Breakout changes for revision 'Rendering Sprites'

This commit is contained in:
Joey de Vries
2020-04-22 19:02:20 +02:00
parent 91f53af052
commit 1f05d38e1e
5 changed files with 61 additions and 4 deletions

View File

@@ -78,7 +78,7 @@ void ParticleGenerator::init()
glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
// set mesh attributes
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glBindVertexArray(0);
// create this->amount default particle instances

View File

@@ -114,7 +114,7 @@ void PostProcessor::initRenderData()
glBindVertexArray(this->VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(GL_FLOAT), (GLvoid*)0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GL_FLOAT), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

View File

@@ -0,0 +1,57 @@
/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "game.h"
#include "resource_manager.h"
#include "sprite_renderer.h"
// Game-related State data
SpriteRenderer *Renderer;
Game::Game(unsigned int width, unsigned int height)
: State(GAME_MENU), Keys(), KeysProcessed(), Width(width), Height(height)
{
}
Game::~Game()
{
}
void Game::Init()
{
// load shaders
ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
// load textures
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
}
void Game::Update(float dt)
{
}
void Game::ProcessInput(float dt)
{
}
void Game::Render()
{
Renderer->DrawSprite(ResourceManager::GetTexture("face"), glm::vec2(200.0f, 200.0f), glm::vec2(300.0f, 400.0f), 45.0f, glm::vec3(0.0f, 1.0f, 0.0f));
}

View File

@@ -69,7 +69,7 @@ void SpriteRenderer::initRenderData()
glBindVertexArray(this->quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), (GLvoid*)0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

View File

@@ -29,7 +29,7 @@ TextRenderer::TextRenderer(unsigned int width, unsigned int height)
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 4 * sizeof(float), 0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}