mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | First sphere
This commit is contained in:
119
LMakefile
Normal file
119
LMakefile
Normal file
@ -0,0 +1,119 @@
|
|||||||
|
# **************************************************************************** #
|
||||||
|
# #
|
||||||
|
# ::: :::::::: #
|
||||||
|
# Makefile :+: :+: :+: #
|
||||||
|
# +:+ +:+ +:+ #
|
||||||
|
# By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ #
|
||||||
|
# +#+#+#+#+#+ +#+ #
|
||||||
|
# Created: 2024/10/13 19:39:57 by ycontre #+# #+# #
|
||||||
|
# Updated: 2024/10/14 19:31:54 by ycontre ### ########.fr #
|
||||||
|
# #
|
||||||
|
# **************************************************************************** #
|
||||||
|
|
||||||
|
BLACK = \033[30;49;3m
|
||||||
|
RED = \033[31;49;3m
|
||||||
|
GREEN = \033[32;49;3m
|
||||||
|
YELLOW = \033[33;49;3m
|
||||||
|
BLUE = \033[34;49;3m
|
||||||
|
MAGENTA = \033[35;49;3m
|
||||||
|
CYAN = \033[36;49;3m
|
||||||
|
WHITE = \033[37;49;3m
|
||||||
|
|
||||||
|
BBLACK = \033[30;49;3;1m
|
||||||
|
BRED = \033[31;49;3;1m
|
||||||
|
BGREEN = \033[32;49;3;1m
|
||||||
|
BYELLOW = \033[33;49;3;1m
|
||||||
|
BBLUE = \033[34;49;3;1m
|
||||||
|
BMAGENTA = \033[35;49;3;1m
|
||||||
|
BCYAN = \033[36;49;3;1m
|
||||||
|
BWHITE = \033[37;49;3;1m
|
||||||
|
|
||||||
|
RESET = \033[0m
|
||||||
|
|
||||||
|
LINE_CLR = \33[2K\r
|
||||||
|
|
||||||
|
FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
|
||||||
|
CMP = 1
|
||||||
|
|
||||||
|
NAME := RT
|
||||||
|
|
||||||
|
SRCS_DIR := srcs
|
||||||
|
|
||||||
|
OBJS_DIR := .objs
|
||||||
|
|
||||||
|
ASSETS_DIR := assets
|
||||||
|
|
||||||
|
SRC_ASSETS_DIR := assets_src
|
||||||
|
|
||||||
|
ALL_SRCS := RT.cpp gl.cpp \
|
||||||
|
Window.cpp Shader.cpp \
|
||||||
|
|
||||||
|
SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
|
||||||
|
|
||||||
|
|
||||||
|
OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
|
||||||
|
|
||||||
|
HEADERS := includes/RT.hpp
|
||||||
|
|
||||||
|
CC := clang -Wextra -Werror -Wall
|
||||||
|
|
||||||
|
CFLAGS := -Ofast
|
||||||
|
|
||||||
|
LDFLAGS := -lglfw -lstdc++
|
||||||
|
|
||||||
|
IFLAGS := -I ./includes
|
||||||
|
|
||||||
|
|
||||||
|
RM := rm -rf
|
||||||
|
|
||||||
|
MAKEFLAGS += --no-print-directory
|
||||||
|
|
||||||
|
DIR_DUP = mkdir -p $(@D)
|
||||||
|
|
||||||
|
# RULES ********************************************************************** #
|
||||||
|
|
||||||
|
all: $(NAME)
|
||||||
|
|
||||||
|
bonus: all
|
||||||
|
|
||||||
|
$(NAME): $(OBJS) $(HEADERS) $(ASSETS)
|
||||||
|
@$(CC) $(LDFLAGS) $(CFLAGS) $(IFLAGS) $(OBJS) -o $(NAME)
|
||||||
|
@printf "$(LINE_CLR)$(BWHITE) $(NAME): PROJECT COMPILED !$(RESET)\n\n"
|
||||||
|
|
||||||
|
$(OBJS_DIR)/%.o: %.cpp
|
||||||
|
@$(DIR_DUP)
|
||||||
|
@if [ $(CMP) -eq '1' ]; then \
|
||||||
|
printf "\n"; \
|
||||||
|
fi;
|
||||||
|
@printf "$(LINE_CLR)$(WHITE) $(NAME): $(CMP)/$(FILE) $(BWHITE)$<$(RESET) $(GREEN)compiling...$(RESET)"
|
||||||
|
@$(CC) $(CFLAGS) $(IFLAGS) -o $@ -c $^
|
||||||
|
@$(eval CMP=$(shell echo $$(($(CMP)+1))))
|
||||||
|
@if [ $(CMP) -gt $(FILE) ]; then \
|
||||||
|
printf "$(LINE_CLR)$(WHITE) $(NAME): $$(($(CMP)-1))/$(FILE)\n$(LINE_CLR)$(BGREEN) Compilation done !$(RESET)\n"; \
|
||||||
|
fi \
|
||||||
|
|
||||||
|
|
||||||
|
clean:
|
||||||
|
@$(RM) $(OBJS)
|
||||||
|
|
||||||
|
dclean: clean
|
||||||
|
@$(RM) $(OBJS_DIR)
|
||||||
|
|
||||||
|
fclean: dclean
|
||||||
|
@printf " $(BWHITE)$(NAME):$(BRED) cleaned.$(RESET)\n"
|
||||||
|
@$(RM) $(NAME)
|
||||||
|
|
||||||
|
mfclean: dclean
|
||||||
|
@$(RM) $(NAME)
|
||||||
|
|
||||||
|
mre:
|
||||||
|
@$(MAKE) mfclean
|
||||||
|
@$(MAKE) all
|
||||||
|
|
||||||
|
re:
|
||||||
|
@$(MAKE) fclean
|
||||||
|
@$(MAKE) all
|
||||||
|
|
||||||
|
# **************************************************************************** #
|
||||||
|
|
||||||
|
.PHONY: all clean fclean dclean re bonus
|
111
Makefile
111
Makefile
@ -1,123 +1,74 @@
|
|||||||
# **************************************************************************** #
|
# **************************************************************************** #
|
||||||
# #
|
# #
|
||||||
# ::: :::::::: #
|
# ::: :::::::: #
|
||||||
# Makefile :+: :+: :+: #
|
# WMakefile :+: :+: :+: #
|
||||||
# +:+ +:+ +:+ #
|
# +:+ +:+ +:+ #
|
||||||
# By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ #
|
# By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ #
|
||||||
# +#+#+#+#+#+ +#+ #
|
# +#+#+#+#+#+ +#+ #
|
||||||
# Created: 2024/10/13 19:39:57 by ycontre #+# #+# #
|
# Created: 2024/10/14 22:33:37 by TheRed #+# #+# #
|
||||||
# Updated: 2024/10/14 19:31:54 by ycontre ### ########.fr #
|
# Updated: 2024/10/14 22:33:37 by TheRed ### ########.fr #
|
||||||
# #
|
# #
|
||||||
# **************************************************************************** #
|
# **************************************************************************** #
|
||||||
|
|
||||||
BLACK = \033[30;49;3m
|
BLACK = [90m
|
||||||
RED = \033[31;49;3m
|
RED = [91m
|
||||||
GREEN = \033[32;49;3m
|
GREEN = [92m
|
||||||
YELLOW = \033[33;49;3m
|
YELLOW = [93m
|
||||||
BLUE = \033[34;49;3m
|
BLUE = [94m
|
||||||
MAGENTA = \033[35;49;3m
|
MAGENTA = [95m
|
||||||
CYAN = \033[36;49;3m
|
CYAN = [96m
|
||||||
WHITE = \033[37;49;3m
|
WHITE = [97m
|
||||||
|
|
||||||
BBLACK = \033[30;49;3;1m
|
RESET = [0m
|
||||||
BRED = \033[31;49;3;1m
|
|
||||||
BGREEN = \033[32;49;3;1m
|
|
||||||
BYELLOW = \033[33;49;3;1m
|
|
||||||
BBLUE = \033[34;49;3;1m
|
|
||||||
BMAGENTA = \033[35;49;3;1m
|
|
||||||
BCYAN = \033[36;49;3;1m
|
|
||||||
BWHITE = \033[37;49;3;1m
|
|
||||||
|
|
||||||
RESET = \033[0m
|
|
||||||
|
|
||||||
LINE_CLR = \33[2K\r
|
LINE_CLR = \33[2K\r
|
||||||
|
|
||||||
FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
|
|
||||||
CMP = 1
|
|
||||||
|
|
||||||
NAME := RT
|
NAME := RT
|
||||||
|
|
||||||
SRCS_DIR := srcs
|
SRCS_DIR := srcs
|
||||||
|
|
||||||
OBJS_DIR := .objs
|
OBJS_DIR := .objs
|
||||||
|
|
||||||
ASSETS_DIR := assets
|
ALL_SRCS := RT.cpp gl.cpp \
|
||||||
|
|
||||||
SRC_ASSETS_DIR := assets_src
|
|
||||||
|
|
||||||
ALL_SRCS := RT.cpp gl.cpp \
|
|
||||||
Window.cpp Shader.cpp \
|
Window.cpp Shader.cpp \
|
||||||
|
|
||||||
|
|
||||||
SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
|
SRCS := $(ALL_SRCS:%=$(SRCS_DIR)/%)
|
||||||
|
|
||||||
|
|
||||||
OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
|
OBJS := $(addprefix $(OBJS_DIR)/, $(SRCS:%.cpp=%.o))
|
||||||
|
|
||||||
HEADERS := includes/RT.hpp
|
CC := g++
|
||||||
|
|
||||||
CC := clang -Wextra -Werror -Wall
|
IFLAGS := -Ofast -I./includes -L./lib -lglfw3 -lopengl32 -lgdi32 -lcglm
|
||||||
|
|
||||||
CFLAGS := -Ofast
|
RM := del /f /s /q
|
||||||
|
|
||||||
LDFLAGS := -lglfw -lstdc++
|
|
||||||
|
|
||||||
IFLAGS := -I ./includes
|
|
||||||
|
|
||||||
|
|
||||||
RM := rm -rf
|
|
||||||
|
|
||||||
MAKEFLAGS += --no-print-directory
|
MAKEFLAGS += --no-print-directory
|
||||||
|
|
||||||
DIR_DUP = mkdir -p $(@D)
|
DIR_DUP = if not exist "$(@D)" mkdir "$(@D)"
|
||||||
|
|
||||||
# RULES ********************************************************************** #
|
# RULES ********************************************************************** #
|
||||||
|
|
||||||
all: $(NAME)
|
all: $(NAME)
|
||||||
|
|
||||||
bonus: all
|
$(NAME): $(OBJS) $(HEADERS)
|
||||||
|
@$(CC) -o $(NAME) $(OBJS) $(IFLAGS)
|
||||||
$(NAME): $(OBJS) $(HEADERS) $(ASSETS)
|
@echo $(WHITE) $(NAME): PROJECT COMPILED !$(RESET) & echo:
|
||||||
@$(CC) $(LDFLAGS) $(CFLAGS) $(IFLAGS) $(OBJS) -o $(NAME)
|
|
||||||
@printf "$(LINE_CLR)$(BWHITE) $(NAME): PROJECT COMPILED !$(RESET)\n\n"
|
|
||||||
|
|
||||||
$(OBJS_DIR)/%.o: %.cpp
|
$(OBJS_DIR)/%.o: %.cpp
|
||||||
@$(DIR_DUP)
|
@$(DIR_DUP)
|
||||||
@if [ $(CMP) -eq '1' ]; then \
|
@echo $(WHITE) $(NAME): $(WHITE)$<$(RESET) $(GREEN)compiling...$(RESET)
|
||||||
printf "\n"; \
|
@$(CC) -c $^ $(IFLAGS) -o $@
|
||||||
fi;
|
|
||||||
@printf "$(LINE_CLR)$(WHITE) $(NAME): $(CMP)/$(FILE) $(BWHITE)$<$(RESET) $(GREEN)compiling...$(RESET)"
|
|
||||||
@$(CC) $(CFLAGS) $(IFLAGS) -o $@ -c $^
|
|
||||||
@$(eval CMP=$(shell echo $$(($(CMP)+1))))
|
|
||||||
@if [ $(CMP) -gt $(FILE) ]; then \
|
|
||||||
printf "$(LINE_CLR)$(WHITE) $(NAME): $$(($(CMP)-1))/$(FILE)\n$(LINE_CLR)$(BGREEN) Compilation done !$(RESET)\n"; \
|
|
||||||
fi \
|
|
||||||
|
|
||||||
|
|
||||||
clean:
|
fclean:
|
||||||
@$(RM) $(OBJS)
|
@echo $(WHITE)$(NAME):$(RED) cleaned.$(RESET)
|
||||||
|
@del /f /s /q $(NAME).exe
|
||||||
dclean: clean
|
@rmdir /S /Q "$(OBJS_DIR)"
|
||||||
@$(RM) $(OBJS_DIR)
|
|
||||||
|
|
||||||
fclean: dclean
|
|
||||||
@make --quiet clean -C ${MINILIB_DIR}
|
|
||||||
@printf " $(BWHITE)$(NAME):$(BRED) cleaned.$(RESET)\n"
|
|
||||||
@$(RM) $(NAME)
|
|
||||||
@make -C $(LFT_DIR) fclean
|
|
||||||
@killall convert 2>/dev/null > /dev/null|| true && \
|
|
||||||
sleep 0.5 && rm -rf $(ASSETS_DIR)&
|
|
||||||
|
|
||||||
mfclean: dclean
|
|
||||||
@$(RM) $(NAME)
|
|
||||||
|
|
||||||
mre:
|
|
||||||
@make mfclean
|
|
||||||
@make all
|
|
||||||
|
|
||||||
re:
|
re:
|
||||||
@make fclean
|
@$(MAKE) fclean
|
||||||
@make all
|
@$(MAKE) all
|
||||||
|
|
||||||
# **************************************************************************** #
|
.PHONY: all clean fclean dclean re bonus
|
||||||
|
|
||||||
.PHONY: all clean fclean dclean re bonus
|
|
@ -27,7 +27,7 @@ class Shader
|
|||||||
// void compile(const char *vertexSource, const char *fragmentSource);
|
// void compile(const char *vertexSource, const char *fragmentSource);
|
||||||
void attach(void);
|
void attach(void);
|
||||||
void setupVertexBuffer(const RT::Vec2f* vertices, size_t size);
|
void setupVertexBuffer(const RT::Vec2f* vertices, size_t size);
|
||||||
void drawTriangles(void);
|
void drawTriangles(size_t size);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -18,7 +18,7 @@
|
|||||||
class Window
|
class Window
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Window(void);
|
Window(int width, int height, const char *title, int sleep);
|
||||||
Window(Window const &src);
|
Window(Window const &src);
|
||||||
~Window(void);
|
~Window(void);
|
||||||
|
|
||||||
|
75
shaders/frag.frag
Normal file
75
shaders/frag.frag
Normal file
@ -0,0 +1,75 @@
|
|||||||
|
#version 430 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
uniform vec2 u_resolution;
|
||||||
|
|
||||||
|
vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
|
||||||
|
float sphereRadius = 1.0;
|
||||||
|
|
||||||
|
|
||||||
|
vec3 lightPos = vec3(5.0, 5.0, 5.0);
|
||||||
|
vec3 lightColor = vec3(1.0, 1.0, 1.0);
|
||||||
|
vec3 objectColor = vec3(0.4, 0.7, 0.9);
|
||||||
|
|
||||||
|
|
||||||
|
struct Ray {
|
||||||
|
vec3 origin;
|
||||||
|
vec3 direction;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
bool intersectSphere(Ray ray, vec3 center, float radius, out float t) {
|
||||||
|
vec3 oc = ray.origin - center;
|
||||||
|
float a = dot(ray.direction, ray.direction);
|
||||||
|
float b = 2.0 * dot(oc, ray.direction);
|
||||||
|
float c = dot(oc, oc) - radius * radius;
|
||||||
|
float discriminant = b * b - 4.0 * a * c;
|
||||||
|
|
||||||
|
if (discriminant < 0.0) {
|
||||||
|
return false;
|
||||||
|
} else {
|
||||||
|
t = (-b - sqrt(discriminant)) / (2.0 * a);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) {
|
||||||
|
vec3 lightDir = normalize(lightPos - point);
|
||||||
|
float diff = max(dot(normal, lightDir), 0.0);
|
||||||
|
|
||||||
|
|
||||||
|
vec3 diffuse = diff * lightColor;
|
||||||
|
|
||||||
|
|
||||||
|
return objectColor * diffuse;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 uv;
|
||||||
|
vec4 color;
|
||||||
|
|
||||||
|
uv = gl_FragCoord.xy / u_resolution.xy * 2.0 - 1.0;
|
||||||
|
uv.x *= u_resolution.x / u_resolution.y;
|
||||||
|
|
||||||
|
vec3 rayOrigin = vec3(0.0, 0.0, 0.0);
|
||||||
|
vec3 rayDirection = normalize(vec3(uv, -1.0));
|
||||||
|
|
||||||
|
Ray ray = Ray(rayOrigin, rayDirection);
|
||||||
|
|
||||||
|
float t;
|
||||||
|
if (intersectSphere(ray, sphereCenter, sphereRadius, t))
|
||||||
|
{
|
||||||
|
vec3 hitPoint = ray.origin + t * ray.direction;
|
||||||
|
vec3 normal = normalize(hitPoint - sphereCenter);
|
||||||
|
|
||||||
|
vec3 viewDir = normalize(-ray.direction);
|
||||||
|
|
||||||
|
vec3 color = computeLighting(hitPoint, normal, viewDir);
|
||||||
|
FragColor = vec4(color, 1.0);
|
||||||
|
} else {
|
||||||
|
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
}
|
@ -1,17 +0,0 @@
|
|||||||
#version 430 core
|
|
||||||
out vec4 FragColor;
|
|
||||||
|
|
||||||
uniform vec2 u_resolution;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec2 uv;
|
|
||||||
vec4 color;
|
|
||||||
|
|
||||||
uv = gl_FragCoord.xy / u_resolution.xy;
|
|
||||||
uv.x *= u_resolution.x / u_resolution.y;
|
|
||||||
|
|
||||||
color = vec4(uv.x, uv.y, 0., 0.);
|
|
||||||
|
|
||||||
FragColor = color;
|
|
||||||
}
|
|
@ -14,8 +14,8 @@
|
|||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
Window window;
|
Window window(WIDTH, HEIGHT, "RT_GPU", 1);
|
||||||
Shader shader("shaders/vertex.glsl", "shaders/frag.glsl");
|
Shader shader("shaders/vertex.vert", "shaders/frag.frag");
|
||||||
|
|
||||||
shader.attach();
|
shader.attach();
|
||||||
|
|
||||||
@ -23,8 +23,9 @@ int main(void)
|
|||||||
{ -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
|
{ -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f },
|
||||||
{ 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
|
{ 1.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 1.0f }
|
||||||
};
|
};
|
||||||
|
size_t size = sizeof(vertices) / sizeof(RT::Vec2f) / 3;
|
||||||
|
|
||||||
shader.setupVertexBuffer(vertices, sizeof(vertices));
|
shader.setupVertexBuffer(vertices, size);
|
||||||
|
|
||||||
while (!window.shouldClose())
|
while (!window.shouldClose())
|
||||||
{
|
{
|
||||||
@ -33,7 +34,7 @@ int main(void)
|
|||||||
shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
|
shader.setVec2f("u_resolution", RT::Vec2f(WIDTH, HEIGHT));
|
||||||
|
|
||||||
glUseProgram(shader.getProgram());
|
glUseProgram(shader.getProgram());
|
||||||
shader.drawTriangles();
|
shader.drawTriangles(size);
|
||||||
|
|
||||||
window.display();
|
window.display();
|
||||||
window.pollEvents();
|
window.pollEvents();
|
||||||
|
@ -110,7 +110,7 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
|
|||||||
glBindVertexArray(_screen_VAO);
|
glBindVertexArray(_screen_VAO);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
|
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
@ -119,10 +119,10 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
|
|||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::drawTriangles(void)
|
void Shader::drawTriangles(size_t size)
|
||||||
{
|
{
|
||||||
glBindVertexArray(_screen_VAO);
|
glBindVertexArray(_screen_VAO);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, size * 3);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -12,7 +12,7 @@
|
|||||||
|
|
||||||
#include "Window.hpp"
|
#include "Window.hpp"
|
||||||
|
|
||||||
Window::Window(void)
|
Window::Window(int width, int height, const char *title, int sleep)
|
||||||
{
|
{
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
{
|
{
|
||||||
@ -24,8 +24,8 @@ Window::Window(void)
|
|||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
_window = glfwCreateWindow(WIDTH, HEIGHT, "RT_GPU", NULL, NULL);
|
_window = glfwCreateWindow(width, height, title, NULL, NULL);
|
||||||
if (!_window )
|
if (!_window)
|
||||||
{
|
{
|
||||||
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
|
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
@ -40,7 +40,7 @@ Window::Window(void)
|
|||||||
glfwSetMouseButtonCallback(_window, mouseButtonCallback);
|
glfwSetMouseButtonCallback(_window, mouseButtonCallback);
|
||||||
|
|
||||||
gladLoadGL(glfwGetProcAddress);
|
gladLoadGL(glfwGetProcAddress);
|
||||||
glfwSwapInterval(1);
|
glfwSwapInterval(sleep);
|
||||||
}
|
}
|
||||||
Window::Window(Window const &src)
|
Window::Window(Window const &src)
|
||||||
{
|
{
|
||||||
|
Reference in New Issue
Block a user