fix: build issues with NULL on some compilers
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b25ea41096
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5 changed files with 15 additions and 26 deletions
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@ -7,7 +7,7 @@ namespace lt {
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//==================== CONSTANT_BUFFER ====================//
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glConstantBuffer::glConstantBuffer(ConstantBufferIndex index, unsigned int size)
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: m_buffer_id(NULL)
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: m_buffer_id()
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, m_index(static_cast<int>(index))
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{
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glCreateBuffers(1, &m_buffer_id);
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@ -40,7 +40,7 @@ void glConstantBuffer::un_map()
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//==================== VERTEX_BUFFER ====================//
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glVertexBuffer::glVertexBuffer(float *vertices, unsigned int stride, unsigned int count)
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: m_buffer_id(NULL)
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: m_buffer_id()
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{
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glCreateBuffers(1, &m_buffer_id);
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glNamedBufferData(
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@ -63,7 +63,7 @@ void glVertexBuffer::bind()
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void glVertexBuffer::un_bind()
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{
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glBindBuffer(GL_ARRAY_BUFFER, NULL);
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glBindBuffer(GL_ARRAY_BUFFER, {});
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}
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auto glVertexBuffer::map() -> void *
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@ -78,7 +78,7 @@ void glVertexBuffer::un_map()
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//==================== VERTEX_BUFFER ====================//
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//==================== INDEX_BUFFER ====================//
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glIndexBuffer::glIndexBuffer(unsigned int *indices, unsigned int count): m_buffer_id(NULL)
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glIndexBuffer::glIndexBuffer(unsigned int *indices, unsigned int count): m_buffer_id()
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{
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// generate indices if not provided
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auto hasIndices = !!indices;
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@ -132,7 +132,7 @@ void glIndexBuffer::bind()
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void glIndexBuffer::un_bind()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, {});
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}
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//==================== INDEX_BUFFER ====================//
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@ -6,9 +6,9 @@ namespace lt {
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glFramebuffer::glFramebuffer(const FramebufferSpecification &specification)
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: m_specification(specification)
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, m_buffer_id(NULL)
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, m_color_attachment_id(NULL)
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, m_depth_stencil_attachment_id(NULL)
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, m_buffer_id()
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, m_color_attachment_id()
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, m_depth_stencil_attachment_id()
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{
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resize({ specification.width, specification.height });
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}
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@ -59,7 +59,7 @@ void glFramebuffer::resize(const glm::uvec2 &size)
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GL_RGBA8,
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m_specification.width,
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m_specification.height,
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NULL,
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{},
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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nullptr
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@ -74,17 +74,6 @@ void glFramebuffer::resize(const glm::uvec2 &size)
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0
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);
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// glTextureStorage2D(m_color_attachment_id, 0, GL_RGBA8, m_specification.width,
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// m_specification.height);
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// glCreateTextures(GL_TEXTURE_2D, 1, &m_depth_stencil_attachment_id);
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// glBindTexture(GL_TEXTURE_2D, m_depth_stencil_attachment_id);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_specification.width,
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// m_specification.height, NULL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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// // glTextureStorage2D(m_depth_stencil_attachment_id, 0, GL_DEPTH24_STENCIL8,
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// m_specification.width, m_specification.height); glFramebufferTexture2D(GL_FRAMEBUFFER,
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// GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_depth_stencil_attachment_id, 0);
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ensure(
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(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE),
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"Framebuffer is incomplete"
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@ -33,7 +33,7 @@ void glRenderCommand::draw_indexed(unsigned int count)
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void glRenderCommand::default_target_framebuffer()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, {});
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}
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void glRenderCommand::set_viewport(
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@ -56,7 +56,7 @@ void glShader::bind()
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void glShader::un_bind()
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{
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glUseProgram(NULL);
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glUseProgram({});
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}
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auto glShader::compile_shader(const std::string &source, Shader::Stage stage) -> unsigned int
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@ -67,7 +67,7 @@ auto glShader::compile_shader(const std::string &source, Shader::Stage stage) ->
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stage == Shader::Stage::vertex ? GL_VERTEX_SHADER :
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stage == Shader::Stage::pixel ? GL_FRAGMENT_SHADER :
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stage == Shader::Stage::geometry ? GL_GEOMETRY_SHADER :
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NULL
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0
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);
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// compile
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@ -91,7 +91,7 @@ auto glShader::compile_shader(const std::string &source, Shader::Stage stage) ->
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errorLog
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);
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return NULL;
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return {};
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}
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#define LIGHT_OPENGL_ENABLE_SHADER_INFO_LOG
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#ifdef LIGHT_OPENGL_ENABLE_SHADER_INFO_LOG
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@ -9,7 +9,7 @@ glVertexLayout::glVertexLayout(
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const Ref<VertexBuffer> &buffer,
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const std::vector<std::pair<std::string, VertexElementType>> &elements
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)
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: m_array_id(NULL)
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: m_array_id()
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{
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// check
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ensure(
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@ -65,7 +65,7 @@ void glVertexLayout::bind()
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void glVertexLayout::un_bind()
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{
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glBindVertexArray(NULL);
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glBindVertexArray({});
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}
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auto glVertexLayout::get_element_desc(VertexElementType type, unsigned int offset)
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