From 0335efc6033906dd6cfc7201fbeca4d021849d74 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Martin=20=C5=A0toura=C4=8D?= <525032@mail.muni.cz> Date: Thu, 14 Sep 2023 16:59:04 +0200 Subject: [PATCH] applied name conv. to object, objectbase, render --- src/gfx/include/gfx/object.hpp | 10 ++++----- src/gfx/include/gfx/objectbase.hpp | 1 - src/gfx/include/gfx/render.hpp | 4 ++-- src/gfx/src/render.cpp | 28 ++++++++++++------------- src/studio/include/studio/simulator.hpp | 2 +- src/studio/src/simulator.cpp | 6 +++--- 6 files changed, 25 insertions(+), 26 deletions(-) diff --git a/src/gfx/include/gfx/object.hpp b/src/gfx/include/gfx/object.hpp index d607cea..f9fd8c5 100644 --- a/src/gfx/include/gfx/object.hpp +++ b/src/gfx/include/gfx/object.hpp @@ -39,18 +39,18 @@ public: VAO* getVAO() { return _VAO.get(); } std::vector<float> const &getVertices() const { return _VAO->getVertices(); } - void setVertices(std::vector<float> const &new_vertices) { _VAO->setVertices(new_vertices); } + void setVertices(std::vector<float> const &_vertices) { _VAO->setVertices(_vertices); } std::vector<unsigned int> const &getIndices() const { return _VAO->getIndices(); } - void setIndices(std::vector<unsigned int> const &new_indices) { _VAO->setIndices(new_indices); } + void setIndices(std::vector<unsigned int> const &_indices) { _VAO->setIndices(_indices); } std::vector<float> const &getNormals() const { return _VAO->getNormals(); } - void setNormals(std::vector<float> const &new_normals) { _VAO->setNormals(new_normals); } + void setNormals(std::vector<float> const &_normals) { _VAO->setNormals(_normals); } std::string getShaderType() const { return shader_type; } - void setShaderType(std::string new_type) { shader_type = new_type; } + void setShaderType(std::string _shader_type) { shader_type = _shader_type; } - bool is_selectable() const { return selectable; } + bool isSelectable() const { return selectable; } void setSelectability(bool _selectable) { selectable = _selectable; } glm::vec3 getColor() const { return color; } diff --git a/src/gfx/include/gfx/objectbase.hpp b/src/gfx/include/gfx/objectbase.hpp index b00081e..8170a9a 100644 --- a/src/gfx/include/gfx/objectbase.hpp +++ b/src/gfx/include/gfx/objectbase.hpp @@ -5,7 +5,6 @@ class ObjectBase { public: - // virtual int polymorph() { return 1; } virtual ~ObjectBase() = default; }; diff --git a/src/gfx/include/gfx/render.hpp b/src/gfx/include/gfx/render.hpp index 4a823da..dccfa50 100644 --- a/src/gfx/include/gfx/render.hpp +++ b/src/gfx/include/gfx/render.hpp @@ -21,11 +21,11 @@ using light_ptr = std::shared_ptr<Light>; std::vector<float> generate_grid_vertices(int span); std::vector<unsigned int> generate_grid_indices(int span); -void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection); +void send_matrices_to_shader(Shader &my_shader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection); glm::mat4 get_view_matrix(camera_ptr camera); glm::mat4 get_projection_matrix(camera_ptr camera); -void gfx_draw(std::map<std::string, shader_ptr> &myShaders, +void gfx_draw(std::map<std::string, shader_ptr> &my_shaders, std::vector<light_ptr> lights, camera_ptr camera, std::vector<node_ptr> &scene); diff --git a/src/gfx/src/render.cpp b/src/gfx/src/render.cpp index e3566db..2aaa445 100644 --- a/src/gfx/src/render.cpp +++ b/src/gfx/src/render.cpp @@ -50,20 +50,20 @@ std::vector<unsigned int> generate_grid_indices(int span) return indices; } -void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection) +void send_matrices_to_shader(Shader &my_shader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection) { // glGetUniformLocation CPU usage high? - int modelLoc = glGetUniformLocation(myShader.getID(), "model"); + int modelLoc = glGetUniformLocation(my_shader.getID(), "model"); ASSUMPTION(glGetError() == GL_NO_ERROR); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); ASSUMPTION(glGetError() == GL_NO_ERROR); - int viewLoc = glGetUniformLocation(myShader.getID(), "view"); + int viewLoc = glGetUniformLocation(my_shader.getID(), "view"); ASSUMPTION(glGetError() == GL_NO_ERROR); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); ASSUMPTION(glGetError() == GL_NO_ERROR); - int projectionLoc = glGetUniformLocation(myShader.getID(), "projection"); + int projectionLoc = glGetUniformLocation(my_shader.getID(), "projection"); ASSUMPTION(glGetError() == GL_NO_ERROR); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); ASSUMPTION(glGetError() == GL_NO_ERROR); @@ -84,7 +84,7 @@ glm::mat4 get_projection_matrix(camera_ptr camera) 100.0f); } -void draw_objects(std::map<std::string, shader_ptr> &myShaders, std::vector<light_ptr> lights, +void draw_objects(std::map<std::string, shader_ptr> &my_shaders, std::vector<light_ptr> lights, camera_ptr camera, const std::vector<node_ptr> &scene, glm::mat4 &view, glm::mat4 &projection) @@ -98,23 +98,23 @@ void draw_objects(std::map<std::string, shader_ptr> &myShaders, std::vector<ligh continue; std::string shader_used = obj->getShaderType(); - myShaders[shader_used]->use(); - myShaders[shader_used]->setVec3("objectColor",obj->getColor()); + my_shaders[shader_used]->use(); + my_shaders[shader_used]->setVec3("objectColor",obj->getColor()); if (shader_used == "lit") { // FTO DO: enum promennych z shaderu // Currently 1 light only - myShaders[shader_used]->setVec3("lightColor", lights[0]->getColor()); - myShaders[shader_used]->setVec3("lightPos", lights[0]->getPosition()); - myShaders[shader_used]->setVec3("viewPos", camera->getFrame()->getPosition()); + my_shaders[shader_used]->setVec3("lightColor", lights[0]->getColor()); + my_shaders[shader_used]->setVec3("lightPos", lights[0]->getPosition()); + my_shaders[shader_used]->setVec3("viewPos", camera->getFrame()->getPosition()); } // if (shader_used == "basic") ... // FTO DO: children maji relativni frame vuci parentum glm::mat4 model = node->getFrame()->getModelMat(); - send_matrices_to_shader(*myShaders[shader_used], model, view, projection); + send_matrices_to_shader(*my_shaders[shader_used], model, view, projection); obj->getVAO()->Bind(); @@ -125,11 +125,11 @@ void draw_objects(std::map<std::string, shader_ptr> &myShaders, std::vector<ligh ASSUMPTION(glGetError() == GL_NO_ERROR); } - draw_objects(myShaders, lights, camera, node->getChildren(), view, projection); + draw_objects(my_shaders, lights, camera, node->getChildren(), view, projection); } } -void gfx_draw(std::map<std::string, shader_ptr> &myShaders, +void gfx_draw(std::map<std::string, shader_ptr> &my_shaders, std::vector<light_ptr> lights, camera_ptr camera, std::vector<node_ptr> &scene) @@ -163,5 +163,5 @@ void gfx_draw(std::map<std::string, shader_ptr> &myShaders, ASSUMPTION(glGetError() == GL_NO_ERROR); /* DRAW OBJECTS */ - draw_objects(myShaders, lights, camera, scene, view, projection); + draw_objects(my_shaders, lights, camera, scene, view, projection); } diff --git a/src/studio/include/studio/simulator.hpp b/src/studio/include/studio/simulator.hpp index a34e2b4..b58e4c3 100644 --- a/src/studio/include/studio/simulator.hpp +++ b/src/studio/include/studio/simulator.hpp @@ -103,7 +103,7 @@ private: std::vector<camera_ptr> active_cameras; /* SHADERS */ - std::map<std::string, shader_ptr> myShaders; + std::map<std::string, shader_ptr> my_shaders; }; } diff --git a/src/studio/src/simulator.cpp b/src/studio/src/simulator.cpp index c49f5be..67a7232 100644 --- a/src/studio/src/simulator.cpp +++ b/src/studio/src/simulator.cpp @@ -123,7 +123,7 @@ std::vector<float> axis_obj_normals = Simulator::Simulator() : osi::Simulator() - , myShaders{{"lit", std::make_shared<Shader>("./data/shaders/lightshader.vert", + , my_shaders{{"lit", std::make_shared<Shader>("./data/shaders/lightshader.vert", "./data/shaders/lightshader.frag")}, {"basic", std::make_shared<Shader>("./data/shaders/basicshader.vert", "./data/shaders/basicshader.frag")}} @@ -174,7 +174,7 @@ void Simulator::present() { active_cam->setWindowSize(window().size()); } - gfx_draw(myShaders, lights, active_cam, scene); + gfx_draw(my_shaders, lights, active_cam, scene); } } @@ -434,7 +434,7 @@ node_ptr Simulator::find_intersection(glm::vec3 rayPosition, glm::vec3 rayDirect for (auto &object : node->getObjects()) { auto obj = dynamic_pointer_cast<Object>(object); - if (!obj || !obj->is_selectable()) + if (!obj || !obj->isSelectable()) continue; auto LH_world = obj->getAABB().getLHWorld(node); -- GitLab