Removing 'using namespace std;' and fixing breakages
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9bdaf0e1c3
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4cb08135cd
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@ -26,7 +26,7 @@ struct Shader::Attribute {
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};
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/** Compile a shader from file */
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void Shader::compileShader(const string& filePath, GLuint& id)
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void Shader::compileShader(const std::string& filePath, GLuint& id)
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{
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// Load shader file
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std::ifstream shaderFile(filePath);
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@ -35,8 +35,8 @@ void Shader::compileShader(const string& filePath, GLuint& id)
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fatalError("Failed to open file @"+filePath);
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}
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string fileContents = "";
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string line;
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std::string fileContents = "";
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std::string line;
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while(std::getline(shaderFile, line))
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{
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@ -71,7 +71,7 @@ void Shader::compileShader(const string& filePath, GLuint& id)
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}
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/** Create new shader from vertex and fragment files */
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Shader& Shader::createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath)
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Shader& Shader::createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath)
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{
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Shader* shader = new Shader();
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@ -95,7 +95,7 @@ Shader& Shader::createShader(const string& vertexShaderFilePath, const string& f
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}
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/** Create new shader from vertex, fragment and geometry files */
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Shader& Shader::createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath, const string& geometryShaderFilePath)
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Shader& Shader::createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath, const std::string& geometryShaderFilePath)
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{
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Shader* shader = new Shader();
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@ -126,7 +126,7 @@ Shader& Shader::createShader(const string& vertexShaderFilePath, const string& f
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}
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/** Get uniform location */
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GLuint Shader::getUniformLocation(const string& uniformName)
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GLuint Shader::getUniformLocation(const std::string& uniformName)
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{
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auto it = m_uniforms.find(uniformName);
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if (it == m_uniforms.end())
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@ -149,7 +149,7 @@ GLuint Shader::getUniformLocation(const string& uniformName)
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}
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}
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GLuint Shader::getAttribLocation(const string& attrbuteName)
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GLuint Shader::getAttribLocation(const std::string& attrbuteName)
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{
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GLint attrib = glGetAttribLocation(m_programID, attrbuteName.c_str());
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if (attrib == GL_INVALID_OPERATION || attrib < 0)
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@ -231,52 +231,52 @@ void Shader::stop()
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glUseProgram(0);
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}
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void Shader::setUniform(const string& name, float x, float y, float z)
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void Shader::setUniform(const std::string& name, float x, float y, float z)
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{
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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void Shader::setUniform(const string& name, const vec3& v)
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void Shader::setUniform(const std::string& name, const vec3& v)
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{
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glUniform3fv(getUniformLocation(name), 1, value_ptr(v));
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}
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void Shader::setUniform(const string& name, const dvec3& v)
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void Shader::setUniform(const std::string& name, const dvec3& v)
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{
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glUniform3dv(getUniformLocation(name), 1, value_ptr(v));
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}
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void Shader::setUniform(const string& name, const vec4& v)
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void Shader::setUniform(const std::string& name, const vec4& v)
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{
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glUniform4fv(getUniformLocation(name), 1, value_ptr(v));
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}
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void Shader::setUniform(const string& name, const dvec4& v)
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void Shader::setUniform(const std::string& name, const dvec4& v)
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{
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glUniform4dv(getUniformLocation(name), 1, value_ptr(v));
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}
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void Shader::setUniform(const string& name, const dmat4& m)
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void Shader::setUniform(const std::string& name, const dmat4& m)
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{
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glUniformMatrix4dv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
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}
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void Shader::setUniform(const string& name, const mat4& m)
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void Shader::setUniform(const std::string& name, const mat4& m)
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{
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
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}
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void Shader::setUniform(const string& name, const mat3& m)
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void Shader::setUniform(const std::string& name, const mat3& m)
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{
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glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
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}
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void Shader::setUniform(const string& name, float val)
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void Shader::setUniform(const std::string& name, float val)
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{
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glUniform1f(getUniformLocation(name), val);
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}
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void Shader::setUniform(const string& name, int val)
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void Shader::setUniform(const std::string& name, int val)
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{
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glUniform1i(getUniformLocation(name), val);
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}
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34
src/Shader.h
34
src/Shader.h
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@ -25,28 +25,28 @@
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class Shader
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{
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public:
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static Shader& createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath);
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static Shader& createShader(const string& vertexShaderFilePath, const string& fragmentShaderFilePath, const string& geometryShaderFilePath);
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static Shader& createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath);
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static Shader& createShader(const std::string& vertexShaderFilePath, const std::string& fragmentShaderFilePath, const std::string& geometryShaderFilePath);
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void linkShaders();
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void setAttribute(const std::string& name, GLint size, GLboolean normalized, GLsizei stride, GLuint offset, GLenum type = GL_FLOAT);
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GLuint getUniformLocation(const string& uniformName);
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GLuint getUniformLocation(const std::string& uniformName);
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inline GLuint operator[](const std::string& name) { return getUniformLocation(name); }
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GLuint getAttribLocation(const string& attrbuteName);
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GLuint getAttribLocation(const std::string& attrbuteName);
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// Set uniforms
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void setUniform(const string& name, float x, float y, float z);
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void setUniform(const string& name, const vec3& v);
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void setUniform(const string& name, const dvec3& v);
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void setUniform(const string& name, const vec4& v);
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void setUniform(const string& name, const dvec4& v);
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void setUniform(const string& name, const dmat4& m);
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void setUniform(const string& name, const mat4& m);
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void setUniform(const string& name, const mat3& m);
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void setUniform(const string& name, float val);
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void setUniform(const string& name, int val);
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void setUniform(const std::string& name, float x, float y, float z);
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void setUniform(const std::string& name, const vec3& v);
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void setUniform(const std::string& name, const dvec3& v);
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void setUniform(const std::string& name, const vec4& v);
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void setUniform(const std::string& name, const dvec4& v);
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void setUniform(const std::string& name, const dmat4& m);
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void setUniform(const std::string& name, const mat4& m);
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void setUniform(const std::string& name, const mat3& m);
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void setUniform(const std::string& name, float val);
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void setUniform(const std::string& name, int val);
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void setBuffers(GLint vao, GLint vbo, GLint ebo);
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@ -65,12 +65,12 @@ private:
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GLuint m_fragmentShaderID;
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GLuint m_geometryShaderID;
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map<string, GLuint> m_uniforms;
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map<string, Attribute> m_attributes;
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std::map<std::string, GLuint> m_uniforms;
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std::map<std::string, Attribute> m_attributes;
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GLint vao, vbo, ebo;
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static void compileShader(const string& filePath, GLuint& id);
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static void compileShader(const std::string& filePath, GLuint& id);
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};
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#endif // __SHADER_H__
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@ -31,6 +31,4 @@
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#include "util/Math3D.h"
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using namespace std;
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#endif // __COMMON_H__
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