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