Added Entity and transformations with GLM; Minor changes
This commit is contained in:
parent
bc5c17ebfb
commit
5d32976869
@ -3,16 +3,20 @@
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MainState::MainState(nf::Application* app) :
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Gamestate(app)
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{
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}
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void MainState::onEnter() {
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Log("MainState onEnter!");
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}
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void MainState::update(double deltaTime) {
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}
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void MainState::render(nf::Renderer& renderer) {
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}
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void MainState::onExit() {
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@ -94,7 +94,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -123,7 +123,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -152,7 +152,7 @@
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -181,7 +181,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>NFENGINE;GLEW_STATIC;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(ProjectDir)dep\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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@ -211,6 +211,7 @@
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<ClCompile Include="src\Gamestate.cpp" />
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<ClCompile Include="src\IntroGamestate.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Drawable.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Entity.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Model.cpp" />
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<ClCompile Include="src\Renderer\IndexBuffer.cpp" />
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<ClCompile Include="src\Renderer\Renderer.cpp" />
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@ -220,6 +221,7 @@
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<ClCompile Include="src\Utility.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Entity.h" />
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<ClInclude Include="src\include\resource.h" />
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<ClInclude Include="src\include\Application.h" />
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<ClInclude Include="src\include\Config.h" />
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@ -48,6 +48,9 @@
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<ClCompile Include="src\Renderer\Drawable\Model.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Drawable\Entity.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Config.h">
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@ -95,6 +98,9 @@
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<ClInclude Include="src\include\resource.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\Entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Natvis Include="NatvisFile.natvis" />
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@ -211,6 +211,7 @@ namespace nf {
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std::this_thread::sleep_until(next_time);
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m_deltaTime = (double)(std::chrono::steady_clock::now() - start_time).count();
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next_time += wait_time;
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//TODO: Redo FPS AGAIN like how I did it in PongClone
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}
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m_currentState->onExit();
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delete m_renderer;
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@ -4,11 +4,7 @@
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namespace nf {
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Drawable::Drawable() {
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Log("Drawable constructor");
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}
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Drawable::DrawableType Drawable::identity() {
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return DrawableType::NF_NONE;
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}
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void Drawable::bind() {
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@ -22,6 +18,5 @@ namespace nf {
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Drawable::~Drawable() {
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delete m_vao;
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delete m_ib;
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delete m_shader;
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}
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}
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57
NothinFancy/src/Renderer/Drawable/Entity.cpp
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57
NothinFancy/src/Renderer/Drawable/Entity.cpp
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@ -0,0 +1,57 @@
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#include "Entity.h"
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namespace nf {
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Entity::Entity() :
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m_position(0.0),
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m_rotation(0.0),
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m_scale(1.0)
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{
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}
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void Entity::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount) {
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m_model = new Model;
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m_model->create(vertexBufferData, vertexBufferSize, indexBufferData, indexBufferCount);
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}
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void Entity::setLocation(float x, float y, float z) {
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m_position = { x, y, z };
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}
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void Entity::setRotation(float x, float y, float z) {
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m_rotation = { x, y, z };
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}
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void Entity::setScale(float x) {
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m_rotation = { x, x, x };
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}
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void Entity::setScale(float x, float y, float z) {
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m_scale = { x, y, z };
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}
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void Entity::bind(Shader* shader) {
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m_model->bind();
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shader->bind();
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setModelMatrix(shader);
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}
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Model* Entity::getModel() const {
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return m_model;
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}
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void Entity::setModelMatrix(Shader* shader) {
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glm::mat4 model(1.0f);
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model = glm::translate(model, glm::vec3(m_position.x, m_position.y, m_position.z));
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model = glm::rotate(model, glm::radians(m_rotation.x), glm::vec3(1.0, 0.0, 0.0));
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model = glm::rotate(model, glm::radians(m_rotation.y), glm::vec3(0.0, 1.0, 0.0));
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model = glm::rotate(model, glm::radians(m_rotation.z), glm::vec3(0.0, 0.0, 1.0));
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model = glm::scale(model, glm::vec3(m_scale.x, m_scale.y, m_scale.z));
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//TODO: fill out model matrix
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shader->setUniform("model", model);
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}
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Entity::~Entity() {
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}
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}
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Model::Model() {
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}
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void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const char* vertexShader, const char* fragmentShader) {
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void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount) {
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m_vao = new VertexArray;
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m_vao->addBuffer(vertexBufferData, vertexBufferSize);
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m_vao->push<float>(2);
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//TODO: Change this to 3
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m_vao->finishBufferLayout();
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m_ib = new IndexBuffer(indexBufferData, indexBufferCount);
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if (vertexShader && fragmentShader)
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m_shader = new Shader(vertexShader, fragmentShader);
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}
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Drawable::DrawableType Model::identity() {
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return DrawableType::NF_GAME;
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}
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void Model::bind() {
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@ -26,16 +20,6 @@ namespace nf {
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Error("Tried to bind uninitialized model!");
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m_vao->bind();
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m_ib->bind();
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if (m_shader) {
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m_shader->bind();
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//TODO: Set uniforms here such as position and texture
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}
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}
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bool Model::hasCustomShader() {
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if (m_shader)
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return true;
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return false;
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}
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Model::~Model() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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Win32Res vs(IDR_DEFAULTVERTEX);
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m_defaultVertex = (const char*)vs.ptr;
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const char* defaultVertex = (const char*)vs.ptr;
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Win32Res fs(IDR_DEFAULTFRAGMENT);
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m_defaultFragment = (const char*)fs.ptr;
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m_defaultShader = new Shader(m_defaultVertex, m_defaultFragment);
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const char* defaultFragment = (const char*)fs.ptr;
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if (defaultVertex == nullptr || defaultFragment == nullptr)
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Error("Default engine resources not found! Please link nf.res to your application!");
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m_defaultShader = new Shader(defaultVertex, defaultFragment);
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}
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void Renderer::render(Drawable& in) {
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void Renderer::render(Entity& in) {
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if (&in == nullptr)
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Error("Drawable object tried to render before being constructed!");
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if (in.identity() == Drawable::DrawableType::NF_UI)
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m_lUI.push_back(&in);
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else
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m_lGame.push_back(&in);
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Error("Tried to render Entity before being created!");
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m_lGame.push_back(&in);
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}
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void Renderer::doFrame() {
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (Drawable* draw : m_lGame) {
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Model& curr = (Model&)*draw;
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curr.bind();
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if (!curr.hasCustomShader())
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m_defaultShader->bind();
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glDrawElements(GL_TRIANGLES, curr.getIndexCount(), GL_UNSIGNED_INT, nullptr);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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curr.bind(m_defaultShader);
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glDrawElements(GL_TRIANGLES, curr.getModel()->getIndexCount(), GL_UNSIGNED_INT, nullptr);
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}
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m_lGame.clear();
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for (Drawable* draw : m_lUI) {
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Drawable& curr = *draw;
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}
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m_lUI.clear();
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SwapBuffers(m_hdc);
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Shader::current = m_id;
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}
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}
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//TODO: Create overloaded setUniform function
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void Shader::setUniform(const char* name, glm::mat4& data) {
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if (m_uniformLocations.find(name) != m_uniformLocations.end())
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getUniformLocation(name);
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glUniformMatrix4fv(m_uniformLocations[name], 1, GL_FALSE, glm::value_ptr(data));
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}
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void Shader::getUniformLocation(const char* uniformName) {
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unsigned int loc = glGetUniformLocation(m_id, uniformName);
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if (loc == -1)
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namespace nf {
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class Drawable {
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public:
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enum class DrawableType {
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NF_NONE, NF_GAME, NF_UI
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};
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//TODO: Construct using Shader code and data from obj
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Drawable();
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virtual DrawableType identity();
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virtual void bind();
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unsigned int getIndexCount();
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@ -20,6 +15,5 @@ namespace nf {
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protected:
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VertexArray* m_vao;
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IndexBuffer* m_ib;
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Shader* m_shader;
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};
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}
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34
NothinFancy/src/include/Entity.h
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34
NothinFancy/src/include/Entity.h
Normal file
@ -0,0 +1,34 @@
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#pragma once
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#include "Model.h"
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namespace nf {
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class Entity {
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struct Vec3 {
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Vec3(float x1) : x(x1), y(x1), z(x1) {}
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Vec3(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
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float x, y, z;
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};
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public:
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Entity();
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void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
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//TODO: Do this using loaded assets somehow
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void setLocation(float x, float y, float z);
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void setRotation(float x, float y, float z);
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void setScale(float x);
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void setScale(float x, float y, float z);
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void bind(Shader* shader);
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Model* getModel() const;
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~Entity();
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private:
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void setModelMatrix(Shader* shader);
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Model* m_model;
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Vec3 m_position;
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Vec3 m_rotation;
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Vec3 m_scale;
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};
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}
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@ -1,4 +1,9 @@
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#pragma once
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#ifdef NFENGINE
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#endif
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#include "Drawable.h"
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namespace nf {
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@ -6,10 +11,8 @@ namespace nf {
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public:
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Model();
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void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const char* vertexShader = nullptr, const char* fragmentShader = nullptr);
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DrawableType identity() override;
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void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
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void bind() override;
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bool hasCustomShader();
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~Model();
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private:
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@ -1,5 +1,135 @@
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//TODO: Rework this file to only contain functions the frontend will need to access
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#include "Application.h"
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#pragma once
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#include <chrono>
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#include <unordered_map>
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#include <Windows.h>
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#include "Config.h"
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#include "IntroGamestate.h"
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namespace nf {
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class Drawable;
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class Shader;
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class Model;
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class Entity {
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struct Vec3 {
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Vec3(float x1) : x(x1), y(x1), z(x1) {}
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Vec3(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
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float x, y, z;
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};
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public:
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Entity();
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void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount);
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//TODO: Do this using loaded assets somehow
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void setLocation(float x, float y, float z);
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void setRotation(float x, float y, float z);
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void setScale(float x);
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void setScale(float x, float y, float z);
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void bind(Shader* shader);
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Model* getModel() const;
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~Entity();
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private:
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void setModelMatrix(Shader* shader);
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Model* m_model;
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Vec3 m_position;
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Vec3 m_rotation;
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Vec3 m_scale;
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};
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class Renderer {
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public:
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Renderer(Application* app);
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void render(Entity& in);
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void doFrame();
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~Renderer();
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private:
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Application* m_app;
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HDC m_hdc;
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HGLRC m_hglrc;
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std::vector<Drawable*> m_lGame;
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std::vector<Drawable*> m_lUI;
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const char* m_defaultVertex;
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const char* m_defaultFragment;
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Shader* m_defaultShader;
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};
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class Application {
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public:
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Application(Config& conf);
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Application() = delete;
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Application(Application& other) = delete;
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void setWindowIcon(HANDLE hIcon);
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void setWindowCursor(HCURSOR hCursor);
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Renderer* getRenderer() const;
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void addState(Gamestate* state, const std::string& stateName);
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void addDefaultState(const std::string& stateName);
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void run();
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void changeState(const std::string& stateName);
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void showWindow(bool show);
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const HWND& getWindow();
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void changeConfig(const Config& in);
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const Config& getConfig() const;
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int getFPS() const;
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bool isInput(unsigned int code);
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~Application();
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private:
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void registerWindowClass();
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RECT getWindowRect() const;
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void calculateNewWindowPos(int& x, int& y);
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void toggleFullscreen();
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void runMainGameThread();
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void startIntroState();
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void doStateChange();
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static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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Config m_currentConfig;
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bool m_running;
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HINSTANCE m_hInst;
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LPCWSTR m_wclassName;
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HWND m_window;
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LONG m_defaultWindowStyle;
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int m_altWidth, m_altHeight;
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||||
std::chrono::duration<double> m_fpsDuration;
|
||||
double m_deltaTime;
|
||||
std::chrono::steady_clock::time_point m_fpsClock1 = std::chrono::steady_clock::now();
|
||||
std::chrono::steady_clock::time_point m_fpsClock2 = m_fpsClock1;
|
||||
int m_frames;
|
||||
const int m_targetFPS = 60;
|
||||
const double m_minFrametime = 1.0 / m_targetFPS;
|
||||
int m_FPS;
|
||||
|
||||
//Inactive states to potentially be active during the Application's lifetime
|
||||
//Mapped to const char* to be referenced later in the frontend
|
||||
std::unordered_map<std::string, Gamestate*> m_states;
|
||||
Gamestate* m_sIntro;
|
||||
Gamestate* m_DefaultState;
|
||||
bool m_defaultStateAdded;
|
||||
Gamestate* m_currentState;
|
||||
bool m_stateChange;
|
||||
std::string m_nextState;
|
||||
|
||||
//Array of booleans that represent keyboard and mouse input minus the scrollwheel
|
||||
bool m_input[164];
|
||||
|
||||
//Renderer object to use OpenGL to render the current state
|
||||
Renderer* m_renderer;
|
||||
};
|
||||
}
|
||||
#include "Input.h"
|
||||
#include "Utility.h"
|
@ -2,7 +2,7 @@
|
||||
#include <vector>
|
||||
#include <Windows.h>
|
||||
|
||||
#include "Model.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace nf {
|
||||
class Application;
|
||||
@ -11,7 +11,8 @@ namespace nf {
|
||||
public:
|
||||
Renderer(Application* app);
|
||||
|
||||
void render(Drawable& in);
|
||||
void render(Entity& in);
|
||||
//TODO: Create second render function for UIElements
|
||||
|
||||
void doFrame();
|
||||
|
||||
@ -22,10 +23,8 @@ namespace nf {
|
||||
HDC m_hdc;
|
||||
HGLRC m_hglrc;
|
||||
|
||||
std::vector<Drawable*> m_lGame;
|
||||
std::vector<Entity*> m_lGame;
|
||||
std::vector<Drawable*> m_lUI;
|
||||
const char* m_defaultVertex;
|
||||
const char* m_defaultFragment;
|
||||
Shader* m_defaultShader;
|
||||
};
|
||||
}
|
@ -1,5 +1,9 @@
|
||||
#pragma once
|
||||
#include <unordered_map>
|
||||
#ifdef NFENGINE
|
||||
#include "glm/glm.hpp"
|
||||
#include "glm/gtc/type_ptr.hpp"
|
||||
#endif
|
||||
|
||||
namespace nf {
|
||||
class Shader {
|
||||
@ -7,12 +11,14 @@ namespace nf {
|
||||
Shader(const char* vertexSource, const char* fragmentSource);
|
||||
|
||||
void bind();
|
||||
void getUniformLocation(const char* uniformName);
|
||||
void setUniform(const char* name, glm::mat4& data);
|
||||
|
||||
static unsigned int current;
|
||||
|
||||
~Shader();
|
||||
private:
|
||||
void getUniformLocation(const char* uniformName);
|
||||
|
||||
unsigned int m_id;
|
||||
std::unordered_map<const char*, unsigned int> m_uniformLocations;
|
||||
};
|
||||
|
@ -15,7 +15,7 @@ Remember to use tasks (//TODO: )
|
||||
*Engine (Name?) "Nothin' Fancy"
|
||||
*Separate project
|
||||
*Namespaced
|
||||
Refactor NothinFancy.h to ONLY include stuff the frontend needs
|
||||
Refactor NothinFancy.h to ONLY include stuff the frontend needs (Does deleteing uneeded public funcitons do anything?)
|
||||
*AND get rid of NFENGINE
|
||||
*High CPU usage?
|
||||
*Debug and log system
|
||||
@ -24,6 +24,7 @@ Refactor NothinFancy.h to ONLY include stuff the frontend needs
|
||||
*Alt-Enter
|
||||
*File IO functions
|
||||
*Keyboard and mouse click input
|
||||
Check for memory leaks in deconstructors
|
||||
Separate Model and UIElement from Drawable
|
||||
Entity and Camera classes
|
||||
Mouse position input
|
||||
|
Reference in New Issue
Block a user