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

@@ -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;