Changeset 9cd92ae in opengl-game
- Timestamp:
- Aug 16, 2019, 4:26:45 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- c8b0357
- Parents:
- 5936c58
- Files:
-
- 3 deleted
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
NewOpenGLGame.vcxproj
r5936c58 r9cd92ae 148 148 <ClCompile Include="new-game.cpp" /> 149 149 <ClCompile Include="StackWalker.cpp" /> 150 <ClCompile Include="stb_image_write.h" />151 150 <ClCompile Include="stb_image.cpp" /> 152 151 <ClCompile Include="utils.cpp" /> … … 186 185 <ItemGroup> 187 186 <Image Include="laser.png" /> 188 <Image Include="test.png" />189 187 </ItemGroup> 190 188 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> -
TODO.txt
r5936c58 r9cd92ae 1 1 TODO 2 2 ========== 3 -Add code to allow for resizing/maximizing the window 4 - Doesn't seem to be necessary on OSX anymore, check that in works on Window and Linux, including removing 5 the window title bar in fullscreen mode and bringing it back in windowed mode 6 -Update the IMGUI code in a generic way to support this as well 7 -Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params 3 - Switch the game to use SDL and Vulkan (based on the test program I already made) 4 - Will require switching the UI from IMGUI to Vulkan 5 - Make window resizing and fullscreen mode work correctly 8 6 9 DONE10 ==========11 -Print a warning if texture images don't have sizes of 2^x12 -Fix the texture-mapping code to not flip the texture upside down.13 -Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.14 -Change all error messages to use the logger class so they get printed to the log file as well.15 -Change the logger class to use cout instead of printf. Consider how easy variable argument support would be.16 - What I really need to do is completely refactor the logger class to return an ofstream to the logger file17 and use streaming to send output to it. The log file can be closed in the destructor.18 -Move some common functions into a Utils class19 20 NEW TODO21 ==========22 -Unbind buffers (by binding to 0) once I'm done using them. This will help catch errors faster where I'm using a different buffer than I expect.23 24 NEW DONE25 ==========26 -Move buffer memory allocation code into populateBuffers()27 -Go through the large design comment blocks and clean them up. Turn them into documentation for the code that's been written since I wrote the designs.28 -Show the fps in a gui component instead of printing it to the console29 30 MAJOR TASKS TODO31 ==================32 33 MAJOR TASKS DONE34 ==================35 -Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui36 -The SFML graphics module requires the compatibility profile, which on OSX is only available for OpenGL < 3.037 -I don't think ImGui would work with SFML38 -When the time comes, maybe just try using the networking and audio components of SFML39 -Implement lasers40 -Figure out why rendering doesn't work on the Windows laptop41 42 STEPS TO SWITCH OFF OF GLOBAL VBOS43 ===================================44 45 2. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)46 47 STEPS TO SWITCH OFF OF GLOBAL VBOS DONE48 ========================================49 50 1. Remove buffer re-assignment when creating shader model groups51 3. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base52 4. in renderScene, change the glDrawArrays call to use an offset of 053 7 54 8 LONGTERM TODO 55 9 ============== 56 57 - Switch from IMGUI to Allegro (OUTDATED)58 - Correctly align UI elements when the window is resized59 - Switch to Vulkan and SDL (might consider SFML in the future as well)60 10 61 11 Phase 1 -
new-game.cpp
r5936c58 r9cd92ae 1 1 #define STB_IMAGE_IMPLEMENTATION 2 2 #include "stb_image.h" 3 4 // I think this was for the OpenGL 4 book font file tutorial5 //#define STB_IMAGE_WRITE_IMPLEMENTATION6 //#include "stb_image_write.h"7 3 8 4 #define _USE_MATH_DEFINES
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