Renamed GameObject to Mesh
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@@ -18,7 +18,7 @@ void DarkRP2D::create () {
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assets->loadShader("vert.shader","frag.shader",nullptr,"defaultShader");
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assets->loadShader("bitmapvert.shader","bitmapfrag.shader",nullptr,"bitmapShader");
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obj = new GameObject();
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obj = new Mesh();
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inputHandler = new InputHandler();
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font = new BitmapFont("arial.ttf");
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@@ -5,7 +5,7 @@ class Reassembly2;
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#include <SDL.h>
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#include <vector>
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#include "Assets.h"
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#include "GameObject.h"
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#include "Mesh.h"
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#include "InputHandler.h"
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#include "BitmapFont.h"
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@@ -13,7 +13,7 @@ class DarkRP2D {
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private:
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SDL_Window* gWindow;
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Assets *assets;
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GameObject *obj;
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Mesh *obj;
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InputHandler *inputHandler;
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BitmapFont *font;
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@@ -1,17 +0,0 @@
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#ifndef GAMEOBJECT_H
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#define GAMEOBJECT_H
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class GameObject {
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private:
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unsigned int VBO;
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unsigned int VAO;
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public:
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GameObject();
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~GameObject();
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void draw();
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};
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#endif
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@@ -1,9 +1,9 @@
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#include "GameObject.h"
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#include "Mesh.h"
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#include <GL/glew.h>
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#include <iostream>
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GameObject::GameObject() {
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Mesh::Mesh() {
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//Create VBO
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glGenBuffers(1, &VBO);
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float vertices[] = {
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@@ -25,13 +25,13 @@ GameObject::GameObject() {
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glBindVertexArray(0);
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}
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GameObject::~GameObject() {
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std::cout << "Deleting GameObject" << std::endl;
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Mesh::~Mesh() {
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std::cout << "Deleting Mesh" << std::endl;
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glDeleteBuffers(1,&VBO);
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glDeleteBuffers(1,&VAO);
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}
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void GameObject::draw() {
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void Mesh::draw() {
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glBindVertexArray(this->VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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16
src/Mesh.h
Normal file
16
src/Mesh.h
Normal file
@@ -0,0 +1,16 @@
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#ifndef MESH_H
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#define MESH_H
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class Mesh {
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private:
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unsigned int VBO, VAO;
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public:
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Mesh();
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~Mesh();
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void draw();
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};
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#endif
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