Removing 'using namespace std;' and fixing breakages

This commit is contained in:
AstroSnail 2018-04-15 00:01:44 +01:00
parent 9bdaf0e1c3
commit 4cb08135cd
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GPG Key ID: CEB30DBCFD2D34C6
3 changed files with 34 additions and 36 deletions

View File

@ -26,7 +26,7 @@ struct Shader::Attribute {
};
/** Compile a shader from file */
void Shader::compileShader(const string& filePath, GLuint& id)
void Shader::compileShader(const std::string& filePath, GLuint& id)
{
// Load shader file
std::ifstream shaderFile(filePath);
@ -35,8 +35,8 @@ void Shader::compileShader(const string& filePath, GLuint& id)
fatalError("Failed to open file @"+filePath);
}
string fileContents = "";
string line;
std::string fileContents = "";
std::string line;
while(std::getline(shaderFile, line))
{
@ -71,7 +71,7 @@ void Shader::compileShader(const string& filePath, GLuint& id)
}
/** Create new shader from vertex and fragment files */
Shader& Shader::createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath)
Shader& Shader::createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath)
{
Shader* shader = new Shader();
@ -95,7 +95,7 @@ Shader& Shader::createShader(const string& vertexShaderFilePath, const string& f
}
/** Create new shader from vertex, fragment and geometry files */
Shader& Shader::createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath, const string& geometryShaderFilePath)
Shader& Shader::createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath, const std::string& geometryShaderFilePath)
{
Shader* shader = new Shader();
@ -126,7 +126,7 @@ Shader& Shader::createShader(const string& vertexShaderFilePath, const string& f
}
/** Get uniform location */
GLuint Shader::getUniformLocation(const string& uniformName)
GLuint Shader::getUniformLocation(const std::string& uniformName)
{
auto it = m_uniforms.find(uniformName);
if (it == m_uniforms.end())
@ -149,7 +149,7 @@ GLuint Shader::getUniformLocation(const string& uniformName)
}
}
GLuint Shader::getAttribLocation(const string& attrbuteName)
GLuint Shader::getAttribLocation(const std::string& attrbuteName)
{
GLint attrib = glGetAttribLocation(m_programID, attrbuteName.c_str());
if (attrib == GL_INVALID_OPERATION || attrib < 0)
@ -231,52 +231,52 @@ void Shader::stop()
glUseProgram(0);
}
void Shader::setUniform(const string& name, float x, float y, float z)
void Shader::setUniform(const std::string& name, float x, float y, float z)
{
glUniform3f(getUniformLocation(name), x, y, z);
}
void Shader::setUniform(const string& name, const vec3& v)
void Shader::setUniform(const std::string& name, const vec3& v)
{
glUniform3fv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const string& name, const dvec3& v)
void Shader::setUniform(const std::string& name, const dvec3& v)
{
glUniform3dv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const string& name, const vec4& v)
void Shader::setUniform(const std::string& name, const vec4& v)
{
glUniform4fv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const string& name, const dvec4& v)
void Shader::setUniform(const std::string& name, const dvec4& v)
{
glUniform4dv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const string& name, const dmat4& m)
void Shader::setUniform(const std::string& name, const dmat4& m)
{
glUniformMatrix4dv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}
void Shader::setUniform(const string& name, const mat4& m)
void Shader::setUniform(const std::string& name, const mat4& m)
{
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}
void Shader::setUniform(const string& name, const mat3& m)
void Shader::setUniform(const std::string& name, const mat3& m)
{
glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}
void Shader::setUniform(const string& name, float val)
void Shader::setUniform(const std::string& name, float val)
{
glUniform1f(getUniformLocation(name), val);
}
void Shader::setUniform(const string& name, int val)
void Shader::setUniform(const std::string& name, int val)
{
glUniform1i(getUniformLocation(name), val);
}

View File

@ -25,28 +25,28 @@
class Shader
{
public:
static Shader& createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath);
static Shader& createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath, const string& geometryShaderFilePath);
static Shader& createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath);
static Shader& createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath, const std::string& geometryShaderFilePath);
void linkShaders();
void setAttribute(const std::string& name, GLint size, GLboolean normalized, GLsizei stride, GLuint offset, GLenum type = GL_FLOAT);
GLuint getUniformLocation(const string& uniformName);
GLuint getUniformLocation(const std::string& uniformName);
inline GLuint operator[](const std::string& name) { return getUniformLocation(name); }
GLuint getAttribLocation(const string& attrbuteName);
GLuint getAttribLocation(const std::string& attrbuteName);
// Set uniforms
void setUniform(const string& name, float x, float y, float z);
void setUniform(const string& name, const vec3& v);
void setUniform(const string& name, const dvec3& v);
void setUniform(const string& name, const vec4& v);
void setUniform(const string& name, const dvec4& v);
void setUniform(const string& name, const dmat4& m);
void setUniform(const string& name, const mat4& m);
void setUniform(const string& name, const mat3& m);
void setUniform(const string& name, float val);
void setUniform(const string& name, int val);
void setUniform(const std::string& name, float x, float y, float z);
void setUniform(const std::string& name, const vec3& v);
void setUniform(const std::string& name, const dvec3& v);
void setUniform(const std::string& name, const vec4& v);
void setUniform(const std::string& name, const dvec4& v);
void setUniform(const std::string& name, const dmat4& m);
void setUniform(const std::string& name, const mat4& m);
void setUniform(const std::string& name, const mat3& m);
void setUniform(const std::string& name, float val);
void setUniform(const std::string& name, int val);
void setBuffers(GLint vao, GLint vbo, GLint ebo);
@ -65,12 +65,12 @@ private:
GLuint m_fragmentShaderID;
GLuint m_geometryShaderID;
map<string, GLuint> m_uniforms;
map<string, Attribute> m_attributes;
std::map<std::string, GLuint> m_uniforms;
std::map<std::string, Attribute> m_attributes;
GLint vao, vbo, ebo;
static void compileShader(const string& filePath, GLuint& id);
static void compileShader(const std::string& filePath, GLuint& id);
};
#endif // __SHADER_H__

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@ -31,6 +31,4 @@
#include "util/Math3D.h"
using namespace std;
#endif // __COMMON_H__