removed dependency from directory

This commit is contained in:
devZoGok
2021-10-18 19:08:10 +03:00
parent 3d666aa3a1
commit 9e6b5a995a
12 changed files with 82 additions and 23 deletions
+9 -2
View File
@@ -30,11 +30,18 @@ namespace vb01{
else
cout<<"Complete\n";
string basePath="/home/dominykas/c++/FSim/depthMap.";
string basePath="../../vb01/depthMap.";
depthMapShader=new Shader(basePath+"vert",basePath+"frag");
}
Light::~Light(){}
Light::~Light(){
glBindFramebuffer(GL_FRAMEBUFFER,0);
glDeleteFramebuffers(1,&depthmapFBO);
delete depthMap;
delete depthMapShader;
}
void Light::update(){
Root *root=Root::getSingleton();
+10 -2
View File
@@ -7,7 +7,7 @@ namespace vb01{
Material::Material(Type type){
this->type=type;
string basePath="/home/dominykas/c++/vb01/",shaderName;
string basePath="../../vb01/",shaderName;
switch(type){
case MATERIAL_2D:
shaderName="texture.";
@@ -28,7 +28,15 @@ namespace vb01{
shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag");
}
Material::~Material(){}
Material::~Material(){
delete shader;
for(Texture *t : diffuseMapTextures)
delete t;
for(Texture *t : normalMapTextures)
delete t;
for(Texture *t : specularMapTextures)
delete t;
}
void Material::update(){
shader->use();
+13 -1
View File
@@ -23,7 +23,19 @@ namespace vb01{
construct();
}
Mesh::~Mesh(){}
Mesh::~Mesh(){
for(Mesh *m : meshes)
delete m;
delete material;
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&EBO);
glDeleteBuffers(1,&VBO);
delete[] indices;
delete[] vertices;
}
void Mesh::construct(){
glGenVertexArrays(1,&VAO);
+12 -1
View File
@@ -15,7 +15,18 @@ namespace vb01{
this->orientation=orientation;
}
Node::~Node(){}
Node::~Node(){
for(Light *l : lights)
delete l;
for(Mesh *m : meshes)
delete m;
for(ParticleEmitter *p : emitters)
delete p;
for(Text *t : texts)
delete t;
for(Node *c : children)
delete c;
}
void Node::update(){
if(visible){
+8 -1
View File
@@ -64,7 +64,14 @@ namespace vb01{
glEnableVertexAttribArray(1);
}
ParticleEmitter::~ParticleEmitter(){}
ParticleEmitter::~ParticleEmitter(){
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
delete material;
delete[] particles;
}
void ParticleEmitter::update(){
Root *root=Root::getSingleton();
+6 -6
View File
@@ -36,22 +36,22 @@ namespace vb01{
v6.pos=Vector3(size.x,0,0);
}
v1.norm=Vector3(0,0,-1);
v1.texCoords=Vector2(1,0);
v1.texCoords=Vector2(1,1);
v2.norm=Vector3(0,0,-1);
v2.texCoords=Vector2(0,0);
v2.texCoords=Vector2(0,1);
v3.norm=Vector3(0,0,-1);
v3.texCoords=Vector2(0,1);
v3.texCoords=Vector2(0,0);
v4.norm=Vector3(0,0,-1);
v4.texCoords=Vector2(0,1);
v4.texCoords=Vector2(0,0);
v5.norm=Vector3(0,0,-1);
v5.texCoords=Vector2(1,1);
v5.texCoords=Vector2(1,0);
v6.norm=Vector3(0,0,-1);
v6.texCoords=Vector2(1,0);
v6.texCoords=Vector2(1,1);
indices[0]=0;
indices[1]=1;
+2
View File
@@ -29,6 +29,8 @@ namespace vb01{
loadShaders();
}
Shader::~Shader(){}
void Shader::editShader(bool vertexShader, char firstChar, char secondChar, string insertion){
int firstCharId=-1,secondCharId=-1;
for(int i=0;i<fString.length()&&(firstCharId==-1||secondCharId==-1);i++){
+1
View File
@@ -11,6 +11,7 @@ namespace vb01{
enum ErrorType{VERTEX,FRAGMENT,PROGRAM};
Shader(std::string,std::string);
~Shader();
void setNumLights(int);
void use();
void setMat4(glm::mat4,std::string);
+8 -6
View File
@@ -994,10 +994,12 @@ zout stb_image.h /^ char *zout;$/;" m struct:__anon84e4e8860c08 typeref:typena
zout_end stb_image.h /^ char *zout_end;$/;" m struct:__anon84e4e8860c08 typeref:typename:char *
zout_start stb_image.h /^ char *zout_start;$/;" m struct:__anon84e4e8860c08 typeref:typename:char *
~Camera camera.cpp /^ Camera::~Camera(){}$/;" f class:vb01::Camera
~Light light.cpp /^ Light::~Light(){}$/;" f class:vb01::Light
~Material material.cpp /^ Material::~Material(){}$/;" f class:vb01::Material
~Mesh mesh.cpp /^ Mesh::~Mesh(){}$/;" f class:vb01::Mesh
~Light light.cpp /^ Light::~Light(){$/;" f class:vb01::Light
~Material material.cpp /^ Material::~Material(){$/;" f class:vb01::Material
~Mesh mesh.cpp /^ Mesh::~Mesh(){$/;" f class:vb01::Mesh
~Model model.cpp /^ Model::~Model(){}$/;" f class:vb01::Model
~Node node.cpp /^ Node::~Node(){}$/;" f class:vb01::Node
~ParticleEmitter particleEmitter.cpp /^ ParticleEmitter::~ParticleEmitter(){}$/;" f class:vb01::ParticleEmitter
~Text text.cpp /^ Text::~Text(){}$/;" f class:vb01::Text
~Node node.cpp /^ Node::~Node(){$/;" f class:vb01::Node
~ParticleEmitter particleEmitter.cpp /^ ParticleEmitter::~ParticleEmitter(){$/;" f class:vb01::ParticleEmitter
~Shader shader.cpp /^ Shader::~Shader(){}$/;" f class:vb01::Shader
~Text text.cpp /^ Text::~Text(){$/;" f class:vb01::Text
~Texture texture.cpp /^ Texture::~Texture(){$/;" f class:vb01::Texture
+7 -2
View File
@@ -13,7 +13,7 @@ using namespace std;
namespace vb01{
Text::Text(string fontPath,string entry){
string basePath="/home/dominykas/c++/vb01/text.";
string basePath="../../vb01/text.";
shader=new Shader(basePath+"vert",basePath+"frag");
FT_Library ft;
@@ -47,7 +47,12 @@ namespace vb01{
setText(entry);
}
Text::~Text(){}
Text::~Text(){
delete shader;
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
}
void Text::update(){
Root *root=Root::getSingleton();
+5 -2
View File
@@ -8,8 +8,6 @@
using namespace std;
namespace vb01{
/*
*/
Texture::Texture(){
width=800,height=600;
@@ -104,6 +102,11 @@ namespace vb01{
}
Texture::~Texture(){
glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,0);
glDeleteTextures(1,&texture);
}
void Texture::select(int id){
glActiveTexture(GL_TEXTURE0+id);
glBindTexture(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,texture);
+1
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@@ -11,6 +11,7 @@ namespace vb01{
enum TextureType{TEXTURE_2D,TEXTURE_CUBEMAP};
Texture();
~Texture();
Texture(int,int);
Texture(FT_Face&,char);
Texture(std::string);