style: naming convention

This commit is contained in:
2025-10-13 16:22:57 +02:00
parent f981cee4e0
commit f1a24f576b
16 changed files with 114 additions and 113 deletions

View File

@@ -65,11 +65,11 @@ int main()
}
// Initialize default shader
State::defaultShader =
State::default_shader_ =
std::make_shared<Shader>("data/vertex.glsl", "data/fragment.glsl");
if (std::strlen(State::defaultShader->getError()) > 0) {
if (std::strlen(State::default_shader_->error()) > 0) {
std::cerr << "Failed to initialize shaders: "
<< State::defaultShader->getError() << "\n";
<< State::default_shader_->error() << "\n";
}
// Create world
@@ -77,13 +77,13 @@ int main()
// Create camera
auto camera = std::make_shared<Camera>();
camera->setPosition(glm::vec3(0.0f, 0.0f, 6.0f));
camera->setProjection(glm::perspective(
camera->set_position(glm::vec3(0.0f, 0.0f, 6.0f));
camera->set_projection(glm::perspective(
glm::radians(45.0f),
static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT, 0.1f, 100.0f));
camera->setViewport(glm::ivec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
camera->setClearColor(glm::vec3(0.1f, 0.1f, 0.1f));
world.addEntity(camera);
camera->set_viewport(glm::ivec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
camera->set_clear_color(glm::vec3(0.1f, 0.1f, 0.1f));
world.add_entity(camera);
// Create triangle mesh
std::vector<Vertex> vertices = {
@@ -94,18 +94,18 @@ int main()
auto buffer = std::make_shared<Buffer>(vertices, indices);
auto mesh = std::make_shared<Mesh>();
mesh->addBuffer(buffer);
mesh->add_buffer(buffer);
// Create 9 models in a 3x3 grid
std::vector<std::shared_ptr<Model>> models;
for (int row = 0; row < 3; ++row) {
for (int col = 0; col < 3; ++col) {
auto model = std::make_shared<Model>(mesh);
model->setPosition(
model->set_position(
glm::vec3(-3.0f + static_cast<float>(col) * 3.0f,
0.0f, static_cast<float>(-row) * 3.0f));
models.push_back(model);
world.addEntity(model);
world.add_entity(model);
}
}
@@ -124,7 +124,7 @@ int main()
// Update rotation for all models
for (auto& model : models) {
model->setRotation(glm::vec3(
model->set_rotation(glm::vec3(
0.0f, glm::radians(static_cast<float>(angle)),
0.0f));
}