diff options
author | talha <talha@talhaamir.xyz> | 2023-08-30 22:58:18 +0500 |
---|---|---|
committer | talha <talha@talhaamir.xyz> | 2023-08-30 22:58:18 +0500 |
commit | 66e84eabf70a11d91abbbe8777b1746573a51bae (patch) | |
tree | 3cca9403bde6a97889353b439ec84af5c661d988 /code/gl_graphics.cpp | |
parent | d980dcd2b66e4879989ce18291d044d5a4ffc902 (diff) |
Refactored files:
- moved memory arenas to memory files
- replaced r32 and r64 with f32 and f64
- prefixing internal libs with amr_
Diffstat (limited to 'code/gl_graphics.cpp')
-rw-r--r-- | code/gl_graphics.cpp | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/code/gl_graphics.cpp b/code/gl_graphics.cpp index 91730ec..0c2aa62 100644 --- a/code/gl_graphics.cpp +++ b/code/gl_graphics.cpp @@ -9,7 +9,7 @@ void LoadUniformInt(u32 SP, const char *Uniform, i32 Val) glUniform1i(glGetUniformLocation(SP, Uniform), Val); } -void LoadUniformFloat(u32 SP, const char *Uniform, r32 Val) +void LoadUniformFloat(u32 SP, const char *Uniform, f32 Val) { glUniform1f(glGetUniformLocation(SP, Uniform), Val); } @@ -19,7 +19,7 @@ void LoadUniformVec3(u32 SP, const char *Uniform, Vec3 Val) glUniform3f(glGetUniformLocation(SP, Uniform), Val.x, Val.y, Val.z); } -void LoadUniformMat4(u32 SP, const char *Uniform, const r32 *Val) +void LoadUniformMat4(u32 SP, const char *Uniform, const f32 *Val) { glUniformMatrix4fv(glGetUniformLocation(SP, Uniform), 1, GL_TRUE, Val); } @@ -94,7 +94,7 @@ u32 CreateShaderProgram(unsigned int VertexShader, unsigned int FragmentShader) // --------------------------------------------------------------------------- -u32 CreateTriangle(r32 vertices[], i32 sz) +u32 CreateTriangle(f32 vertices[], i32 sz) { u32 VAO; glGenVertexArrays(1, &VAO); @@ -107,11 +107,11 @@ u32 CreateTriangle(r32 vertices[], i32 sz) glBufferData(GL_ARRAY_BUFFER, sz, vertices, GL_STATIC_DRAW); // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); // color attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)(3*sizeof(r32))); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)(3*sizeof(f32))); glEnableVertexAttribArray(1); // unbind post setup @@ -127,7 +127,7 @@ void DrawTriangle(u32 VAO) glBindVertexArray(0); } -u32 CreateRectangle(r32 vertices[], i32 v_sz, u32 indices[], i32 i_sz) +u32 CreateRectangle(f32 vertices[], i32 v_sz, u32 indices[], i32 i_sz) { u32 VAO; glGenVertexArrays(1, &VAO); @@ -145,11 +145,11 @@ u32 CreateRectangle(r32 vertices[], i32 v_sz, u32 indices[], i32 i_sz) glBufferData(GL_ELEMENT_ARRAY_BUFFER, i_sz, indices, GL_STATIC_DRAW); // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); // color attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)(3*sizeof(float))); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)(3*sizeof(float))); glEnableVertexAttribArray(1); // unbind post setup @@ -159,7 +159,7 @@ u32 CreateRectangle(r32 vertices[], i32 v_sz, u32 indices[], i32 i_sz) } -BufferO CreateRectangleTextured(r32 vertices[], i32 v_sz, u32 indices[], i32 i_sz, u32 attr) +BufferO CreateRectangleTextured(f32 vertices[], i32 v_sz, u32 indices[], i32 i_sz, u32 attr) { /* * This will setup options and buffer objects to create a rectangle based on a texture @@ -197,13 +197,13 @@ BufferO CreateRectangleTextured(r32 vertices[], i32 v_sz, u32 indices[], i32 i_s u8 attr_pos = 1; // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); if (attr & ATTR_COLOR) { // color attribute - glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)(color_offset*sizeof(r32))); + glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)(color_offset*sizeof(f32))); glEnableVertexAttribArray(attr_pos); attr_pos += 1; } @@ -211,7 +211,7 @@ BufferO CreateRectangleTextured(r32 vertices[], i32 v_sz, u32 indices[], i32 i_s if (attr & ATTR_TEX) { // texture attribute - glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)(tex_offset*sizeof(r32))); + glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)(tex_offset*sizeof(f32))); glEnableVertexAttribArray(attr_pos); } @@ -226,7 +226,7 @@ BufferO CreateRectangleTextured(r32 vertices[], i32 v_sz, u32 indices[], i32 i_s return BO; } -void MakeRectangleTextured(BufferO *bo, r32 vertices[], i32 v_sz, u32 indices[], i32 i_sz, u32 attr) +void MakeRectangleTextured(BufferO *bo, f32 vertices[], i32 v_sz, u32 indices[], i32 i_sz, u32 attr) { /* * This will setup options and buffer objects to create a rectangle based on a texture @@ -260,13 +260,13 @@ void MakeRectangleTextured(BufferO *bo, r32 vertices[], i32 v_sz, u32 indices[], u8 attr_pos = 1; // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); if (attr & ATTR_COLOR) { // color attribute - glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)(color_offset*sizeof(r32))); + glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)(color_offset*sizeof(f32))); glEnableVertexAttribArray(attr_pos); attr_pos += 1; } @@ -274,7 +274,7 @@ void MakeRectangleTextured(BufferO *bo, r32 vertices[], i32 v_sz, u32 indices[], if (attr & ATTR_TEX) { // texture attribute - glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, stride*sizeof(r32), (void*)(tex_offset*sizeof(r32))); + glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, stride*sizeof(f32), (void*)(tex_offset*sizeof(f32))); glEnableVertexAttribArray(attr_pos); } @@ -298,7 +298,7 @@ void DrawRectangleTextured(u32 VAO, u32 TexO) glBindTexture(GL_TEXTURE_2D, 0); } -BufferO CreateCube(r32 vertices[], i32 v_sz) +BufferO CreateCube(f32 vertices[], i32 v_sz) { u32 VAO; glGenVertexArrays(1, &VAO); @@ -311,11 +311,11 @@ BufferO CreateCube(r32 vertices[], i32 v_sz) glBufferData(GL_ARRAY_BUFFER, v_sz, vertices, GL_STATIC_DRAW); // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); // normal attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(r32), (void*)(3*sizeof(r32))); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(f32), (void*)(3*sizeof(f32))); glEnableVertexAttribArray(1); // unbind post setup @@ -328,7 +328,7 @@ BufferO CreateCube(r32 vertices[], i32 v_sz) return BO; } -BufferO CreateCubeTextured(r32 vertices[], i32 v_sz) +BufferO CreateCubeTextured(f32 vertices[], i32 v_sz) { /* * This will setup options and buffer objects to create a rectangle based on a texture @@ -345,15 +345,15 @@ BufferO CreateCubeTextured(r32 vertices[], i32 v_sz) glBufferData(GL_ARRAY_BUFFER, v_sz, vertices, GL_STATIC_DRAW); // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(r32), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(f32), (void*)0); glEnableVertexAttribArray(0); // normal attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(r32), (void*)(3*sizeof(r32))); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(f32), (void*)(3*sizeof(f32))); glEnableVertexAttribArray(1); // texture attribute - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(r32), (void*)(6*sizeof(r32))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(f32), (void*)(6*sizeof(f32))); glEnableVertexAttribArray(2); // unbind post setup |