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rename instances of GLmesh to GLMesh

main
cinnaboot 5 years ago
parent
commit
351f179bba
  1. 4
      src/entity.cpp
  2. 2
      src/entity.h
  3. 20
      src/shader.cpp
  4. 7
      src/shader.h
  5. 2
      src/tangerine.cpp

4
src/entity.cpp

@ -15,7 +15,7 @@ initEntity(Entity* e,
const char* name) const char* name)
{ {
e->num_meshes = mdl->num_meshes; e->num_meshes = mdl->num_meshes;
e->meshes = ARENA_ALLOC(arena, GLmesh, e->num_meshes); e->meshes = ARENA_ALLOC(arena, GLMesh, e->num_meshes);
e->model_xform = ARENA_ALLOC(arena, glm::mat4, 1); e->model_xform = ARENA_ALLOC(arena, glm::mat4, 1);
*e->model_xform = glm::mat4(1.f); *e->model_xform = glm::mat4(1.f);
e->name = arenaCopyCStr(arena, name); e->name = arenaCopyCStr(arena, name);
@ -25,7 +25,7 @@ initEntity(Entity* e,
return false; return false;
for (u32 i = 0; i< e->num_meshes; i++) { for (u32 i = 0; i< e->num_meshes; i++) {
GLmesh* glm = &e->meshes[i]; GLMesh* glm = &e->meshes[i];
*glm = loadGLMesh(mdl->meshes[i], *glm = loadGLMesh(mdl->meshes[i],
GL_TRIANGLES, GL_TRIANGLES,
e->diffuse_texture->id, e->diffuse_texture->id,

2
src/entity.h

@ -10,7 +10,7 @@
struct Entity struct Entity
{ {
u32 num_meshes; u32 num_meshes;
GLmesh* meshes; GLMesh* meshes;
GLTexture* diffuse_texture; // NOTE: pointer into gl_ctx->textures array GLTexture* diffuse_texture; // NOTE: pointer into gl_ctx->textures array
glm::mat4* model_xform; glm::mat4* model_xform;
char* name; char* name;

20
src/shader.cpp

@ -166,7 +166,7 @@ getGLTexture(GLContext* gl_ctx, Texture* diffuse_img)
} }
void void
renderVAO(GLmesh* glmesh, renderVAO(GLMesh* glmesh,
glm::mat4* node_xform, glm::mat4* node_xform,
ShaderProgram* shader, ShaderProgram* shader,
GLuint tex_id) GLuint tex_id)
@ -228,10 +228,10 @@ getVertexAttribByName(ShaderProgram* shader, const char* name)
return nullptr; return nullptr;
} }
GLmesh GLMesh
initGLmesh(const Mesh& m, u32 num_mappings, GLenum draw_mode) initGLMesh(const Mesh& m, u32 num_mappings, GLenum draw_mode)
{ {
GLmesh glm = {0}; GLMesh glm = {0};
glm.num_indices = m.num_indices; glm.num_indices = m.num_indices;
glm.draw_mode = draw_mode; glm.draw_mode = draw_mode;
glm.usage = GL_STATIC_DRAW; // TODO: logic for updating dynamic meshes glm.usage = GL_STATIC_DRAW; // TODO: logic for updating dynamic meshes
@ -254,9 +254,9 @@ initGLAttribBuffer(GLBuffer* buf, GLenum target, GLVertexAttrib* attrib)
buf->name = utilAllocateCStr(attrib->name); buf->name = utilAllocateCStr(attrib->name);
} }
// FIXME: might as well pass in pointer to GLmesh, since that's how we're // FIXME: might as well pass in pointer to GLMesh, since that's how we're
// going to use this, can void copying GLmesh twice that way // going to use this, can void copying GLMesh twice that way
GLmesh GLMesh
loadGLMesh(const Mesh& m, loadGLMesh(const Mesh& m,
GLenum draw_mode, GLenum draw_mode,
GLuint diffuse_texture_id, GLuint diffuse_texture_id,
@ -265,7 +265,7 @@ loadGLMesh(const Mesh& m,
{ {
// NOTE: need to use freeGLMesh() when freeing because we're not storing // NOTE: need to use freeGLMesh() when freeing because we're not storing
// the GLBuffers on a memory arean (yet) // the GLBuffers on a memory arean (yet)
GLmesh glm = initGLmesh(m, num_mappings, draw_mode); GLMesh glm = initGLMesh(m, num_mappings, draw_mode);
glm.tex_id = diffuse_texture_id; glm.tex_id = diffuse_texture_id;
glGenVertexArrays(1, &glm.vao_id); glGenVertexArrays(1, &glm.vao_id);
glBindVertexArray(glm.vao_id); glBindVertexArray(glm.vao_id);
@ -308,7 +308,7 @@ loadGLMesh(const Mesh& m,
} }
void void
freeGLMesh(GLmesh* glm) freeGLMesh(GLMesh* glm)
{ {
if (glm) { if (glm) {
for (u32 i = 0; i < glm->num_vertex_attrib_buffers; i++) for (u32 i = 0; i < glm->num_vertex_attrib_buffers; i++)
@ -316,7 +316,7 @@ freeGLMesh(GLmesh* glm)
utilSafeFree(glm->vertex_attrib_buffers); utilSafeFree(glm->vertex_attrib_buffers);
utilSafeFree(glm->element_buf); utilSafeFree(glm->element_buf);
// NOTE: don't free the GLmesh because it is part of a memory arena // NOTE: don't free the GLMesh because it is part of a memory arena
//utilSafeFree(glm); //utilSafeFree(glm);
} }
} }

7
src/shader.h

@ -125,8 +125,7 @@ struct GLContext
GLTexture* textures; GLTexture* textures;
}; };
// TODO: rename to GLMesh struct GLMesh
struct GLmesh
{ {
u32 num_indices; u32 num_indices;
GLuint vao_id; GLuint vao_id;
@ -184,14 +183,14 @@ ShaderProgram* getFreeShader(GLContext* gl_ctx);
GLTexture* getGLTexture(GLContext* gl_ctx, Texture* diffuse_img); GLTexture* getGLTexture(GLContext* gl_ctx, Texture* diffuse_img);
void renderVAO(GLmesh* glmesh, void renderVAO(GLMesh* glmesh,
glm::mat4* node_xform, glm::mat4* node_xform,
ShaderProgram* shader, ShaderProgram* shader,
GLuint tex_id = 0); GLuint tex_id = 0);
GLVertexAttrib* getVertexAttribByName(ShaderProgram* shader, const char* name); GLVertexAttrib* getVertexAttribByName(ShaderProgram* shader, const char* name);
GLmesh loadGLMesh(const Mesh& m, GLMesh loadGLMesh(const Mesh& m,
GLenum draw_mode, GLenum draw_mode,
GLuint diffuse_texture_id, GLuint diffuse_texture_id,
u32 num_mappings, u32 num_mappings,

2
src/tangerine.cpp

@ -177,7 +177,7 @@ renderFrame(RenderState* rs, const GLClearColor& clear_col)
Entity* e = &rg->entities[j]; Entity* e = &rg->entities[j];
for (u32 k = 0; k < e->num_meshes; k++) { for (u32 k = 0; k < e->num_meshes; k++) {
GLmesh& glm = e->meshes[k]; GLMesh& glm = e->meshes[k];
renderVAO(&glm, e->model_xform, rg->shader, renderVAO(&glm, e->model_xform, rg->shader,
e->diffuse_texture->id); e->diffuse_texture->id);
} }

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