style: naming convention
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								src/main.cpp
									
									
									
									
									
								
							| @@ -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)); | ||||
| 		} | ||||
|   | ||||
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