Fixat lite classer osv

This commit is contained in:
Tobias Dahl
2014-03-03 19:47:12 +01:00
parent 68f4be5822
commit c60b490d01
23 changed files with 172 additions and 25 deletions
+18 -4
View File
@@ -89,7 +89,14 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="Renderer\Renderer.cpp" />
<ClCompile Include="Systems\CollisionSystem.cpp" />
<ClCompile Include="Systems\InputSystem.cpp" />
<ClCompile Include="Systems\LevelGenerationSystem.cpp" />
<ClCompile Include="Systems\ParticleSystem.cpp" />
<ClCompile Include="Systems\PlayerSystem.cpp" />
<ClCompile Include="Systems\RenderSystem.cpp" />
<ClCompile Include="Systems\SoundsSystem.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Component.h" />
@@ -98,12 +105,19 @@
<ClInclude Include="Entity.h" />
<ClInclude Include="logging.h" />
<ClInclude Include="glerror.h" />
<ClInclude Include="Renderer.h" />
<ClInclude Include="Renderer\Renderer.h" />
<ClInclude Include="Systems\CollisionSystem.h" />
<ClInclude Include="Systems\InputSystem.h" />
<ClInclude Include="Systems\LevelGenerationSystem.h" />
<ClInclude Include="Systems\ParticleSystem.h" />
<ClInclude Include="Systems\PlayerSystem.h" />
<ClInclude Include="Systems\RenderSystem.h" />
<ClInclude Include="Systems\SoundSystem.h" />
<ClInclude Include="World.h" />
</ItemGroup>
<ItemGroup>
<None Include="Fragment.glsl" />
<None Include="Vertex.glsl" />
<None Include="Shaders\Fragment.glsl" />
<None Include="Shaders\Vertex.glsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
@@ -25,12 +25,39 @@
<Filter Include="Shaders">
<UniqueIdentifier>{26dccea6-3d9c-4d5f-9db2-98621e35ffcb}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Systems">
<UniqueIdentifier>{e7de2e5a-0a73-437a-8d01-5f23770e5cba}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Systems">
<UniqueIdentifier>{7673cacc-e435-4028-9354-b2c8b559c7b3}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Renderer.cpp">
<ClCompile Include="Systems\CollisionSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\InputSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\LevelGenerationSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\ParticleSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\PlayerSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\RenderSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Systems\SoundsSystem.cpp">
<Filter>Source Files\Systems</Filter>
</ClCompile>
<ClCompile Include="Renderer\Renderer.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
</ItemGroup>
@@ -56,15 +83,36 @@
<ClInclude Include="ComponentFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Renderer.h">
<ClInclude Include="Systems\CollisionSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\InputSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\LevelGenerationSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\ParticleSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\PlayerSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\RenderSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Systems\SoundSystem.h">
<Filter>Header Files\Systems</Filter>
</ClInclude>
<ClInclude Include="Renderer\Renderer.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="Fragment.glsl">
<None Include="Shaders\Fragment.glsl">
<Filter>Shaders</Filter>
</None>
<None Include="Vertex.glsl">
<None Include="Shaders\Vertex.glsl">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
+1
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@@ -0,0 +1 @@
//Skicka models och skit till renderer.
+6 -10
View File
@@ -1,21 +1,18 @@
#include "Renderer.h"
#include "Renderer/Renderer.h"
Renderer::Renderer()
{
}
void Renderer::PushVertices(std::vector<float> _Verts)
void Renderer::Draw()
{
Vertices.push_back(_Verts);
}
void Renderer::PushNormals(std::vector<float> _Normals)
void Renderer::DrawText()
{
Normals.push_back(_Normals);
}
void Renderer::PushTextureCoords(std::vector<float> _Textcords)
{
TextureCoords.push_back(_Textcords);
}
//Fixa med shaders, lägga in alla verts osv.
@@ -64,5 +61,4 @@ GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
return 0;
return shader;
}
+2 -6
View File
@@ -26,13 +26,9 @@ public:
Renderer();
std::vector<std::vector<float>> Vertices;
std::vector<std::vector<float>> Normals;
std::vector<std::vector<float>> TextureCoords;
void Draw();
void DrawText();
void PushVertices(std::vector<float>);
void PushNormals(std::vector<float>);
void PushTextureCoords(std::vector<float>);
GLuint CompileShader(GLenum, std::string);
};
+55
View File
@@ -0,0 +1,55 @@
#include "Renderer.h"
Renderer::Renderer()
{
}
//Fixa med shaders, lägga in alla verts osv.
GLuint Renderer::CompileShader(GLenum shaderType, std::string fileName)
{
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;
}
+37
View File
@@ -0,0 +1,37 @@
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#define _CRT_SECURE_NO_WARNINGS
#include <GL/glew.h>
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <glext.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "glerror.h"
class Renderer
{
public:
GLuint shaderProgram;
GLuint VAO;
Renderer();
void Draw();
void DrawText();
void AddObjectToDraw();
void AddTextToDraw();
GLuint CompileShader(GLenum, std::string);
};