Created a basic shader object and window object
Using GLAD to load OpenGL/Vulkan extensions
This commit is contained in:
13
MyGraphicsEngine/include/MyGraphicsEngine/Camera.h
Normal file
13
MyGraphicsEngine/include/MyGraphicsEngine/Camera.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
struct Camera {
|
||||
glm::vec3 Position;
|
||||
glm::mat4 ViewMat;
|
||||
float Zoom;
|
||||
private:
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
|
||||
|
||||
};
|
@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
#include <spdlog/spdlog.h>
|
||||
#include "MyGraphicsEngine/window.h"
|
||||
|
||||
|
||||
inline void test (){
|
||||
spdlog::info("Linked correctly!");
|
||||
|
||||
}
|
18
MyGraphicsEngine/include/MyGraphicsEngine/Shader.h
Normal file
18
MyGraphicsEngine/include/MyGraphicsEngine/Shader.h
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
|
||||
class Shader {
|
||||
private:
|
||||
int id;
|
||||
const size_t CHUNK_SIZE = 10;
|
||||
char* readFile (const char* filePath);
|
||||
public:
|
||||
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
|
||||
void Use();
|
||||
|
||||
};
|
Reference in New Issue
Block a user