[EDIT] code style guide finished
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@@ -6,9 +6,9 @@ namespace render_engine
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{
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namespace loader
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{
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static GLuint create_vao();
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static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data);
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static void bind_indices_buffer(std::vector<unsigned int>& indices);
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static GLuint CreateVao();
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static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
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static void BindIndicesBuffer(std::vector<unsigned int>& indices);
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static std::vector<GLuint> vaos;
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static std::vector<GLuint> vbos;
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@@ -19,10 +19,10 @@ namespace render_engine
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*/
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
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{
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GLuint vao_id = create_vao();
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bind_indices_buffer(indices);
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store_data_in_attribute_list(0, 3, positions);
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store_data_in_attribute_list(1, 2, texture_coords);
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GLuint vao_id = CreateVao();
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BindIndicesBuffer(indices);
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StoreDataInAttributeList(0, 3, positions);
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StoreDataInAttributeList(1, 2, texture_coords);
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glBindVertexArray(0);
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return { vao_id, static_cast<int>(indices.size()) };
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}
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@@ -61,7 +61,7 @@ namespace render_engine
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/*
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This function will create a new VAO for a new mesh.
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*/
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static GLuint create_vao()
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static GLuint CreateVao()
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{
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GLuint vao_id;
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glGenVertexArrays(1, &vao_id);
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@@ -73,7 +73,7 @@ namespace render_engine
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/*
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This function can store data (vbo) in a vao.
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*/
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static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data)
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static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data)
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{
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GLuint vbo_id;
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glGenBuffers(1, &vbo_id);
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@@ -105,7 +105,7 @@ namespace render_engine
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3,1,2
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};
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*/
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static void bind_indices_buffer(std::vector<unsigned int>& indices)
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static void BindIndicesBuffer(std::vector<unsigned int>& indices)
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{
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GLuint vbo_id;
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glGenBuffers(1, &vbo_id);
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@@ -2,7 +2,7 @@
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#include <string>
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#include <vector>
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#include "../models/Model.h"
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#include "../models/model.h"
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namespace render_engine
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{
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@@ -1,9 +1,8 @@
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include "../models/Model.h"
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#include "../models/model.h"
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#include "renderer.h"
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#include "../toolbox/math.h"
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#include "../toolbox/toolbox.h"
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namespace render_engine
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{
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@@ -41,24 +40,24 @@ namespace render_engine
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*/
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void Render(entities::Entity& entity, shaders::StaticShader& shader)
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{
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const models::TexturedModel model = entity.getModel();
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const models::RawModel rawModel = model.rawModel;
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const models::TexturedModel model = entity.GetModel();
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const models::RawModel rawModel = model.raw_model;
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// Enable the model
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glBindVertexArray(rawModel.vaoID);
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glBindVertexArray(rawModel.vao_id);
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// Enable the inputs for the vertexShader
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// Load the transformation of the model into the shader
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
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const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
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shader.LoadModelMatrix(modelMatrix);
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// Draw the model
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, model.texture.textureID);
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glDrawElements(GL_TRIANGLES, rawModel.vertexCount, GL_UNSIGNED_INT, 0);
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glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
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glDrawElements(GL_TRIANGLES, rawModel.vertex_count, GL_UNSIGNED_INT, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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@@ -1,6 +1,6 @@
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#pragma once
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#include "../entities/Entity.h"
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#include "../entities/entity.h"
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#include "../shaders/static_shader.h"
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namespace render_engine
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@@ -1,6 +1,6 @@
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#pragma once
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#include <string>
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#include "../models/Model.h"
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#include "../models/model.h"
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models::RawModel LoadObjModel(std::string file_name);
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