Changing all occurences from texture to material.
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31447458aa
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21b144a72b
4
level.cc
4
level.cc
@ -20,9 +20,9 @@ void Level::load(Shader shader) {
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// load the geometry of the stanford bunny and build a VAO:
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("Bunny.obj");
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Model model = Model("Bunny.obj");
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// load a texture:
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// load a texture:
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Texture texture = Texture("clownfishBunny.png");
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Material material = Material("clownfishBunny.png");
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//Create object
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//Create object
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Object object = Object(model, texture, glm::vec3(0.0f, 0.0f, 0.0f),
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Object object = Object(model, material, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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objects.push_back(object);
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1
level.hh
1
level.hh
@ -6,6 +6,7 @@
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#include "light.hh"
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#include "light.hh"
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#include "entity.hh"
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#include "entity.hh"
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#include "terrain.hh"
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#include "terrain.hh"
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#include "material.hh"
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#include "shader.hh"
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#include "shader.hh"
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class Level {
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class Level {
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10
material.cc
10
material.cc
@ -1,15 +1,15 @@
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#include "texture.hh"
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#include "material.hh"
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Texture::Texture(std::string filePath) {
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Material::Material(std::string filePath) {
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reference = ACGL::OpenGL::Texture2DFileManager::the()->get(ACGL::OpenGL::Texture2DCreator(filePath));
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reference = ACGL::OpenGL::Texture2DFileManager::the()->get(ACGL::OpenGL::Texture2DCreator(filePath));
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}
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}
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Texture::Texture() {
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Material::Material() {
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}
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}
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Texture::~Texture() {
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Material::~Material() {
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}
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}
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ACGL::OpenGL::SharedTexture2D Texture::getReference() {
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ACGL::OpenGL::SharedTexture2D Material::getReference() {
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return reference;
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return reference;
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}
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}
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12
material.hh
12
material.hh
@ -1,17 +1,17 @@
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#ifndef TEXTURE_HH_INCLUDED
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#ifndef MATERIAL_HH_INCLUDED
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#define TEXTURE_HH_INCLUDED
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#define MATERIAL_HH_INCLUDED
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#include <string>
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#include <string>
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#include <ACGL/OpenGL/Creator/Texture2DCreator.hh>
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#include <ACGL/OpenGL/Creator/Texture2DCreator.hh>
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#include <ACGL/OpenGL/Data/TextureLoadStore.hh>
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#include <ACGL/OpenGL/Data/TextureLoadStore.hh>
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#include <ACGL/OpenGL/Managers.hh>
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#include <ACGL/OpenGL/Managers.hh>
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class Texture{
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class Material{
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public:
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public:
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Texture(std::string filePath);
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Material(std::string filePath);
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Texture();
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Material();
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ACGL::OpenGL::SharedTexture2D getReference();
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ACGL::OpenGL::SharedTexture2D getReference();
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~Texture();
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~Material();
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private:
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private:
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ACGL::OpenGL::SharedTexture2D reference;
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ACGL::OpenGL::SharedTexture2D reference;
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};
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};
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@ -1,10 +1,10 @@
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#include "object.hh"
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#include "object.hh"
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Object::Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
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Object::Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader) :
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glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader) :
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Entity(position, rotation) {
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Entity(position, rotation) {
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this->model = model.getReference();
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this->model = model.getReference();
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this->texture = texture.getReference();
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this->material = material;
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this->velocity = velocity;
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this->velocity = velocity;
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this->angularVelocity = angularVelocity;
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this->angularVelocity = angularVelocity;
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this->shader = shader.getReference();
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this->shader = shader.getReference();
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@ -17,6 +17,6 @@ Object::~Object() {
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}
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}
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void Object::render() {
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void Object::render() {
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shader->setTexture("uTexture", texture, 0);
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shader->setTexture("uTexture", material.getReference(), 0);
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model->render();
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model->render();
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}
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}
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@ -3,7 +3,7 @@
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#include "entity.hh"
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#include "entity.hh"
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#include "model.hh"
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#include "model.hh"
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#include "texture.hh"
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#include "material.hh"
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#include "shader.hh"
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#include "shader.hh"
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#include <string>
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#include <string>
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#include <ACGL/Math/Math.hh>
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#include <ACGL/Math/Math.hh>
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@ -12,14 +12,14 @@
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class Object : public Entity {
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class Object : public Entity {
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public:
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public:
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Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
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Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
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glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader);
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glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader);
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Object();
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Object();
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~Object();
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~Object();
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void render();
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void render();
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private:
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private:
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ACGL::OpenGL::SharedVertexArrayObject model;
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ACGL::OpenGL::SharedVertexArrayObject model;
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ACGL::OpenGL::SharedTexture2D texture;
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Material material;
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glm::vec3 velocity;
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glm::vec3 velocity;
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glm::vec3 angularVelocity;
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glm::vec3 angularVelocity;
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ACGL::OpenGL::SharedShaderProgram shader;
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ACGL::OpenGL::SharedShaderProgram shader;
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@ -2,7 +2,7 @@
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#define TERRAIN_HH_INCLUDED
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#define TERRAIN_HH_INCLUDED
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#include <string>
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#include <string>
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#include "texture.hh"
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#include "material.hh"
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#include <fstream>
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#include <fstream>
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#include <netinet/in.h>
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#include <netinet/in.h>
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#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
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#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
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@ -15,7 +15,7 @@ class Terrain {
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void load();
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void load();
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void render();
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void render();
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private:
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private:
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Texture texture;
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Material material;
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std::string filePath;
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std::string filePath;
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unsigned int heightmapWidth, heightmapHeight;
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unsigned int heightmapWidth, heightmapHeight;
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float** heightmap; //can be accessed like 'float[][]'
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float** heightmap; //can be accessed like 'float[][]'
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