Fix some high severity bugs

This commit is contained in:
2021-01-13 00:05:59 +01:00
parent e1a51b86b6
commit 89ae811beb
8 changed files with 17 additions and 20 deletions

View File

@@ -9,7 +9,7 @@ Size=894,195
Collapsed=0 Collapsed=0
[Window][Debug Utils] [Window][Debug Utils]
Pos=-18,7 Pos=18,8
Size=871,365 Size=791,379
Collapsed=0 Collapsed=0

View File

@@ -61,7 +61,6 @@ private:
float speed = 2.0f; float speed = 2.0f;
float fov; float fov;
float exposure = 1.0f;
}; };

View File

@@ -115,7 +115,7 @@ void Controller::run()
// This is the game loop // This is the game loop
while (!glfwWindowShouldClose(gameWindow->getGLFWwindow())) { while (!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// --- Timing --- // --- Timing ---
//limit_framerate(); limit_framerate();
// --- Update game --- // --- Update game ---

View File

@@ -10,8 +10,8 @@ bool EventHandler::firstMouseInput = 1;
float EventHandler::mouseSensitivity = 0.5f; float EventHandler::mouseSensitivity = 0.5f;
EventHandler::EventHandler(GLFWwindow *window) : EventHandler::EventHandler(GLFWwindow *p_window) :
window(window) window(p_window)
{ {
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback); glfwSetCursorPosCallback(window, mouse_callback);

View File

@@ -8,7 +8,7 @@ Framebuffer::Framebuffer(uint32_t width, uint32_t height, ShaderProgram *shaderP
{ {
glGenFramebuffers(1, &FBO); glGenFramebuffers(1, &FBO);
generateTextutes(width, height); generateTextures(width, height);
} }
Framebuffer::~Framebuffer() Framebuffer::~Framebuffer()
@@ -27,7 +27,7 @@ void Framebuffer::unbind()
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
void Framebuffer::render(GLuint customTextureId) void Framebuffer::render()
{ {
// Disable wireframe mode // Disable wireframe mode
GLint wireframe; GLint wireframe;
@@ -36,11 +36,8 @@ void Framebuffer::render(GLuint customTextureId)
shaderProgram->bind(); shaderProgram->bind();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
if(customTextureId) { glBindTexture(GL_TEXTURE_2D, getTextureId());
glBindTexture(GL_TEXTURE_2D, customTextureId);
} else {
glBindTexture(GL_TEXTURE_2D, getTextureId());
}
GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture"); GLint location = glGetUniformLocation(shaderProgram->getShaderProgramId(), "u_texture");
glUniform1i(location, 0); glUniform1i(location, 0);
@@ -60,10 +57,10 @@ void Framebuffer::changeDimensions(uint32_t width, uint32_t height)
// Delete old textures // Delete old textures
glDeleteTextures(2, textures); glDeleteTextures(2, textures);
generateTextutes(width, height); generateTextures(width, height);
} }
void Framebuffer::generateTextutes(uint32_t width, uint32_t height) void Framebuffer::generateTextures(uint32_t width, uint32_t height)
{ {
// Create new textures // Create new textures
glGenTextures(2, textures); glGenTextures(2, textures);

View File

@@ -13,7 +13,7 @@ public:
void bind(); void bind();
void unbind(); void unbind();
void render(GLuint customTextureId = 0); void render();
void changeDimensions(uint32_t width, uint32_t height); void changeDimensions(uint32_t width, uint32_t height);
@@ -24,7 +24,7 @@ public:
void setExposureCorrection(bool exposureCorrection); void setExposureCorrection(bool exposureCorrection);
private: private:
void generateTextutes(uint32_t width, uint32_t height); void generateTextures(uint32_t width, uint32_t height);
GLuint FBO; GLuint FBO;
GLuint textures[2]; GLuint textures[2];

View File

@@ -9,6 +9,8 @@
class Light class Light
{ {
public: public:
virtual ~Light() {}
virtual void update() = 0; virtual void update() = 0;
void setActive(bool active) void setActive(bool active)
@@ -38,7 +40,6 @@ public:
protected: protected:
Light(ShaderProgram *shaderProgram) : shaderProgram(shaderProgram) {} Light(ShaderProgram *shaderProgram) : shaderProgram(shaderProgram) {}
~Light() {}
ShaderProgram *shaderProgram; ShaderProgram *shaderProgram;

View File

@@ -1,8 +1,8 @@
#include "Widget.h" #include "Widget.h"
#include "VertexArray.h" #include "VertexArray.h"
Widget::Widget(Texture *texture, float x, float y, float w, float h) : Widget::Widget(Texture *texture, float p_x, float p_y, float p_w, float p_h) :
x(x), y(y), w(w), h(h) x(p_x), y(p_y), w(p_w), h(p_h)
{ {
widgetTextures.push_back(texture); widgetTextures.push_back(texture);