refactor: change gl functions name

This commit is contained in:
2021-09-19 13:15:34 +02:00
parent a8b6a646af
commit bcde4278ab
7 changed files with 54 additions and 54 deletions

View File

@@ -22,7 +22,7 @@ public:
static constexpr float m_AnimationSpeed = 2.0f;
struct Model {
GL::VAO* vao;
GL::VertexArray* vao;
glm::vec2 positon;
};
private:
@@ -41,7 +41,7 @@ public:
void prepare();
void resize(const int width, const int height);
void renderVAO(const GL::VAO& vao);
void renderVAO(const GL::VertexArray& vao);
void renderModel(const Model& model);
void setZoom(float zoom);

View File

@@ -21,44 +21,44 @@ struct VertexAttribPointer{
int m_Offset;
};
class VBO{
class VertexBuffer{
private:
unsigned int m_ID, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
REMOVE_COPY(VBO);
VBO(VBO&& other){
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;
}
VBO(const std::vector<float>& data, unsigned int stride);
~VBO();
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 VAO{
class VertexArray{
private:
unsigned int m_ID, m_VertexCount;
std::vector<VBO> m_Vbos; //use to destroy vbos when become unused
std::vector<VertexBuffer> m_VertexBuffers; //use to destroy vbos when become unused
public:
REMOVE_COPY(VAO);
VAO(VAO&& other){
REMOVE_COPY(VertexArray);
VertexArray(VertexArray&& other){
m_ID = other.m_ID;
m_VertexCount = other.m_VertexCount;
m_Vbos = std::move(other.m_Vbos);
m_VertexBuffers = std::move(other.m_VertexBuffers);
other.m_VertexCount = 0;
other.m_ID = 0;
}
VAO(unsigned int vertexCount);
~VAO();
VertexArray(unsigned int vertexCount);
~VertexArray();
unsigned int getVertexCount() const {return m_VertexCount;}
void bindVBO(VBO& vbo);
void bindVertexBuffer(VertexBuffer& vbo);
void bind() const;
void unbind() const;
};

View File

@@ -8,9 +8,9 @@ namespace render {
namespace WorldLoader {
GL::VAO loadMobModel();
GL::VAO loadWorldModel(const td::game::World* world);
GL::VAO loadTileSelectModel();
GL::VertexArray loadMobModel();
GL::VertexArray loadWorldModel(const td::game::World* world);
GL::VertexArray loadTileSelectModel();
} // namespace WorldLoader