution. | ||
# | ||
# * Neither the names of Kitware, Inc., the Insight Software Consortium, | ||
# nor the names of their contributors may be used to endorse or promote | ||
# products derived from this software without specific prior written | ||
# permission. | ||
# | ||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | ||
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR | ||
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | ||
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | ||
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | ||
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | ||
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | ||
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | ||
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
# | ||
# This software is distributed WITHOUT ANY WARRANTY; without even the | ||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. | ||
# See the License for more information. | ||
#============================================================================= | ||
# (To distribute this file outside of CMake, substitute the full | ||
# License text for the above reference.) | ||
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FIND_PATH(SDL2_IMAGE_INCLUDE_DIR SDL_image.h | ||
HINTS | ||
${SDL2} | ||
$ENV{SDL2} | ||
$ENV{SDL2_IMAGE} | ||
PATH_SUFFIXES include/SDL2 include SDL2 | ||
i686-w64-mingw32/include/SDL2 | ||
x86_64-w64-mingw32/include/SDL2 | ||
PATHS | ||
~/Library/Frameworks | ||
/Library/Frameworks | ||
/usr/local/include/SDL2 | ||
/usr/include/SDL2 | ||
/sw # Fink | ||
/opt/local # DarwinPorts | ||
/opt/csw # Blastwave | ||
/opt | ||
) | ||
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# Lookup the 64 bit libs on x64 | ||
IF(CMAKE_SIZEOF_VOID_P EQUAL 8) | ||
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP | ||
NAMES SDL2_image | ||
HINTS | ||
${SDL2} | ||
$ENV{SDL2} | ||
$ENV{SDL2_IMAGE} | ||
PATH_SUFFIXES lib64 lib | ||
lib/x64 | ||
x86_64-w64-mingw32/lib | ||
PATHS | ||
/sw | ||
/opt/local | ||
/opt/csw | ||
/opt | ||
) | ||
# On 32bit build find the 32bit libs | ||
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8) | ||
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP | ||
NAMES SDL2_image | ||
HINTS | ||
${SDL2} | ||
$ENV{SDL2} | ||
$ENV{SDL2_IMAGE} | ||
PATH_SUFFIXES lib | ||
lib/x86 | ||
i686-w64-mingw32/lib | ||
PATHS | ||
/sw | ||
/opt/local | ||
/opt/csw | ||
/opt | ||
) | ||
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8) | ||
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SET(SDL2_IMAGE_FOUND "NO") | ||
IF(SDL2_IMAGE_LIBRARY_TEMP) | ||
# Set the final string here so the GUI reflects the final state. | ||
SET(SDL2_IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARY_TEMP} CACHE STRING "Where the SDL2_image Library can be found") | ||
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI | ||
SET(SDL2_IMAGE_LIBRARY_TEMP "${SDL2_IMAGE_LIBRARY_TEMP}" CACHE INTERNAL "") | ||
SET(SDL2_IMAGE_FOUND "YES") | ||
ENDIF(SDL2_IMAGE_LIBRARY_TEMP) | ||
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INCLUDE(FindPackageHandleStandardArgs) | ||
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_IMAGE REQUIRED_VARS SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR) | ||
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// | ||
// Created by Paul on 30.06.2017. | ||
// | ||
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#ifndef PAXENGINE3_RENDEROPTIONS_H | ||
#define PAXENGINE3_RENDEROPTIONS_H | ||
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namespace PAX { | ||
class Camera; | ||
class Shader; | ||
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class RenderOptions { | ||
Camera *_camera; | ||
Shader *_shader; | ||
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public: | ||
RenderOptions(); | ||
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Camera *getCamera() const; | ||
void setCamera(Camera *camera); | ||
Shader *getShader() const; | ||
void setShader(Shader *shader); | ||
}; | ||
} | ||
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#endif //PAXENGINE3_RENDEROPTIONS_H |
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