Fixed linux compat

This commit is contained in:
Patrick Schwarzer 2026-02-01 22:07:13 +01:00
parent dcc5871929
commit b47c5e27d8
9 changed files with 49 additions and 32 deletions

66
engine/mesh.h Normal file
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#pragma once
#include <exception>
#include <vector>
#include <glad/glad.h>
struct Vertex {
float x, y, z; // position
float r, g, b; // color
float u, v; // texcoord
// = 8 floats = 32 bytes
};
class Mesh
{
public:
unsigned int VBO, VAO, EBO;
std::size_t indexCount = 0;
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices) : indexCount(indices.size())
{
if (vertices.empty() || indices.empty()) {
throw std::runtime_error("Mesh created with empty vertices or indices");
}
try
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
std::cout << VAO << std::endl;
std::cout << VBO << std::endl;
std::cout << EBO << std::endl;
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, x));
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, r));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, u));
glEnableVertexAttribArray(2);
}
catch (...)
{
std::cout << "Failed to load mesh" << std::endl;
}
}
void Draw() const
{
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount),
GL_UNSIGNED_INT, nullptr);
}
};

133
engine/shader.h Normal file
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#ifndef SHADER_H
#define SHADER_H
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
// Compiled Shader Program ID
unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode, fragmentCode;
std::ifstream vertexFile, fragmentFile;
std::cout << vertexPath << std::endl;
vertexFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
fragmentFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open the files
vertexFile.open(vertexPath);
fragmentFile.open(fragmentPath);
std::stringstream vertexStream, fragmentStream;
// Save the contents to our streams
vertexStream << vertexFile.rdbuf();
fragmentStream << fragmentFile.rdbuf();
// Close files
vertexFile.close();
fragmentFile.close();
// Save the contents to our strings
vertexCode = vertexStream.str();
fragmentCode = fragmentStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vertexShaderSource = vertexCode.c_str();
const char* fragmentShaderSource = fragmentCode.c_str();
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
checkCompileErrors(vertexShader, "VERTEX");
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
checkCompileErrors(fragmentShader, "FRAGMENT");
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Use()
{
glUseProgram(ID);
};
// Setters
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void setVec2(const std::string &name, float v0, float v1) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), v0, v1);
}
void setVec3(const std::string &name, float v0, float v1, float v2) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2);
}
void setVec4(const std::string &name, float v0, float v1, float v2, float v3) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2, v3);
}
private:
void checkCompileErrors(unsigned int shader, std::string type)
{
int success;
char infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
else
{
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
}
}
}
};
#endif

54
engine/texture.h Normal file
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#pragma once
#include <iostream>
#include <glad/glad.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image/stb_image.h>
class Texture
{
public:
unsigned int ID;
int width, height, nrChannels;
Texture(const char* texturePath, bool flip = false)
{
// Create the Texture and set our ID
glGenTextures(1, &ID);
glBindTexture(GL_TEXTURE_2D, ID);
// set the texture wrapping/filtering options (on the currently bound texture object)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Grab the texture from our path
if (flip)
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
if (data)
{
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
if (flip)
stbi_set_flip_vertically_on_load(false);
stbi_image_free(data);
}
void Draw() const
{
glActiveTexture(GL_TEXTURE);
glBindTexture(GL_TEXTURE_2D, ID);
}
};