refactor: format code
This commit is contained in:
@@ -11,64 +11,64 @@
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using namespace gl;
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namespace GL{
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namespace GL {
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VertexArray::~VertexArray(){
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if(m_ID != 0)
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glDeleteVertexArrays(1, &m_ID);
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}
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VertexArray::~VertexArray() {
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if (m_ID != 0)
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glDeleteVertexArrays(1, &m_ID);
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}
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VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount){
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glGenVertexArrays(1, &m_ID);
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}
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VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount) {
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glGenVertexArrays(1, &m_ID);
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}
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void VertexArray::bind() const{
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glBindVertexArray(m_ID);
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}
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void VertexArray::bind() const {
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glBindVertexArray(m_ID);
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}
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void VertexArray::unbind() const{
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glBindVertexArray(0);
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}
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void VertexArray::unbind() const {
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glBindVertexArray(0);
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}
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void VertexArray::bindVertexBuffer(VertexBuffer& VertexBuffer){
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VertexBuffer.bind();
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VertexBuffer.bindVertexAttribs();
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m_VertexBuffers.push_back(std::move(VertexBuffer));
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}
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void VertexArray::bindVertexBuffer(VertexBuffer& VertexBuffer) {
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VertexBuffer.bind();
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VertexBuffer.bindVertexAttribs();
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m_VertexBuffers.push_back(std::move(VertexBuffer));
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}
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VertexBuffer::~VertexBuffer(){
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if(m_ID != 0)
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glDeleteBuffers(1, &m_ID);
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}
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VertexBuffer::~VertexBuffer() {
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if (m_ID != 0)
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glDeleteBuffers(1, &m_ID);
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}
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VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride){
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glGenBuffers(1, &m_ID);
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bind();
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
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unbind();
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}
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VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
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glGenBuffers(1, &m_ID);
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bind();
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
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unbind();
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}
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void VertexBuffer::bind() const{
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glBindBuffer(GL_ARRAY_BUFFER, m_ID);
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}
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void VertexBuffer::bind() const {
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glBindBuffer(GL_ARRAY_BUFFER, m_ID);
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}
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void VertexBuffer::unbind() const{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void VertexBuffer::unbind() const {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void VertexBuffer::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset){
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VertexAttribPointer pointer;
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pointer.m_Index = index;
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pointer.m_Size = coordinateSize;
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pointer.m_Offset = offset;
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m_VertexAttribs.push_back(pointer);
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}
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void VertexBuffer::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
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VertexAttribPointer pointer;
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pointer.m_Index = index;
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pointer.m_Size = coordinateSize;
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pointer.m_Offset = offset;
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m_VertexAttribs.push_back(pointer);
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}
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void VertexBuffer::bindVertexAttribs() const{
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for(const VertexAttribPointer& pointer : m_VertexAttribs){
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glEnableVertexAttribArray(pointer.m_Index);
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glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t) pointer.m_Offset);
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}
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void VertexBuffer::bindVertexAttribs() const {
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for (const VertexAttribPointer& pointer : m_VertexAttribs) {
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glEnableVertexAttribArray(pointer.m_Index);
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glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t)pointer.m_Offset);
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}
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}
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}
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@@ -21,8 +21,8 @@ const unsigned int loadGLTexture(const char* fileName) {
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const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
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if (image == nullptr) {
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std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
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throw(std::runtime_error("Failed to load texture"));
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std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
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throw(std::runtime_error("Failed to load texture"));
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}
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GLuint textureID;
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@@ -34,13 +34,13 @@ const unsigned int loadGLTexture(const char* fileName) {
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if (comp == 3)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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GL_UNSIGNED_BYTE, image);
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else if (comp == 4)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, image);
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GL_UNSIGNED_BYTE, image);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free((void*) image);
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stbi_image_free((void*)image);
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return textureID;
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}
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}
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@@ -10,7 +10,7 @@ namespace render {
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namespace WorldLoader {
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GL::VertexArray loadMobModel(){
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GL::VertexArray loadMobModel() {
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std::vector<float> positions = {
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-0.5, -0.5,
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0.5, -0.5,
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@@ -48,19 +48,19 @@ GL::VertexArray loadMobModel(){
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return mobVao;
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}
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GL::VertexArray loadWorldModel(const td::game::World* world){
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GL::VertexArray loadWorldModel(const td::game::World* world) {
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std::vector<float> positions;
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std::vector<float> colors;
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for (const auto& chunkInfo : world->getChunks()){
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for (const auto& chunkInfo : world->getChunks()) {
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const td::game::ChunkCoord& coords = chunkInfo.first;
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td::game::ChunkPtr chunk = chunkInfo.second;
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std::int32_t chunkX = coords.first * td::game::Chunk::ChunkWidth;
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std::int32_t chunkY = coords.second * td::game::Chunk::ChunkHeight;
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for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++){
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for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++){
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for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
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for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
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int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
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td::game::TileIndex tileIndex = chunk->getTileIndex(tileNumber);
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td::game::TilePtr tile = world->getTilePtr(tileIndex);
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@@ -100,7 +100,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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const td::game::Color* tileColor = world->getTileColor(tile);
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for (int i = 0; i < 6; i++){
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for (int i = 0; i < 6; i++) {
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int color = 255;
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color |= tileColor->r << 24;
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color |= tileColor->g << 16;
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@@ -115,7 +115,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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}
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}
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for (int spawnColor = 0; spawnColor < 2; spawnColor++){
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for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
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const game::Spawn& spawn = world->getTeam(game::TeamColor(spawnColor)).getSpawn();
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float fromX = spawn.x - 2, toX = spawn.x + 3;
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float fromY = spawn.y - 2, toY = spawn.y + 3;
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@@ -130,7 +130,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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toX, fromY,
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});
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for (int i = 0; i < 6; i++){
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for (int i = 0; i < 6; i++) {
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int color = 255;
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color |= world->getSpawnColor(game::TeamColor(spawnColor)).r << 24;
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color |= world->getSpawnColor(game::TeamColor(spawnColor)).g << 16;
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@@ -156,7 +156,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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return worldVao;
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}
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GL::VertexArray loadTileSelectModel(){
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GL::VertexArray loadTileSelectModel() {
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std::vector<float> positions = {
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0, 0,
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1, 0,
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@@ -170,7 +170,7 @@ GL::VertexArray loadTileSelectModel(){
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int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
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float colorFloat;
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memcpy((std::uint8_t*) &colorFloat, &color, sizeof(float));
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memcpy((std::uint8_t*)&colorFloat, &color, sizeof(float));
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std::vector<float> colors(6, colorFloat);
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