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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-25 00:55:43 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-25 00:55:43 +0000
commitd51f188c130667c44c44371c2e258cb0e29f3505 (patch)
tree3b1b3a691f53964e7530e30a3bdd23879235d27f
parentBasic key controls to move the camera around (diff)
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Split physical objects from renderable ones
-rw-r--r--application/main.cpp3
-rw-r--r--game/physical.h5
-rw-r--r--gfx/renderable.h11
3 files changed, 16 insertions, 3 deletions
diff --git a/application/main.cpp b/application/main.cpp
index 2f9ae36..f510eca 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -9,6 +9,7 @@
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <gfx/gl/transform.h>
+#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <numbers>
@@ -115,7 +116,7 @@ public:
world.apply(&WorldObject::tick, t_passed);
windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F);
- world.apply<Physical>(&Physical::render, shader);
+ world.apply<Renderable>(&Renderable::render, shader);
windows.apply(&Window::SwapBuffers);
if (const auto snz = framelen - t_passed; snz.count() > 0) {
diff --git a/game/physical.h b/game/physical.h
index 5f624b0..44af5e6 100644
--- a/game/physical.h
+++ b/game/physical.h
@@ -2,6 +2,7 @@
#define PHYSICAL_H
#include <gfx/gl/transform.h>
+#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <string>
@@ -11,11 +12,11 @@ class Mesh;
class Texture;
template<typename Obj> class Cache;
-class Physical {
+class Physical : public Renderable {
public:
Physical(glm::vec3 where, const std::string & m, const std::string & t);
- void render(const Shader & shader) const;
+ void render(const Shader & shader) const override;
[[nodiscard]] const auto &
getPosition() const
diff --git a/gfx/renderable.h b/gfx/renderable.h
new file mode 100644
index 0000000..e3a34dd
--- /dev/null
+++ b/gfx/renderable.h
@@ -0,0 +1,11 @@
+#ifndef RENDERABLE_H
+#define RENDERABLE_H
+
+class Shader;
+
+class Renderable {
+public:
+ virtual void render(const Shader & shader) const = 0;
+};
+
+#endif