All changes made for 10th part of tutorial

voxel_engine.cpp - changed structure, added character controls, physics
almost all files are modified (including shaders)
+ new source directory - physics
This commit is contained in:
MihailRis
2021-08-04 01:45:04 +03:00
committed by GitHub
parent e1cdcf01e9
commit 1a00a11917
22 changed files with 587 additions and 149 deletions
+21
View File
@@ -26,6 +26,27 @@ void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::uniform1i(std::string name, int x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1i(transformLoc, x);
}
void Shader::uniform1f(std::string name, float x){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform1f(transformLoc, x);
}
void Shader::uniform2f(std::string name, float x, float y){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2f(transformLoc, x, y);
}
void Shader::uniform3f(std::string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);
}
Shader* load_shader(std::string vertexFile, std::string fragmentFile) {
// Reading Files
+4
View File
@@ -13,6 +13,10 @@ public:
void use();
void uniformMatrix(std::string name, glm::mat4 matrix);
void uniform1i(std::string name, int x);
void uniform1f(std::string name, float x);
void uniform2f(std::string name, float x, float y);
void uniform3f(std::string name, float x, float y, float z);
};
extern Shader* load_shader(std::string vertexFile, std::string fragmentFile);