Chaging object implementation to new shader class.
This commit is contained in:
parent
1d924bd2b0
commit
c747968b91
10
object.cc
10
object.cc
@ -1,17 +1,13 @@
|
|||||||
#include "object.hh"
|
#include "object.hh"
|
||||||
|
|
||||||
Object::Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
|
Object::Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
|
||||||
glm::vec3 velocity, glm::vec3 angularVelocity) : Entity(position, rotation) {
|
glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader) :
|
||||||
|
Entity(position, rotation) {
|
||||||
this->model = model.getReference();
|
this->model = model.getReference();
|
||||||
this->texture = texture.getReference();
|
this->texture = texture.getReference();
|
||||||
this->velocity = velocity;
|
this->velocity = velocity;
|
||||||
this->angularVelocity = angularVelocity;
|
this->angularVelocity = angularVelocity;
|
||||||
|
this->shader = shader.getReference();
|
||||||
//TODO ensure this is only done once per loading(static encapsulation)
|
|
||||||
|
|
||||||
shader = ACGL::OpenGL::ShaderProgramCreator("HelloWorld").attributeLocations(
|
|
||||||
model.getReference()->getAttributeLocations()).create();
|
|
||||||
shader->use();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Object::~Object() {
|
Object::~Object() {
|
||||||
|
@ -4,16 +4,16 @@
|
|||||||
#include "entity.hh"
|
#include "entity.hh"
|
||||||
#include "model.hh"
|
#include "model.hh"
|
||||||
#include "texture.hh"
|
#include "texture.hh"
|
||||||
|
#include "shader.hh"
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <ACGL/Math/Math.hh>
|
#include <ACGL/Math/Math.hh>
|
||||||
#include <ACGL/OpenGL/Managers.hh>
|
#include <ACGL/OpenGL/Managers.hh>
|
||||||
#include <ACGL/OpenGL/Objects.hh>
|
#include <ACGL/OpenGL/Objects.hh>
|
||||||
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
|
|
||||||
|
|
||||||
class Object : Entity {
|
class Object : Entity {
|
||||||
public:
|
public:
|
||||||
Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
|
Object(Model model, Texture texture, glm::vec3 position, glm::vec3 rotation,
|
||||||
glm::vec3 velocity, glm::vec3 angularVelocity);
|
glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader);
|
||||||
~Object();
|
~Object();
|
||||||
void render();
|
void render();
|
||||||
private:
|
private:
|
||||||
|
Loading…
Reference in New Issue
Block a user