indent with tabs

This commit is contained in:
2023-01-02 13:05:43 +01:00
parent 8f95b1a750
commit 222b79b40a
100 changed files with 4783 additions and 4781 deletions

View File

@@ -11,45 +11,45 @@ namespace render {
class Renderer {
public:
static constexpr float m_AnimationSpeed = 2.0f;
static constexpr float m_AnimationSpeed = 2.0f;
struct Model {
GL::VertexArray* vao;
Vec2f positon;
};
struct Model {
GL::VertexArray* vao;
Vec2f positon;
};
private:
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::EntityShader> m_EntityShader;
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::EntityShader> m_EntityShader;
Vec3f m_BackgroundColor;
Vec3f m_BackgroundColor;
bool m_IsometricView = true;
float m_IsometricShade = m_IsometricView;
Vec2f m_CamPos{};
bool m_IsometricView = true;
float m_IsometricShade = m_IsometricView;
Vec2f m_CamPos{};
public:
Renderer();
~Renderer();
Renderer();
~Renderer();
bool Init();
bool Init();
void Prepare();
void Resize(const int width, const int height);
void Prepare();
void Resize(const int width, const int height);
void RenderVAO(const GL::VertexArray& vao);
void RenderModel(const Model& model);
void RenderVAO(const GL::VertexArray& vao);
void RenderModel(const Model& model);
void SetZoom(float zoom);
void SetCamMovement(const Vec2f& mov);
void SetCamPos(const Vec2f& newPos);
void SetIsometricView(bool isometric); // false = 2D true = Isometric
void SetZoom(float zoom);
void SetCamMovement(const Vec2f& mov);
void SetCamPos(const Vec2f& newPos);
void SetIsometricView(bool isometric); // false = 2D true = Isometric
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
private:
void UpdateIsometricView();
void UpdateIsometricFade();
void InitShaders();
void UpdateIsometricView();
void UpdateIsometricFade();
void InitShaders();
};
} // namespace render