[EDIT] code style guide finished

This commit is contained in:
Menno
2021-05-18 12:43:22 +02:00
parent 41e02b0c39
commit 438b219d0a
17 changed files with 83 additions and 86 deletions

View File

@@ -1,4 +1,4 @@
#include "Camera.h"
#include "camera.h"
namespace entities
{
@@ -7,26 +7,26 @@ namespace entities
rotation(rotation)
{}
void Camera::move(GLFWwindow* window)
void Camera::Move(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
position.z -= speed;
position.z -= SPEED;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
position.z += speed;
position.z += SPEED;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
position.x += speed;
position.x += SPEED;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
position.x -= speed;
position.x -= SPEED;
}
}
}

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@@ -8,7 +8,7 @@ namespace entities
class Camera
{
private:
float speed = 0.02f;
const float SPEED = 0.02f;
glm::vec3 position;
glm::vec3 rotation;
@@ -16,9 +16,9 @@ namespace entities
public:
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
void move(GLFWwindow* window);
void Move(GLFWwindow* window);
inline glm::vec3 getPosition() const{ return position; }
inline glm::vec3 getRotation() const{ return rotation; }
inline glm::vec3 GetPosition() const{ return position; }
inline glm::vec3 GetRotation() const{ return rotation; }
};
}

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@@ -1,6 +1,4 @@
#include "Entity.h"
#include <iostream>
#include "entity.h"
namespace entities
{
@@ -12,14 +10,14 @@ namespace entities
{
}
void Entity::increasePosition(const glm::vec3& distance)
void Entity::IncreasePosition(const glm::vec3& distance)
{
position.x += distance.x;
position.y += distance.y;
position.z += distance.z;
}
void Entity::increaseRotation(const glm::vec3& rotation)
void Entity::IncreaseRotation(const glm::vec3& rotation)
{
this->rotation.x += rotation.x;
this->rotation.y += rotation.y;

View File

@@ -1,7 +1,7 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
#include "../models/Model.h"
#include "../models/model.h"
namespace entities
{
@@ -16,16 +16,16 @@ namespace entities
public:
Entity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale);
void increasePosition(const glm::vec3& distance);
void increaseRotation(const glm::vec3& rotation);
void IncreasePosition(const glm::vec3& distance);
void IncreaseRotation(const glm::vec3& rotation);
inline models::TexturedModel getModel() const{return model;}
inline void set_model(const ::models::TexturedModel& model) { this->model = model; }
inline glm::vec3 getPosition() const { return position; }
inline void set_position(const ::glm::vec3& position) { this->position = position; }
inline glm::vec3 getRotation() const { return rotation; }
inline void set_rotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
inline float getScale() const { return scale; }
inline void set_scale(const float scale) { this->scale = scale; }
inline models::TexturedModel GetModel() const{return model;}
inline void SetModel(const ::models::TexturedModel& model) { this->model = model; }
inline glm::vec3 GetPosition() const { return position; }
inline void SetPosition(const ::glm::vec3& position) { this->position = position; }
inline glm::vec3 GetRotation() const { return rotation; }
inline void SetRotation(const ::glm::vec3& rotation) { this->rotation = rotation; }
inline float GetScale() const { return scale; }
inline void SetScale(const float scale) { this->scale = scale; }
};
}

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@@ -5,12 +5,12 @@
#include "stb_image.h"
#include <ostream>
#include "models/Model.h"
#include "models/model.h"
#include "renderEngine/loader.h"
#include "renderEngine/obj_loader.h"
#include "renderEngine/Renderer.h"
#include "renderEngine/renderer.h"
#include "shaders/static_shader.h"
#include "toolbox/math.h"
#include "toolbox/toolbox.h"
#pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib")
@@ -60,8 +60,8 @@ int main(void)
{
// Update
const double delta = UpdateDelta();
entity.increaseRotation(glm::vec3(0, 1, 0));
camera.move(window);
entity.IncreaseRotation(glm::vec3(0, 1, 0));
camera.Move(window);
// Render
render_engine::renderer::Prepare();

View File

@@ -5,24 +5,24 @@
namespace models
{
/*
Structure for storing a vboID and vertexCount.
Structure for storing a vboID and vertex_count.
This structure represents a Bare bones Model (A mesh without a texture).
The vaoID, points to an ID stored by openGL and the
vertexCount is how many triangles in the mesh there are.
The vao_id, points to an ID stored by openGL and the
vertex_count is how many triangles in the mesh there are.
*/
struct RawModel
{
GLuint vaoID;
int vertexCount;
GLuint vao_id;
int vertex_count;
};
/*
Structure for storing a texture (textureID) to apply to a RawModel.
Structure for storing a texture (texture_id) to apply to a RawModel.
*/
struct ModelTexture
{
GLuint textureID;
GLuint texture_id;
};
/*
@@ -32,7 +32,7 @@ namespace models
*/
struct TexturedModel
{
RawModel rawModel;
RawModel raw_model;
ModelTexture texture;
};
}

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@@ -6,9 +6,9 @@ namespace render_engine
{
namespace loader
{
static GLuint create_vao();
static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data);
static void bind_indices_buffer(std::vector<unsigned int>& indices);
static GLuint CreateVao();
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
static std::vector<GLuint> vaos;
static std::vector<GLuint> vbos;
@@ -19,10 +19,10 @@ namespace render_engine
*/
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
{
GLuint vao_id = create_vao();
bind_indices_buffer(indices);
store_data_in_attribute_list(0, 3, positions);
store_data_in_attribute_list(1, 2, texture_coords);
GLuint vao_id = CreateVao();
BindIndicesBuffer(indices);
StoreDataInAttributeList(0, 3, positions);
StoreDataInAttributeList(1, 2, texture_coords);
glBindVertexArray(0);
return { vao_id, static_cast<int>(indices.size()) };
}
@@ -61,7 +61,7 @@ namespace render_engine
/*
This function will create a new VAO for a new mesh.
*/
static GLuint create_vao()
static GLuint CreateVao()
{
GLuint vao_id;
glGenVertexArrays(1, &vao_id);
@@ -73,7 +73,7 @@ namespace render_engine
/*
This function can store data (vbo) in a vao.
*/
static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data)
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data)
{
GLuint vbo_id;
glGenBuffers(1, &vbo_id);
@@ -105,7 +105,7 @@ namespace render_engine
3,1,2
};
*/
static void bind_indices_buffer(std::vector<unsigned int>& indices)
static void BindIndicesBuffer(std::vector<unsigned int>& indices)
{
GLuint vbo_id;
glGenBuffers(1, &vbo_id);

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@@ -2,7 +2,7 @@
#include <string>
#include <vector>
#include "../models/Model.h"
#include "../models/model.h"
namespace render_engine
{

View File

@@ -1,9 +1,8 @@
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include "../models/Model.h"
#include "../models/model.h"
#include "renderer.h"
#include "../toolbox/math.h"
#include "../toolbox/toolbox.h"
namespace render_engine
{
@@ -41,24 +40,24 @@ namespace render_engine
*/
void Render(entities::Entity& entity, shaders::StaticShader& shader)
{
const models::TexturedModel model = entity.getModel();
const models::RawModel rawModel = model.rawModel;
const models::TexturedModel model = entity.GetModel();
const models::RawModel rawModel = model.raw_model;
// Enable the model
glBindVertexArray(rawModel.vaoID);
glBindVertexArray(rawModel.vao_id);
// Enable the inputs for the vertexShader
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// Load the transformation of the model into the shader
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
shader.LoadModelMatrix(modelMatrix);
// Draw the model
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.textureID);
glDrawElements(GL_TRIANGLES, rawModel.vertexCount, GL_UNSIGNED_INT, 0);
glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);

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@@ -1,6 +1,6 @@
#pragma once
#include "../entities/Entity.h"
#include "../entities/entity.h"
#include "../shaders/static_shader.h"
namespace render_engine

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@@ -1,6 +1,6 @@
#pragma once
#include <string>
#include "../models/Model.h"
#include "../models/model.h"
models::RawModel LoadObjModel(std::string file_name);

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@@ -1,5 +1,5 @@
#include "static_shader.h"
#include "../toolbox/math.h"
#include "../toolbox/toolbox.h"
namespace shaders
{

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@@ -2,7 +2,7 @@
#include <glm/gtc/matrix_transform.hpp>
#include "shader_program.h"
#include "../entities/Camera.h"
#include "../entities/camera.h"
/*
This class does represents the shaders for the models.

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@@ -1,4 +1,4 @@
#include "math.h"
#include "toolbox.h"
namespace toolbox
{
@@ -16,10 +16,10 @@ namespace toolbox
glm::mat4 CreateViewMatrix(entities::Camera& camera)
{
glm::mat4 matrix(1.0f);
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().x), glm::vec3(1, 0, 0));
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().y), glm::vec3(0, 1, 0));
matrix = glm::rotate(matrix, glm::radians(camera.getRotation().z), glm::vec3(0, 0, 1));
const glm::vec3 negative_cam_pos = glm::vec3(-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);
matrix = glm::rotate(matrix, glm::radians(camera.GetRotation().x), glm::vec3(1, 0, 0));
matrix = glm::rotate(matrix, glm::radians(camera.GetRotation().y), glm::vec3(0, 1, 0));
matrix = glm::rotate(matrix, glm::radians(camera.GetRotation().z), glm::vec3(0, 0, 1));
const glm::vec3 negative_cam_pos = glm::vec3(-camera.GetPosition().x, -camera.GetPosition().y, -camera.GetPosition().z);
matrix = glm::translate(matrix, negative_cam_pos);
return matrix;
}

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@@ -1,6 +1,6 @@
#pragma once
#include "../entities/Camera.h"
#include "../entities/camera.h"
#include <glm/gtc/matrix_transform.hpp>
namespace toolbox