[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

@@ -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);