Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

This commit is contained in:
2014-03-06 14:56:13 +01:00
4 changed files with 47 additions and 17 deletions
+27 -15
View File
@@ -22,9 +22,21 @@ void Model::temp_CreateModelShit()
Vertices.push_back(0.0f);
Vertices.push_back(2.0f);
Normals.push_back(1.0f);
Normals.push_back(1.0f);
Normals.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
Colors.push_back(1.0f);
}
@@ -35,15 +47,15 @@ void Model::CreateBuffers( std::vector<float> _Vertices, std::vector<float> _Nor
glBufferData(GL_ARRAY_BUFFER, Vertices.size()*sizeof(float), Vertices.data(), GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail1");
glGenBuffers(1, &NormalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glBufferData(GL_ARRAY_BUFFER, Normals.size()*sizeof(float), Normals.data(), GL_STATIC_DRAW);
glGenBuffers(1, &Colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer);
glBufferData(GL_ARRAY_BUFFER, Colors.size()*sizeof(float), Colors.data(), GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail2");
glGenBuffers(1, &TextureCoordBuffer);
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data(), GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail3");
// glGenBuffers(1, &TextureCoordBuffer);
// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
// glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data(), GL_STATIC_DRAW);
// GLERROR("GLEW: BufferFail3");
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
@@ -53,15 +65,15 @@ void Model::CreateBuffers( std::vector<float> _Vertices, std::vector<float> _Nor
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, Colorbuffer);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
/* glEnableVertexAttribArray(2);*/
GLERROR("GLEW: BufferFail5");
}
+2 -2
View File
@@ -22,12 +22,12 @@ class Model
{
public:
glm::vec3 Position;
std::vector<float> Colors;
std::vector<float> Vertices;
std::vector<float> Normals;
std::vector<float> TextureCoords;
GLuint Colorbuffer;
GLuint VertBuffer;
GLuint NormalBuffer;
GLuint TextureCoordBuffer;
+17
View File
@@ -30,6 +30,23 @@ void Renderer::AddObjectToDraw()
//Fixa med shaders, lägga in alla verts osv.
void Renderer::LoadContent()
{
glEnable(GL_DEPTH_TEST);
LOG_INFO("Compiling Shader");
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, "Shaders/Vertex.glsl");
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, "Shaders\Fragment.glsl");
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
LOG_INFO("Linking shader program...");
glLinkProgram(shaderProgram);
if(GLERROR("glLinkProgram"))
exit(EXIT_FAILURE);
}
GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
{
+1
View File
@@ -36,6 +36,7 @@ public:
void AddObjectToDraw();
void AddTextToDraw();
void LoadContent();
GLuint CompileShader(GLenum, std::string);
};