remove glm dependency

This commit is contained in:
Simon Pribylski
2022-10-13 12:24:15 +02:00
parent bba9ef8219
commit 6e0923ac75
20 changed files with 110 additions and 71 deletions

View File

@@ -14,8 +14,6 @@
#include <sstream>
#include <vector>
#include <glm/gtc/type_ptr.hpp>
#ifdef __ANDROID__
#include <android/log.h>
#endif
@@ -56,28 +54,19 @@ void ShaderProgram::LoadInt(unsigned int location, int value) const {
}
void ShaderProgram::LoadVector(unsigned int location,
const glm::vec2& vector) const {
const Vec2f& vector) const {
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
}
void ShaderProgram::LoadVector(unsigned int location,
const glm::vec3& vector) const {
const Vec3f& vector) const {
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
}
void ShaderProgram::LoadVector(unsigned int location,
const glm::vec4& vector) const {
glUniform4f(static_cast<GLint>(location), vector.x, vector.y, vector.z, vector.w);
}
void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
glUniform1i(static_cast<GLint>(location), value);
}
void ShaderProgram::LoadMatrix(unsigned int location, const glm::mat4& matrix) const {
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, glm::value_ptr(matrix));
}
void ShaderProgram::CleanUp() const {
Stop();
glDetachShader(m_ProgramID, m_VertexShaderID);