diff --git a/CMakeLists.txt b/CMakeLists.txt index 748924d..91e68d7 100755 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -24,9 +24,9 @@ endif() set(BUILD_SHARED_LIBS FALSE) include_directories(${PROJECT_SOURCE_DIR}/include) # Compiling for OpenGL target -#include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/OpenGL) +include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/OpenGL) # Compiling for DirectX target -include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/DirectX) +#include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/DirectX) #set(GLEW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glew-1.11.0/include) #set(GLEW_LIBRARY ${daydream_SOURCE_DIR}/libs/glew-1.11.0/lib/Release/glew32.lib) diff --git a/include/Rendering/OpenGL/Rendering/Model.h b/include/Rendering/OpenGL/Rendering/Model.h index 89b6230..2f78a45 100644 --- a/include/Rendering/OpenGL/Rendering/Model.h +++ b/include/Rendering/OpenGL/Rendering/Model.h @@ -37,8 +37,6 @@ public: GLuint VAO; GLuint ElementBuffer; - glm::mat4 m_Matrix; - private: GLuint VertexBuffer; GLuint DiffuseVertexColorBuffer; diff --git a/include/Rendering/OpenGL/Rendering/Renderer.h b/include/Rendering/OpenGL/Rendering/Renderer.h index 6ff8d60..83a816e 100755 --- a/include/Rendering/OpenGL/Rendering/Renderer.h +++ b/include/Rendering/OpenGL/Rendering/Renderer.h @@ -30,6 +30,8 @@ #include "Core/EventBroker.h" #include "Core/World.h" #include "Game/EScreenShake.h" +#include "Rendering/Model.h" +#include "Rendering/Texture.h" namespace dd { diff --git a/include/Rendering/OpenGL/Rendering/Texture.h b/include/Rendering/OpenGL/Rendering/Texture.h index f9a2b36..18522cf 100644 --- a/include/Rendering/OpenGL/Rendering/Texture.h +++ b/include/Rendering/OpenGL/Rendering/Texture.h @@ -36,9 +36,6 @@ public: void Bind(GLenum textureUnit = GL_TEXTURE0); - operator GLuint() const { return m_Texture; } - -private: GLuint m_Texture = 0; }; diff --git a/src/game/CMakeLists.txt b/src/game/CMakeLists.txt index af9ec63..9568bf0 100755 --- a/src/game/CMakeLists.txt +++ b/src/game/CMakeLists.txt @@ -104,8 +104,8 @@ set(SOURCE_FILES ${SOURCE_FILES_Core_Util} ${SOURCE_FILES_Input} ${SOURCE_FILES_Rendering} - #${SOURCE_FILES_Rendering_OpenGL} - ${SOURCE_FILES_Rendering_DirectX} + ${SOURCE_FILES_Rendering_OpenGL} + #${SOURCE_FILES_Rendering_DirectX} ${SOURCE_FILES_Transform} ${SOURCE_FILES_Physics} ${SOURCE_FILES_Game} diff --git a/src/game/Rendering/OpenGL/Model.cpp b/src/game/Rendering/OpenGL/Model.cpp index 23e07fc..6559706 100644 --- a/src/game/Rendering/OpenGL/Model.cpp +++ b/src/game/Rendering/OpenGL/Model.cpp @@ -22,16 +22,6 @@ dd::Model::Model(std::string fileName) : RawModel(fileName) { - - auto m = scene->mRootNode->mTransformation; - m_Matrix = glm::mat4( - m.a1, m.a2, m.a3, m.a4, - m.b1, m.b2, m.b3, m.b4, - m.c1, m.c2, m.c3, m.c4, - m.d1, m.d2, m.d3, m.d4 - ); - m_Matrix = glm::transpose(m_Matrix); - // Generate GL buffers GLuint buffer; glGenBuffers(1, &buffer); diff --git a/src/game/Rendering/OpenGL/Renderer.cpp b/src/game/Rendering/OpenGL/Renderer.cpp index ace3d2a..2e6660d 100644 --- a/src/game/Rendering/OpenGL/Renderer.cpp +++ b/src/game/Rendering/OpenGL/Renderer.cpp @@ -416,26 +416,26 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) if (modelJob->DiffuseTexture != nullptr) { glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *modelJob->DiffuseTexture); + glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *m_ErrorTexture); + glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture); } if (modelJob->NormalTexture != nullptr) { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, *modelJob->NormalTexture); + glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, *m_StandardNormal); + glBindTexture(GL_TEXTURE_2D, m_StandardNormal->m_Texture); } if (modelJob->SpecularTexture != nullptr) { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, *modelJob->SpecularTexture); + glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture->m_Texture); } else { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular); + glBindTexture(GL_TEXTURE_2D, m_StandardSpecular->m_Texture); } if (modelJob->Skeleton != nullptr) { @@ -470,11 +470,11 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *spriteJob->DiffuseTexture); + glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, *spriteJob->NormalTexture); + glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture->m_Texture); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, *spriteJob->SpecularTexture); + glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture->m_Texture); glBindVertexArray(m_UnitQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer); @@ -542,7 +542,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq) glm::value_ptr(viewMatrix)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture); + glBindTexture(GL_TEXTURE_2D, m_WhiteSphereTexture->m_Texture); glBindVertexArray(m_UnitQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer); @@ -695,7 +695,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq) glUniform4fv(glGetUniformLocation(*m_SpScreen, "Color"), 1, glm::value_ptr(frameJob->Color)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *frameJob->DiffuseTexture); + glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture->m_Texture); //glActiveTexture(GL_TEXTURE1); //glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture); //glActiveTexture(GL_TEXTURE2);