Added Drawable, rewrote changing states, and organized class definitions and macros

This commit is contained in:
grayson committed 2021-08-24 12:31:15 -05:00
1 parent 1f6bb4630c
commit 2f4e0ebfac
12 files changed
+141 -109

No files matched your search

+11
View File
@@ -0,0 +1,11 @@
#include "Drawable.h"
namespace nf {
Drawable::Drawable() {
}
Drawable::~Drawable() {
}
}
+2 -4
View File
@@ -33,9 +33,8 @@ namespace nf {
m_hglrc = wglCreateContext(m_hdc);
wglMakeCurrent(m_hdc, m_hglrc);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
if (glewInit() != GLEW_OK)
Error("Could not initialize GLEW!");
}
const int attrib[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
@@ -57,9 +56,8 @@ namespace nf {
SwapBuffers(m_hdc);
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
if (err != GL_NO_ERROR)
Error("OpenGL error " + std::to_string(err));
}
}
Renderer::~Renderer() {
+1 -2
View File
@@ -49,9 +49,8 @@ namespace nf {
//TODO: Create overloaded setUniform function
void Shader::getUniformLocation(const char* uniformName) {
unsigned int loc = glGetUniformLocation(m_id, uniformName);
if (loc == -1) {
if (loc == -1)
Error("Uniform \"" + (std::string)uniformName + "\" does not exist!");
}
m_uniformLocations[uniformName] = loc;
}
+4 -8
View File
@@ -14,9 +14,8 @@ namespace nf {
}
void VertexArray::addBuffer(const void* data, const size_t size) {
if (!m_lastBufferHasLayout) {
if (!m_lastBufferHasLayout)
Error("Buffer added to vertex array has no layout!");
}
m_buffers.push_back(new VertexBuffer(data, size));
m_buffers.back()->bind();
m_lastBufferHasLayout = false;
@@ -25,9 +24,8 @@ namespace nf {
template<>
void VertexArray::push<float>(unsigned int count) {
if (m_lastBufferHasLayout) {
if (m_lastBufferHasLayout)
Error("Tried to modify a vertex array's buffer after the layout was final!");
}
m_lastBufferLayout.push_back({ GL_FLOAT, count, GL_FALSE });
m_lastStride += count * sizeof(GL_FLOAT);
}
@@ -45,12 +43,10 @@ namespace nf {
}
void VertexArray::bind(unsigned int buffer) {
if (m_buffers.empty()) {
if (m_buffers.empty())
Error("No buffers and layouts added to vertex array before being bound!");
}
if (!m_lastBufferHasLayout) {
if (!m_lastBufferHasLayout)
Error("Buffer added to vertex array has no layout!");
}
glBindVertexArray(m_id);
}