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