Added a prepare step to the renderer , removed transform object and GPUBucket object, Added a mesh to the Render3DComponent
The renderer prepare uploads the necessary vertex data to the GPU
This commit is contained in:
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include "../Graphics/Primitives/Shader.h"
|
||||
|
||||
#include "../Graphics/Primitives/Mesh.h"
|
||||
namespace BarinkEngine {
|
||||
struct IdentifierComponent {
|
||||
std::string name;
|
||||
@ -19,13 +19,17 @@ namespace BarinkEngine {
|
||||
};
|
||||
|
||||
struct Render3DComponent {
|
||||
unsigned int VAO;
|
||||
unsigned int IBO;
|
||||
unsigned int ElementCount;
|
||||
unsigned int VAO = 0;
|
||||
unsigned int IBO = 0;
|
||||
Mesh mesh;
|
||||
|
||||
// TODO: becomes a material
|
||||
glm::vec3 color;
|
||||
Shader shader;
|
||||
|
||||
Render3DComponent()
|
||||
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs") )
|
||||
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
|
||||
color(glm::vec3(1.0f, 0.0f, 0.0f))
|
||||
{
|
||||
}
|
||||
};
|
||||
|
Reference in New Issue
Block a user