diff --git a/src/Shader.cpp b/src/Shader.cpp index 053a217..0c35885 100644 --- a/src/Shader.cpp +++ b/src/Shader.cpp @@ -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); } diff --git a/src/Shader.h b/src/Shader.h index a252b6b..41ca0fa 100644 --- a/src/Shader.h +++ b/src/Shader.h @@ -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 m_uniforms; - map m_attributes; + std::map m_uniforms; + std::map 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__ diff --git a/src/util/Common.h b/src/util/Common.h index 5fcf1a5..0be96a0 100644 --- a/src/util/Common.h +++ b/src/util/Common.h @@ -31,6 +31,4 @@ #include "util/Math3D.h" -using namespace std; - #endif // __COMMON_H__