refactor: format code

This commit is contained in:
2021-09-19 17:33:16 +02:00
parent 52a143769e
commit 0856ca47ca
71 changed files with 1102 additions and 1110 deletions

View File

@@ -8,16 +8,16 @@
namespace td {
namespace client{
namespace client {
class ClientGame;
} // namespace client
namespace render {
class WorldRenderer{
class WorldRenderer {
private:
client::ClientGame* m_Client;
Renderer* m_Renderer;

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@@ -14,53 +14,53 @@
className& operator=(const className &) = delete
namespace GL{
namespace GL {
struct VertexAttribPointer{
struct VertexAttribPointer {
unsigned int m_Index, m_Size;
int m_Offset;
};
class VertexBuffer{
private:
unsigned int m_ID, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
REMOVE_COPY(VertexBuffer);
VertexBuffer(VertexBuffer&& other){
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_ID = other.m_ID;
m_DataStride = other.m_DataStride;
other.m_ID = 0;
other.m_DataStride = 0;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void bind() const;
void unbind() const;
void addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void bindVertexAttribs() const;
class VertexBuffer {
private:
unsigned int m_ID, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
REMOVE_COPY(VertexBuffer);
VertexBuffer(VertexBuffer&& other) {
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_ID = other.m_ID;
m_DataStride = other.m_DataStride;
other.m_ID = 0;
other.m_DataStride = 0;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void bind() const;
void unbind() const;
void addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void bindVertexAttribs() const;
};
class VertexArray{
private:
unsigned int m_ID, m_VertexCount;
std::vector<VertexBuffer> m_VertexBuffers; //use to destroy vbos when become unused
public:
REMOVE_COPY(VertexArray);
VertexArray(VertexArray&& other){
m_ID = other.m_ID;
m_VertexCount = other.m_VertexCount;
m_VertexBuffers = std::move(other.m_VertexBuffers);
other.m_VertexCount = 0;
other.m_ID = 0;
}
VertexArray(unsigned int vertexCount);
~VertexArray();
unsigned int getVertexCount() const {return m_VertexCount;}
void bindVertexBuffer(VertexBuffer& vbo);
void bind() const;
void unbind() const;
class VertexArray {
private:
unsigned int m_ID, m_VertexCount;
std::vector<VertexBuffer> m_VertexBuffers; //use to destroy vbos when become unused
public:
REMOVE_COPY(VertexArray);
VertexArray(VertexArray&& other) {
m_ID = other.m_ID;
m_VertexCount = other.m_VertexCount;
m_VertexBuffers = std::move(other.m_VertexBuffers);
other.m_VertexCount = 0;
other.m_ID = 0;
}
VertexArray(unsigned int vertexCount);
~VertexArray();
unsigned int getVertexCount() const { return m_VertexCount; }
void bindVertexBuffer(VertexBuffer& vbo);
void bind() const;
void unbind() const;
};
}

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@@ -8,7 +8,7 @@
#ifndef RENDER_LOADER_TEXTURELOADER_H_
#define RENDER_LOADER_TEXTURELOADER_H_
namespace TextureLoader{
namespace TextureLoader {
const unsigned int loadGLTexture(const char* fileName);
}

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@@ -2,7 +2,7 @@
#include "ShaderProgram.h"
class EntityShader : public ShaderProgram{
class EntityShader : public ShaderProgram {
private:
unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_translation = 0, location_viewtype = 0;
protected:
@@ -13,6 +13,6 @@ public:
void setCamPos(const glm::vec2& camPos);
void setZoom(float zoom);
void setAspectRatio(float aspectRatio);
void setModelPos(const glm::vec2& modelPos);
void setIsometricView(float isometric);
void setModelPos(const glm::vec2& modelPos);
void setIsometricView(float isometric);
};

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@@ -11,8 +11,8 @@
#include <string>
#include <glm/glm.hpp>
namespace gl{
enum class GLenum : unsigned int;
namespace gl {
enum class GLenum : unsigned int;
}
class ShaderProgram {
@@ -22,7 +22,7 @@ public:
void start() const;
void stop() const;
void loadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void loadProgram(const std::string& vertexSource, const std::string& fragmentSource);
void loadProgram(const std::string& vertexSource, const std::string& fragmentSource);
protected:
virtual void getAllUniformLocation() = 0;
@@ -41,7 +41,7 @@ private:
unsigned int vertexShaderID;
unsigned int fragmentShaderID;
int loadShaderFromFile(const std::string& file, gl::GLenum type);
int loadShader(const std::string& source, gl::GLenum type);
int loadShader(const std::string& source, gl::GLenum type);
};
#endif /* RENDER_SHADERS_SHADERPROGRAM_H_ */

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@@ -10,7 +10,7 @@
#include "ShaderProgram.h"
class WorldShader : public ShaderProgram{
class WorldShader : public ShaderProgram {
private:
unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_viewtype = 0;
protected:
@@ -21,7 +21,7 @@ public:
void setCamPos(const glm::vec2& camPos);
void setZoom(float zoom);
void setAspectRatio(float aspectRatio);
void setIsometricView(float isometric);
void setIsometricView(float isometric);
};
#endif /* RENDER_SHADERS_GAMESHADER_H_ */