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