Added function overloading to shader and removed replaced uneeded variables
This commit is contained in:
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ccacb3088f
commit
932eafe0a8
@ -27,19 +27,19 @@
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#include "Physics.h"
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void framebufferSizeCallback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void processInput(GLFWwindow* window, ImGuiIO& io);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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void updateAvgFps(ImGuiIO& io);
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int fpsCount = 0;
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std::chrono::steady_clock::time_point fpsStartTime;
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float avgFps = 0;
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float lowestFps = -1;
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float highestFps = -1;
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float lastX = 400, lastY = 300;
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double currentTime = 0.0;
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float avgFps = -1.f;
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#define FPS_SAMPLES 10 // How many samples should be taken to calculate the avgFps
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float fpsSamples[FPS_SAMPLES];
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float minFps = FLT_MAX; // If this isn't big enough then you have a killer pc
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float maxFps = -1.f;
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float lastX = 400.f, lastY = 300.f;
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bool firstMouse = true;
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bool menuMode = false;
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@ -62,31 +62,31 @@ GLuint depthTexture;
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float rectangleVertices[] =
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{
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// Coords // TexCoords
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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// Coords // TexCoords
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 1.0f
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};
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float outlineVertices[] =
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float outlineVertices[] =
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{
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-.001f, -.001f, -.001f, 1.001f, -.001f, -.001f,
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1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
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1.001f, -.001f, -.001f, 1.001f, 1.001f, -.001f,
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1.001f, 1.001f, -.001f, -.001f, 1.001f, -.001f,
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-.001f, 1.001f, -.001f, -.001f, -.001f, -.001f,
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-.001f, -.001f, -.001f, -.001f, -.001f, 1.001f,
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-.001f, -.001f, 1.001f, -.001f, 1.001f, 1.001f,
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-.001f, 1.001f, 1.001f, -.001f, 1.001f, -.001f,
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1.001f, -.001f, -.001f, 1.001f, -.001f, 1.001f,
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1.001f, -.001f, 1.001f, 1.001f, 1.001f, 1.001f,
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1.001f, 1.001f, 1.001f, 1.001f, 1.001f, -.001f,
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-.001f, -.001f, 1.001f, 1.001f, -.001f, 1.001f,
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-.001f, 1.001f, 1.001f, 1.001f, 1.001f, 1.001f,
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};
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@ -96,13 +96,13 @@ float crosshairVertices[] =
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windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
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windowX / 2 + 13.5, windowY / 2 - 13.5, 1.0f, 0.0f,
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windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
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windowX / 2 - 13.5, windowY / 2 - 13.5, 0.0f, 0.0f,
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windowX / 2 - 13.5, windowY / 2 + 13.5, 0.0f, 1.0f,
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windowX / 2 + 13.5, windowY / 2 + 13.5, 1.0f, 1.0f,
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};
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int main(int argc, char *argv[])
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int main(int argc, char* argv[])
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{
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#ifdef LINUX
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char* resolved_path = realpath(argv[0], NULL);
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@ -137,7 +137,7 @@ int main(int argc, char *argv[])
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create window
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GLFWwindow* window = glfwCreateWindow(windowX, windowY, "Scuffed Minecraft", nullptr, nullptr);
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if (window == nullptr)
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@ -263,7 +263,7 @@ int main(int argc, char *argv[])
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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// Set texture parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -318,6 +318,10 @@ int main(int argc, char *argv[])
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glm::mat4 ortho = glm::ortho(0.0f, (float)windowX, (float)windowY, 0.0f, 0.0f, 10.0f);
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std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f);
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for (int i = 0; i < FPS_SAMPLES; i++)
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std::cout << fpsSamples[i] << std::endl;
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// Initialize ImGui
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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@ -326,39 +330,26 @@ int main(int argc, char *argv[])
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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fpsStartTime = std::chrono::steady_clock::now();
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while (!glfwWindowShouldClose(window))
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{
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// Delta Time
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Get time
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currentTime = glfwGetTime();
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// Fetching max/min fps
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if (minFps > io.Framerate)
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minFps = io.Framerate;
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if (maxFps < io.Framerate)
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maxFps = io.Framerate;
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updateAvgFps(io);
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// FPS Calculations
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float fps = 1.0f / deltaTime;
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if (lowestFps == -1 || fps < lowestFps)
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lowestFps = fps;
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if (highestFps == -1 || fps > highestFps)
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highestFps = fps;
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fpsCount++;
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std::chrono::steady_clock::time_point currentTimePoint = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::seconds>(currentTimePoint - fpsStartTime).count() >= 1)
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{
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avgFps = fpsCount;
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lowestFps = -1;
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highestFps = -1;
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fpsCount = 0;
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fpsStartTime = currentTimePoint;
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}
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waterShader.use();
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waterShader.setFloat("time", currentFrame);
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waterShader.setUniform("time", currentTime);
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outlineShader.use();
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outlineShader.setFloat("time", currentFrame);
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outlineShader.setUniform("time", currentTime);
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// Input
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processInput(window);
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processInput(window, io);
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// Rendering
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glEnable(GL_DEPTH_TEST);
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@ -504,8 +495,8 @@ int main(int argc, char *argv[])
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// Draw ImGui UI
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ImGui::Begin("Test");
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ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)fps, (int)avgFps, (int)lowestFps, (int)highestFps);
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ImGui::Text("MS: %f", deltaTime * 100.0f);
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ImGui::Text("FPS: %d (Avg: %d, Min: %d, Max: %d)", (int)io.Framerate, (int)avgFps, (int)minFps, (int)maxFps);
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ImGui::Text("MS: %f", io.DeltaTime * 100.0f);
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if (ImGui::Checkbox("VSYNC", &vsync))
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glfwSwapInterval(vsync ? 1 : 0);
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ImGui::Text("Chunks: %d (%d rendered)", Planet::planet->numChunks, Planet::planet->numChunksRendered);
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@ -553,7 +544,7 @@ void framebufferSizeCallback(GLFWwindow* window, int width, int height)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, windowX, windowY, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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}
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void processInput(GLFWwindow* window)
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void processInput(GLFWwindow* window, ImGuiIO& io)
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{
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// Pause
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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@ -585,20 +576,20 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD_NO_Y, deltaTime);
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camera.ProcessKeyboard(FORWARD_NO_Y, io.DeltaTime);
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else
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camera.ProcessKeyboard(FORWARD, deltaTime);
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camera.ProcessKeyboard(FORWARD, io.DeltaTime);
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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camera.ProcessKeyboard(BACKWARD, io.DeltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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camera.ProcessKeyboard(LEFT, io.DeltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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camera.ProcessKeyboard(RIGHT, io.DeltaTime);
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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camera.ProcessKeyboard(UP, deltaTime);
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camera.ProcessKeyboard(UP, io.DeltaTime);
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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camera.ProcessKeyboard(DOWN, deltaTime);
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camera.ProcessKeyboard(DOWN, io.DeltaTime);
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}
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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@ -632,7 +623,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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int blockX = result.blockX;
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int blockY = result.blockY;
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int blockZ = result.blockZ;
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// Choose face to place on
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if (abs(distX) > abs(distY) && abs(distX) > abs(distZ))
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blockX += (distX > 0 ? 1 : -1);
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@ -679,4 +670,27 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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void updateAvgFps(ImGuiIO& io)
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{
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float fpsSum = 0.0f; // In case all samples are taken so that we only need one cycle
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for (int i = 0; i < FPS_SAMPLES; i++)
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{
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if (fpsSamples[i] != -1)//If this sample has been taken
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{
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fpsSum += fpsSamples[i];
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}
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else if (fpsSamples[i] == -1 && i != FPS_SAMPLES - 1) // we need a sample here and are not ready for the avg
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{
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fpsSamples[i] = io.Framerate;
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return; // We continue sampleing next call
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}
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else if (i == FPS_SAMPLES - 1) // All sample have been taken
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{
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fpsSum += io.Framerate;
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avgFps = fpsSum / FPS_SAMPLES;
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std::fill(fpsSamples, fpsSamples + FPS_SAMPLES, -1.0f); // Reset samples
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}
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}
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}
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@ -102,4 +102,89 @@ void Shader::setInt(const std::string& name, int value) const
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void Shader::setFloat(const std::string& name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void Shader::setUniform(const std::string& uniformName, int val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform1i(uLoc, val);
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}
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void Shader::setUniform(const std::string& uniformName, unsigned int val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform1i(uLoc, val);
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}
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void Shader::setUniform(const std::string& uniformName, float val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform1f(uLoc, val);
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}
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void Shader::setUniform(const std::string& uniformName, double val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform1f(uLoc, val);
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}
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void Shader::setUniform(const std::string& uniformName, glm::vec2 val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform2f(uLoc, val.x, val.y);
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}
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void Shader::setUniform(const std::string& uniformName, glm::vec3 val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform3f(uLoc, val.x, val.y, val.z);
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}
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void Shader::setUniform(const std::string& uniformName, glm::ivec3 val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniform3f(uLoc, val.x, val.y, val.z);
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}
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void Shader::setUniform(const std::string& uniformName, glm::mat3 val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniformMatrix3fv(uLoc, 1, GL_TRUE, &val[0][0]);
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}
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void Shader::setUniform(const std::string& uniformName, glm::mat4 val)
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{
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int uLoc = getUniformID(uniformName);
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if (uLoc < 0)
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return;
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glUniformMatrix4fv(uLoc, 1, GL_TRUE, &val[0][0]);
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}
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int Shader::getUniformID(const std::string& uniformName) const
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{
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int uLoc = glGetUniformLocation(ID, uniformName.c_str());
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if (errorOccurd("While fetching location for uniform with the name " + uniformName))
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return -1;
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return uLoc; // Is only callable if no error happens
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}
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bool Shader::errorOccurd(const std::string& origin) const
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{
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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{
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std::cerr << origin << " || A OpenGL error occurd with the code " << err;
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std::cerr << std::endl;
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return true;
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}
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return false;
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include <string>
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#include <glm/glm.hpp> // Used to pass vec or mat to GPU
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class Shader
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{
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@ -16,4 +17,24 @@ public:
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void setBool(const std::string& name, bool value) const;
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void setInt(const std::string& name, int value) const;
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void setFloat(const std::string& name, float value) const;
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// Overloaded uniform setter to avoid type error or overflows
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void setUniform(const std::string& uniformName, int val);
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void setUniform(const std::string& uniformName, unsigned int val);
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void setUniform(const std::string& uniformName, float val);
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void setUniform(const std::string& uniformName, double val);
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void setUniform(const std::string& uniformName, glm::vec2 val);
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void setUniform(const std::string& uniformName, glm::vec3 val);
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void setUniform(const std::string& uniformName, glm::ivec3 val);
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void setUniform(const std::string& uniformName, glm::mat3 val);
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void setUniform(const std::string& uniformName, glm::mat4 val);
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/// Returns -1 if the name is not valid
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int getUniformID(const std::string& name) const;
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private:
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/// True if a opengl error was reported
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/// This method should actually be global or something similiar so that everyone can
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/// use it but for now this is enough because there isn't even real error handling :)
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bool errorOccurd(const std::string& origin) const;
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};
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