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 */ /** 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 // Load shader file
std::ifstream shaderFile(filePath); std::ifstream shaderFile(filePath);
@ -35,8 +35,8 @@ void Shader::compileShader(const string& filePath, GLuint& id)
fatalError("Failed to open file @"+filePath); fatalError("Failed to open file @"+filePath);
} }
string fileContents = ""; std::string fileContents = "";
string line; std::string line;
while(std::getline(shaderFile, 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 */ /** 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(); 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 */ /** 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(); Shader* shader = new Shader();
@ -126,7 +126,7 @@ Shader& Shader::createShader(const string& vertexShaderFilePath, const string& f
} }
/** Get uniform location */ /** Get uniform location */
GLuint Shader::getUniformLocation(const string& uniformName) GLuint Shader::getUniformLocation(const std::string& uniformName)
{ {
auto it = m_uniforms.find(uniformName); auto it = m_uniforms.find(uniformName);
if (it == m_uniforms.end()) 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()); GLint attrib = glGetAttribLocation(m_programID, attrbuteName.c_str());
if (attrib == GL_INVALID_OPERATION || attrib < 0) if (attrib == GL_INVALID_OPERATION || attrib < 0)
@ -231,52 +231,52 @@ void Shader::stop()
glUseProgram(0); 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); 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)); 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)); 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)); 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)); 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)); 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)); 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)); 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); 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); glUniform1i(getUniformLocation(name), val);
} }

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

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