Changeset 0b1b52d in opengl-game for opengl-game.cpp


Ignore:
Timestamp:
Oct 4, 2019, 8:27:07 PM (5 years ago)
Author:
Dmitry Portnoy <dmitry.portnoy@…>
Branches:
feature/imgui-sdl, master, points-test
Children:
771b33a
Parents:
83b5b4b
Message:

In openglgame, port over the functionality to specify and initialize varying attributes

File:
1 edited

Legend:

Unmodified
Added
Removed
  • opengl-game.cpp

    r83b5b4b r0b1b52d  
    108108   ((GameGui_GLFW*)gui)->bindEventHandlers();
    109109
    110    graphicsPipelines.push_back(GraphicsPipeline_OpenGL());
     110   graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
     111
     112   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     113      offset_of(&SceneObject::points));
     114   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     115      offset_of(&SceneObject::colors));
     116   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     117      offset_of(&SceneObject::normals));
     118   graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
     119      offset_of(&SceneObject::ubo_offset));
     120
    111121   graphicsPipelines.back().createPipeline("gl-shaders/ship.vert", "gl-shaders/ship.frag");
    112122
    113    graphicsPipelines.push_back(GraphicsPipeline_OpenGL());
     123   graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
     124
     125   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     126      offset_of(&SceneObject::points));
     127   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     128      offset_of(&SceneObject::colors));
     129   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     130      offset_of(&SceneObject::normals));
     131   graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
     132      offset_of(&SceneObject::ubo_offset));
     133
    114134   graphicsPipelines.back().createPipeline("gl-shaders/asteroid.vert", "gl-shaders/asteroid.frag");
    115135
    116    graphicsPipelines.push_back(GraphicsPipeline_OpenGL());
     136   graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
     137
     138   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     139      offset_of(&SceneObject::points));
     140   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 2, GL_FLOAT,
     141      offset_of(&SceneObject::texcoords));
     142   graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
     143      offset_of(&SceneObject::ubo_offset));
     144
    117145   graphicsPipelines.back().createPipeline("gl-shaders/laser.vert", "gl-shaders/laser.frag");
    118146
    119    graphicsPipelines.push_back(GraphicsPipeline_OpenGL());
     147   graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
     148
     149   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
     150      offset_of(&ParticleEffect::particleVelocities));
     151   graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 1, GL_FLOAT,
     152      offset_of(&ParticleEffect::particleTimes));
     153   graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
     154      offset_of(&ParticleEffect::ubo_offset));
     155
    120156   graphicsPipelines.back().createPipeline("gl-shaders/explosion.vert", "gl-shaders/explosion.frag");
    121157
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