WIP (Really really broken tho)

This commit is contained in:
Tobias Dahl
2014-03-07 19:07:07 +01:00
parent 95a36794e3
commit 1f48279bc6
7 changed files with 88 additions and 129 deletions
+60 -47
View File
@@ -1,64 +1,77 @@
#include "Renderer/Renderer.h"
#include "Renderer.h"
Renderer::Renderer()
{
}
void Renderer::Draw()
void Renderer::Initialize()
{
// Initialize GLFW
if (!glfwInit()) {
LOG_ERROR("GLFW: Initialization failed");
exit(EXIT_FAILURE);
}
// Create a window
m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(m_Window);
// GL version info
glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
m_glVendor = (GLchar*)glGetString(GL_VENDOR);
std::stringstream ss;
ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
#ifdef DEBUG
ss << " DEBUG";
#endif
LOG_INFO(ss.str().c_str());
glfwSetWindowTitle(m_Window, ss.str().c_str());
// Initialize GLEW
if (glewInit() != GLEW_OK) {
LOG_ERROR("GLEW: Initialization failed");
exit(EXIT_FAILURE);
}
glEnable(GL_DEPTH_TEST);
LoadContent();
}
void Renderer::Draw(double _dt)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
//m_ShaderProgram->Bind();
glfwSwapBuffers(m_Window);
}
void Renderer::DrawText()
{
//DrawShitInTextForm
}
void Renderer::AddTextToDraw()
{
//Add to draw shit vector
}
void Renderer::AddModelToDraw(Model* _model)
{
ModelsToRender.push_back(_model);
}
//Fixa med shaders, lägga in alla verts osv.
GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
void Renderer::LoadContent()
{
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if(!in)
{
LOG_ERROR("Error: Failed to open shader file %s", fileName);
return 0;
}
in.seekg(0, std::ios::end);
shaderFile.resize((int)in.tellg());
in.seekg(0, std::ios::beg);
in.read(&shaderFile[0], shaderFile.size());
in.close();
GLuint shader = glCreateShader(shaderType); //GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
if(GLERROR("glCreateShader"))
return 0;
const GLchar* shaderFiles = shaderFile.c_str();
const GLint length = shaderFile.length();
glShaderSource(shader, 1, &shaderFiles, &length);
if(GLERROR("glShaderSource"))
return 0;
glCompileShader(shader);
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE)
{
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
std::cerr << infolog << std::endl;
delete[] infolog;
}
if(GLERROR("glCompileShader"))
return 0;
return shader;
}
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
m_ShaderProgram->AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_ShaderProgram->Link();
}