Loading src/gfx/include/gfx/camera.hpp +1 −1 Original line number Diff line number Diff line Loading @@ -26,7 +26,7 @@ class Camera glm::u32vec2 window_size = glm::u32vec2{0, 0}; public: Camera(glm::vec3 pos, glm::vec3 direction, float fov); Camera(glm::vec3 const &pos, glm::vec3 const &direction, float fov); void forward(); void backward(); Loading src/gfx/include/gfx/ebo.hpp +2 −1 Original line number Diff line number Diff line Loading @@ -11,10 +11,11 @@ class EBO public: EBO(); ~EBO(); void Bind(); void Unbind(); void Delete(); void SendData(std::vector<unsigned int> &indices); //TO DO: remove size void SendData(std::vector<unsigned int> const &indices); }; Loading src/gfx/include/gfx/object.hpp +10 −8 Original line number Diff line number Diff line Loading @@ -22,18 +22,20 @@ class Object bool buffer_object(); public: Object(glm::vec3 position, std::vector<float> &_vertices, std::vector<unsigned int> &_indices); Object(glm::vec3 const &position, std::vector<float> const &_vertices, std::vector<unsigned int> const &_indices); glm::vec3 getPosition(); void setPosition(glm::vec3 new_pos); glm::vec3 const &getPosition() const { return positionVec; } void setPosition(glm::vec3 const &new_pos) { positionVec = new_pos; } std::vector<float>& getVertices(); void setVertices(std::vector<float> &vertices); std::vector<float> const &getVertices() const { return vertices; } void setVertices(std::vector<float> const &new_vertices) { vertices = new_vertices; } std::vector<unsigned int>& getIndices(); void setIndices(std::vector<unsigned int> &indices); std::vector<unsigned int> const &getIndices() const { return indices; } void setIndices(std::vector<unsigned int> const &new_indices) { indices = new_indices; } VAO& getVAO(); VAO &getVAO() { return _VAO; } }; #endif No newline at end of file src/gfx/include/gfx/render.hpp +2 −2 Original line number Diff line number Diff line Loading @@ -11,7 +11,7 @@ #include <iostream> #include <vector> Shader create_shader_program(); void gfx_draw(Shader &myShader, Camera camera, Object object); void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection); void gfx_draw(Shader &myShader, Camera &camera, Object &object); #endif No newline at end of file src/gfx/include/gfx/shader.hpp +3 −3 Original line number Diff line number Diff line Loading @@ -12,11 +12,11 @@ class Shader unsigned int ID; // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(unsigned int shader, std::string type); void checkCompileErrors(unsigned int shader, std::string const& type); public: //constructor Shader(std::filesystem::path vertexPath, std::filesystem::path fragmentPath); Shader(std::filesystem::path const& vertexPath, std::filesystem::path const& fragmentPath); //shader activation void use(); Loading @@ -26,7 +26,7 @@ public: void setInt(const std::string &name, int value) const; void setFloat(const std::string &name, float value) const; unsigned int getID() {return ID;} unsigned int getID() {return ID;} // Why do we need to expose ID??? ~Shader(); }; Loading Loading
src/gfx/include/gfx/camera.hpp +1 −1 Original line number Diff line number Diff line Loading @@ -26,7 +26,7 @@ class Camera glm::u32vec2 window_size = glm::u32vec2{0, 0}; public: Camera(glm::vec3 pos, glm::vec3 direction, float fov); Camera(glm::vec3 const &pos, glm::vec3 const &direction, float fov); void forward(); void backward(); Loading
src/gfx/include/gfx/ebo.hpp +2 −1 Original line number Diff line number Diff line Loading @@ -11,10 +11,11 @@ class EBO public: EBO(); ~EBO(); void Bind(); void Unbind(); void Delete(); void SendData(std::vector<unsigned int> &indices); //TO DO: remove size void SendData(std::vector<unsigned int> const &indices); }; Loading
src/gfx/include/gfx/object.hpp +10 −8 Original line number Diff line number Diff line Loading @@ -22,18 +22,20 @@ class Object bool buffer_object(); public: Object(glm::vec3 position, std::vector<float> &_vertices, std::vector<unsigned int> &_indices); Object(glm::vec3 const &position, std::vector<float> const &_vertices, std::vector<unsigned int> const &_indices); glm::vec3 getPosition(); void setPosition(glm::vec3 new_pos); glm::vec3 const &getPosition() const { return positionVec; } void setPosition(glm::vec3 const &new_pos) { positionVec = new_pos; } std::vector<float>& getVertices(); void setVertices(std::vector<float> &vertices); std::vector<float> const &getVertices() const { return vertices; } void setVertices(std::vector<float> const &new_vertices) { vertices = new_vertices; } std::vector<unsigned int>& getIndices(); void setIndices(std::vector<unsigned int> &indices); std::vector<unsigned int> const &getIndices() const { return indices; } void setIndices(std::vector<unsigned int> const &new_indices) { indices = new_indices; } VAO& getVAO(); VAO &getVAO() { return _VAO; } }; #endif No newline at end of file
src/gfx/include/gfx/render.hpp +2 −2 Original line number Diff line number Diff line Loading @@ -11,7 +11,7 @@ #include <iostream> #include <vector> Shader create_shader_program(); void gfx_draw(Shader &myShader, Camera camera, Object object); void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection); void gfx_draw(Shader &myShader, Camera &camera, Object &object); #endif No newline at end of file
src/gfx/include/gfx/shader.hpp +3 −3 Original line number Diff line number Diff line Loading @@ -12,11 +12,11 @@ class Shader unsigned int ID; // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(unsigned int shader, std::string type); void checkCompileErrors(unsigned int shader, std::string const& type); public: //constructor Shader(std::filesystem::path vertexPath, std::filesystem::path fragmentPath); Shader(std::filesystem::path const& vertexPath, std::filesystem::path const& fragmentPath); //shader activation void use(); Loading @@ -26,7 +26,7 @@ public: void setInt(const std::string &name, int value) const; void setFloat(const std::string &name, float value) const; unsigned int getID() {return ID;} unsigned int getID() {return ID;} // Why do we need to expose ID??? ~Shader(); }; Loading