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remove position argument from loadGLMesh/initGLMesh

We can always update the position afterwards if needed
main
cinnaboot 5 years ago
parent
commit
9fa7d4be4c
  1. 1
      src/entity.cpp
  2. 9
      src/shader.cpp
  3. 1
      src/shader.h

1
src/entity.cpp

@ -28,7 +28,6 @@ initEntity(Entity* e,
*glm = loadGLMesh(mdl->meshes[i], *glm = loadGLMesh(mdl->meshes[i],
GL_TRIANGLES, GL_TRIANGLES,
e->diffuse_texture->id, e->diffuse_texture->id,
glm::vec3(0, 0, 0),
num_attrib_mappings, num_attrib_mappings,
attrib_mappings); attrib_mappings);

9
src/shader.cpp

@ -226,7 +226,7 @@ getVertexAttribByName(shader_program* shader, const char* name)
} }
GLmesh GLmesh
initGLmesh(const mesh& m, u32 num_mappings, GLenum draw_mode, glm::vec3 pos) 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;
@ -234,9 +234,9 @@ initGLmesh(const mesh& m, u32 num_mappings, GLenum draw_mode, glm::vec3 pos)
glm.usage = GL_STATIC_DRAW; // TODO: logic for updating dynamic meshes glm.usage = GL_STATIC_DRAW; // TODO: logic for updating dynamic meshes
glm.num_vertex_attrib_buffers = num_mappings; glm.num_vertex_attrib_buffers = num_mappings;
glm.vertex_attrib_buffers = UTIL_ALLOC(num_mappings, gl_buffer); glm.vertex_attrib_buffers = UTIL_ALLOC(num_mappings, gl_buffer);
glm.model_xform = UTIL_ALLOC(1, glm::mat4);
glm.element_buf = UTIL_ALLOC(1, gl_buffer); glm.element_buf = UTIL_ALLOC(1, gl_buffer);
*glm.model_xform = glm::translate(glm::mat4(1), pos); glm.model_xform = UTIL_ALLOC(1, glm::mat4);
*glm.model_xform = glm::mat4(1);
return glm; return glm;
} }
@ -257,13 +257,12 @@ GLmesh
loadGLMesh(const mesh& m, loadGLMesh(const mesh& m,
GLenum draw_mode, GLenum draw_mode,
GLuint diffuse_texture_id, GLuint diffuse_texture_id,
const glm::vec3& pos,
u32 num_mappings, u32 num_mappings,
GLBufferToAttribMapping mappings[]) GLBufferToAttribMapping mappings[])
{ {
// 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 gl_buffers on a memory arean (yet) // the gl_buffers on a memory arean (yet)
GLmesh glm = initGLmesh(m, num_mappings, draw_mode, pos); 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);

1
src/shader.h

@ -182,7 +182,6 @@ GLVertexAttrib* getVertexAttribByName(shader_program* 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,
const glm::vec3& pos,
u32 num_mappings, u32 num_mappings,
GLBufferToAttribMapping mappings[]); GLBufferToAttribMapping mappings[]);

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