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

@@ -51,7 +51,7 @@ bool Renderer::init(){
return true;
}
void Renderer::renderVAO(const GL::VAO& vao){
void Renderer::renderVAO(const GL::VertexArray& vao){
m_WorldShader->start();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());

View File

@@ -11,9 +11,9 @@ namespace render {
void WorldRenderer::loadModels(){
std::cout << "World Created !\n";
m_WorldVao = std::make_unique<GL::VAO>(std::move(WorldLoader::loadWorldModel(m_World)));
m_MobVao = std::make_unique<GL::VAO>(std::move(WorldLoader::loadMobModel()));
m_SelectTileVao = std::make_unique<GL::VAO>(std::move(WorldLoader::loadTileSelectModel()));
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::loadWorldModel(m_World)));
m_MobVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::loadMobModel()));
m_SelectTileVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::loadTileSelectModel()));
std::cout << "Vertex Count : " << m_WorldVao->getVertexCount() << std::endl;
}

View File

@@ -13,35 +13,35 @@ using namespace gl;
namespace GL{
VAO::~VAO(){
VertexArray::~VertexArray(){
if(m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VAO::VAO(unsigned int vertexCount) : m_VertexCount(vertexCount){
VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount){
glGenVertexArrays(1, &m_ID);
}
void VAO::bind() const{
void VertexArray::bind() const{
glBindVertexArray(m_ID);
}
void VAO::unbind() const{
void VertexArray::unbind() const{
glBindVertexArray(0);
}
void VAO::bindVBO(VBO& vbo){
vbo.bind();
vbo.bindVertexAttribs();
m_Vbos.push_back(std::move(vbo));
void VertexArray::bindVertexBuffer(VertexBuffer& VertexBuffer){
VertexBuffer.bind();
VertexBuffer.bindVertexAttribs();
m_VertexBuffers.push_back(std::move(VertexBuffer));
}
VBO::~VBO(){
VertexBuffer::~VertexBuffer(){
if(m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VBO::VBO(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride){
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride){
glGenBuffers(1, &m_ID);
bind();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
@@ -49,15 +49,15 @@ namespace GL{
unbind();
}
void VBO::bind() const{
void VertexBuffer::bind() const{
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VBO::unbind() const{
void VertexBuffer::unbind() const{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VBO::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset){
void VertexBuffer::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset){
VertexAttribPointer pointer;
pointer.m_Index = index;
pointer.m_Size = coordinateSize;
@@ -65,7 +65,7 @@ namespace GL{
m_VertexAttribs.push_back(pointer);
}
void VBO::bindVertexAttribs() const{
void VertexBuffer::bindVertexAttribs() const{
for(const VertexAttribPointer& pointer : m_VertexAttribs){
glEnableVertexAttribArray(pointer.m_Index);
glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t) pointer.m_Offset);

View File

@@ -10,7 +10,7 @@ namespace render {
namespace WorldLoader {
GL::VAO loadMobModel(){
GL::VertexArray loadMobModel(){
std::vector<float> positions = {
-0.5, -0.5,
0.5, -0.5,
@@ -35,20 +35,20 @@ GL::VAO loadMobModel(){
yellowFloat
};
GL::VBO positionVBO(positions, 2);
GL::VertexBuffer positionVBO(positions, 2);
positionVBO.addVertexAttribPointer(0, 2, 0);
GL::VBO colorVBO(colors, 1);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.addVertexAttribPointer(1, 1, 0);
GL::VAO mobVao(colors.size()); // each pos = 1 color
GL::VertexArray mobVao(colors.size()); // each pos = 1 color
mobVao.bind();
mobVao.bindVBO(positionVBO);
mobVao.bindVBO(colorVBO);
mobVao.bindVertexBuffer(positionVBO);
mobVao.bindVertexBuffer(colorVBO);
mobVao.unbind();
return mobVao;
}
GL::VAO loadWorldModel(const td::game::World* world){
GL::VertexArray loadWorldModel(const td::game::World* world){
std::vector<float> positions;
std::vector<float> colors;
@@ -143,20 +143,20 @@ GL::VAO loadWorldModel(const td::game::World* world){
}
}
GL::VBO positionVBO(positions, 2);
GL::VertexBuffer positionVBO(positions, 2);
positionVBO.addVertexAttribPointer(0, 2, 0);
GL::VBO colorVBO(colors, 1);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.addVertexAttribPointer(1, 1, 0);
GL::VAO worldVao(positions.size() / 2); // each pos = 2 vertecies
GL::VertexArray worldVao(positions.size() / 2); // each pos = 2 vertecies
worldVao.bind();
worldVao.bindVBO(positionVBO);
worldVao.bindVBO(colorVBO);
worldVao.bindVertexBuffer(positionVBO);
worldVao.bindVertexBuffer(colorVBO);
worldVao.unbind();
return worldVao;
}
GL::VAO loadTileSelectModel(){
GL::VertexArray loadTileSelectModel(){
std::vector<float> positions = {
0, 0,
1, 0,
@@ -174,15 +174,15 @@ GL::VAO loadTileSelectModel(){
std::vector<float> colors(6, colorFloat);
GL::VBO positionVBO(positions, 2);
GL::VertexBuffer positionVBO(positions, 2);
positionVBO.addVertexAttribPointer(0, 2, 0);
GL::VBO colorVBO(colors, 1);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.addVertexAttribPointer(1, 1, 0);
GL::VAO tileSelectVao(positions.size() / 2); // each pos = 2 vertecies
GL::VertexArray tileSelectVao(positions.size() / 2); // each pos = 2 vertecies
tileSelectVao.bind();
tileSelectVao.bindVBO(positionVBO);
tileSelectVao.bindVBO(colorVBO);
tileSelectVao.bindVertexBuffer(positionVBO);
tileSelectVao.bindVertexBuffer(colorVBO);
tileSelectVao.unbind();
return tileSelectVao;