Update UI code, Fix bugs
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fd71242a42
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04df1078b4
@ -26,11 +26,11 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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set(KEKENGINE_RESOURCE_DIR "${CMAKE_SOURCE_DIR}/src/kekengine/res")
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set(KEKGAME_RESOURCE_DIR "${CMAKE_SOURCE_DIR}/src/kekgame/res")
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file(GLOB KEKENGINE_SOURCE_FILES "src/kekengine/cpp/*.cpp")
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file(GLOB_RECURSE KEKENGINE_SOURCE_FILES "src/kekengine/cpp/*.cpp")
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file(GLOB_RECURSE KEKENGINE_RESOURCE_FILES "${KEKENGINE_RESOURCE_DIR}/*")
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file(GLOB_RECURSE KEKENGINE_RELATIVE_RESOURCE_FILES RELATIVE ${KEKENGINE_RESOURCE_DIR} "${KEKENGINE_RESOURCE_DIR}/*")
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file(GLOB KEKGAME_SOURCE_FILES "src/kekgame/cpp/*.cpp")
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file(GLOB_RECURSE KEKGAME_SOURCE_FILES "src/kekgame/cpp/*.cpp")
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file(GLOB_RECURSE KEKGAME_RESOURCE_FILES "${KEKGAME_RESOURCE_DIR}/*")
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file(GLOB_RECURSE KEKGAME_RELATIVE_RESOURCE_FILES RELATIVE ${KEKGAME_RESOURCE_DIR} "${KEKGAME_RESOURCE_DIR}/*")
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@ -35,17 +35,17 @@ Mesh::Mesh(std::vector<Vertex> vertices, std::vector<uint32_t> indices, Material
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glVertexArrayVertexBuffer(vao, KEK_MESH_VERTEX_BUFFER_BINDING, vbo, 0, sizeof(Vertex));
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glEnableVertexArrayAttrib(vao, KEK_VERTEX_SHADER_IN_POSITION);
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glVertexArrayAttribFormat(vao, KEK_VERTEX_SHADER_IN_POSITION, sizeof(float), GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vao, KEK_VERTEX_SHADER_IN_POSITION, KEK_MESH_VERTEX_BUFFER_BINDING);
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glEnableVertexArrayAttrib(vao, KEK_MESH_VERTEX_SHADER_IN_POSITION);
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glVertexArrayAttribFormat(vao, KEK_MESH_VERTEX_SHADER_IN_POSITION, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vao, KEK_MESH_VERTEX_SHADER_IN_POSITION, KEK_MESH_VERTEX_BUFFER_BINDING);
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glEnableVertexArrayAttrib(vao, KEK_VERTEX_SHADER_IN_NORMAL);
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glVertexArrayAttribFormat(vao, KEK_VERTEX_SHADER_IN_NORMAL, sizeof(float), GL_FLOAT, GL_FALSE, offsetof(Vertex, normal));
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glVertexArrayAttribBinding(vao, KEK_VERTEX_SHADER_IN_NORMAL, KEK_MESH_VERTEX_BUFFER_BINDING);
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glEnableVertexArrayAttrib(vao, KEK_MESH_VERTEX_SHADER_IN_NORMAL);
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glVertexArrayAttribFormat(vao, KEK_MESH_VERTEX_SHADER_IN_NORMAL, 3, GL_FLOAT, GL_FALSE, offsetof(Vertex, normal));
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glVertexArrayAttribBinding(vao, KEK_MESH_VERTEX_SHADER_IN_NORMAL, KEK_MESH_VERTEX_BUFFER_BINDING);
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glEnableVertexArrayAttrib(vao, KEK_VERTEX_SHADER_IN_TEXCOORD);
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glVertexArrayAttribFormat(vao, KEK_VERTEX_SHADER_IN_TEXCOORD, sizeof(float), GL_FLOAT, GL_FALSE, offsetof(Vertex, texCoords));
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glVertexArrayAttribBinding(vao, KEK_VERTEX_SHADER_IN_TEXCOORD, KEK_MESH_VERTEX_BUFFER_BINDING);
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glEnableVertexArrayAttrib(vao, KEK_MESH_VERTEX_SHADER_IN_TEXCOORD);
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glVertexArrayAttribFormat(vao, KEK_MESH_VERTEX_SHADER_IN_TEXCOORD, 2, GL_FLOAT, GL_FALSE, offsetof(Vertex, texCoords));
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glVertexArrayAttribBinding(vao, KEK_MESH_VERTEX_SHADER_IN_TEXCOORD, KEK_MESH_VERTEX_BUFFER_BINDING);
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glVertexArrayElementBuffer(vao, ebo);
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@ -109,16 +109,16 @@ RectangleElement::RectangleElement(UIValue x, UIValue y, UIValue w, UIValue h):
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this->h = h;
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color = Colors::BLACK;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(rectangleVerts), rectangleVerts, GL_STATIC_DRAW);
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glCreateVertexArrays(1, &vao);
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glCreateBuffers(1, &vbo);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glEnableVertexAttribArray(0);
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glNamedBufferData(vbo, sizeof(rectangleVerts), rectangleVerts, GL_STATIC_DRAW);
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glBindVertexArray(0);
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glVertexArrayVertexBuffer(vao, KEK_UI_VERTEX_BUFFER_BINDING, vbo, 0, 2 * sizeof(float));
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glEnableVertexArrayAttrib(vao, KEK_UI_RECT_VERTEX_SHADER_IN_POSITION);
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glVertexArrayAttribFormat(vao, KEK_UI_RECT_VERTEX_SHADER_IN_POSITION, 2, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayAttribBinding(vao, KEK_UI_RECT_VERTEX_SHADER_IN_POSITION, KEK_UI_VERTEX_BUFFER_BINDING);
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}
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RectangleElement::~RectangleElement() {
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@ -3,12 +3,14 @@
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#define KEK_SUCCESS 0
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#define KEK_ERROR 1
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#define KEK_VERTEX_SHADER_IN_POSITION 0
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#define KEK_VERTEX_SHADER_IN_NORMAL 1
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#define KEK_VERTEX_SHADER_IN_TEXCOORD 2
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#define KEK_MESH_VERTEX_SHADER_IN_POSITION 0
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#define KEK_MESH_VERTEX_SHADER_IN_NORMAL 1
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#define KEK_MESH_VERTEX_SHADER_IN_TEXCOORD 2
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#define KEK_MESH_VERTEX_BUFFER_BINDING 0
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#define KEK_UI_RECT_VERTEX_SHADER_IN_POSITION 0
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#define KEK_UI_VERTEX_BUFFER_BINDING 0
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#define KEK_UNIFORM_LIGHTS_BINDING 0
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#define KEK_LIGHT_LIMIT 64 // Also in shader/include/constants.glsl
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