Fixed brick code which caused memory override for mesh data and fucked up rendering

This commit is contained in:
2022-04-24 11:27:23 +03:00
parent 77b267af4c
commit 6aaeeb49a7
5 changed files with 54 additions and 47 deletions
+2
View File
@@ -42,6 +42,7 @@ BEGIN_NAMESPACE
// fill in buffer
size_t i = 0;
size_t face_index = 0;
for (auto& f: facets) {
for (int j = 0; j < 3; j++) {
vbo_data[i++] = vertices[f.vertices[j]].position.x;
@@ -59,6 +60,7 @@ BEGIN_NAMESPACE
vbo_data[i++] = f.text_coords[j].x;
vbo_data[i++] = f.text_coords[j].y;
}
face_index++;
}
glBindVertexArray(vao_id);
+43 -37
View File
@@ -6,64 +6,70 @@
BEGIN_NAMESPACE
static void error_callback(int error, const char* description) {
LOG(ERROR) << "glfw error callback: " << error << ", " << description;
static void error_callback(int error, const char *description) {
LOG(ERROR) << "glfw error callback: " << error << ", " << description;
}
static void window_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
static void window_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}
bool peripherals_glfw::init() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwSetErrorCallback(error_callback);
glfwSetErrorCallback(error_callback);
window = glfwCreateWindow(demo_data::screen_width, demo_data::screen_height, "Demo", nullptr, nullptr);
if (window == nullptr) {
LOG(FATAL) << "unable to create window!";
return false;
}
glfwMakeContextCurrent(window);
if (window == nullptr) {
LOG(FATAL) << "unable to make opengl context current!";
return false;
}
bool fullscreen = false;
window = glfwCreateWindow(demo_data::screen_width,
demo_data::screen_height,
"Demo",
fullscreen ? glfwGetPrimaryMonitor() : nullptr,
nullptr);
if (window == nullptr) {
LOG(FATAL) << "unable to create window!";
return false;
}
glfwSetKeyCallback(window, key_callback);
glfwSetWindowSizeCallback(window, window_size_callback);
glfwMakeContextCurrent(window);
if (window == nullptr) {
LOG(FATAL) << "unable to make opengl context current!";
return false;
}
if (!gladLoadGL()) {
LOG(FATAL) << "unable to load opengl functions!";
return false;
} else {
LOG(INFO) << "created window and loaded opengl";
}
return true;
glfwSetKeyCallback(window, key_callback);
glfwSetWindowSizeCallback(window, window_size_callback);
if (!gladLoadGL()) {
LOG(FATAL) << "unable to load opengl functions!";
return false;
} else {
LOG(INFO) << "created window and loaded opengl";
}
return true;
}
void peripherals_glfw::swap_buffers() {
glfwSwapBuffers(window);
glfwSwapBuffers(window);
}
void peripherals_glfw::poll_events() {
glfwPollEvents();
glfwPollEvents();
};
bool peripherals_glfw::should_close() {
return glfwWindowShouldClose(window);
return glfwWindowShouldClose(window);
}
END_NAMESPACE
-1
View File
@@ -366,7 +366,6 @@ std::shared_ptr<scene_node> camNode = tree.node_by_name_and_type(cameraName, sce
for (auto &node: tree.nodes) {
if (node->type == scene_node_type::mesh) {
mesh_node &meshNode = node->as_mesh_node();
LOG(INFO) << "rendering mesh node " << meshNode.name;
glm::mat3 normalMatrix = glm::inverseTranspose(
glm::mat3(camera.view_matrix * meshNode.model_to_world_space_matrix));
+3 -3
View File
@@ -214,10 +214,10 @@ texture_generator &texture_generator::brick(uint8_t layer,
int x = is_odd_row ? 0 : brick_width / 2;
while (x < width) {
for (int i = 0; i < gap_size; i++) {
for (int current_brick_y = 0; current_brick_y < (brick_height - 1); current_brick_y++) {
// if ((current_brick_y + y) < height) {
for (int current_brick_y = 0; current_brick_y < brick_height; current_brick_y++) {
if ((current_brick_y + y) < height) {
input[x + i + (current_brick_y + y) * width] = mortar_color;
// }
}
}
}