Files
escape-the-dawn/Escape-the-Dawn/Renderer.cpp
T
2014-03-07 19:07:07 +01:00

78 lines
1.6 KiB
C++

#include "Renderer.h"
Renderer::Renderer()
{
}
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.
void Renderer::LoadContent()
{
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();
}