Removing 'using namespace glm;' and fixing breakages

This commit is contained in:
AstroSnail 2018-04-15 00:31:32 +01:00
parent 4cb08135cd
commit 6997746c86
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GPG Key ID: CEB30DBCFD2D34C6
3 changed files with 14 additions and 16 deletions

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@ -236,37 +236,37 @@ void Shader::setUniform(const std::string& name, float x, float y, float z)
glUniform3f(getUniformLocation(name), x, y, z);
}
void Shader::setUniform(const std::string& name, const vec3& v)
void Shader::setUniform(const std::string& name, const glm::vec3& v)
{
glUniform3fv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const std::string& name, const dvec3& v)
void Shader::setUniform(const std::string& name, const glm::dvec3& v)
{
glUniform3dv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const std::string& name, const vec4& v)
void Shader::setUniform(const std::string& name, const glm::vec4& v)
{
glUniform4fv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const std::string& name, const dvec4& v)
void Shader::setUniform(const std::string& name, const glm::dvec4& v)
{
glUniform4dv(getUniformLocation(name), 1, value_ptr(v));
}
void Shader::setUniform(const std::string& name, const dmat4& m)
void Shader::setUniform(const std::string& name, const glm::dmat4& m)
{
glUniformMatrix4dv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}
void Shader::setUniform(const std::string& name, const mat4& m)
void Shader::setUniform(const std::string& name, const glm::mat4& m)
{
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}
void Shader::setUniform(const std::string& name, const mat3& m)
void Shader::setUniform(const std::string& name, const glm::mat3& m)
{
glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, value_ptr(m));
}

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@ -38,13 +38,13 @@ public:
// Set uniforms
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, const glm::vec3& v);
void setUniform(const std::string& name, const glm::dvec3& v);
void setUniform(const std::string& name, const glm::vec4& v);
void setUniform(const std::string& name, const glm::dvec4& v);
void setUniform(const std::string& name, const glm::dmat4& m);
void setUniform(const std::string& name, const glm::mat4& m);
void setUniform(const std::string& name, const glm::mat3& m);
void setUniform(const std::string& name, float val);
void setUniform(const std::string& name, int val);

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@ -23,6 +23,4 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace glm;
#endif // __MATH_H__