style: naming convention
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								src/mesh.cpp
									
									
									
									
									
								
							
							
						
						
									
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								src/mesh.cpp
									
									
									
									
									
								
							| @@ -3,8 +3,8 @@ | ||||
| #include "shader.h" | ||||
| #include "state.h" | ||||
|  | ||||
| void Mesh::addBuffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 		     const std::shared_ptr<Shader>& shader) | ||||
| void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 		      const std::shared_ptr<Shader>& shader) | ||||
| { | ||||
| 	buffers_.push_back(buffer); | ||||
| 	shaders_.push_back(shader); | ||||
| @@ -13,21 +13,21 @@ void Mesh::addBuffer(const std::shared_ptr<Buffer>& buffer, | ||||
| void Mesh::draw() | ||||
| { | ||||
| 	// Calculate MVP matrix | ||||
| 	glm::mat4 mvp = | ||||
| 	    State::projectionMatrix * State::viewMatrix * State::modelMatrix; | ||||
| 	glm::mat4 mvp = State::projection_matrix_ * State::view_matrix_ | ||||
| 	    * State::model_matrix_; | ||||
|  | ||||
| 	// Draw each buffer with its shader | ||||
| 	for (size_t i = 0; i < buffers_.size(); ++i) { | ||||
| 		// Use buffer's shader if available, otherwise use default | ||||
| 		// shader | ||||
| 		std::shared_ptr<Shader> shader = | ||||
| 		    shaders_[i] ? shaders_[i] : State::defaultShader; | ||||
| 		    shaders_[i] ? shaders_[i] : State::default_shader_; | ||||
|  | ||||
| 		if (shader) { | ||||
| 			shader->Use(); | ||||
| 			int mvpLoc = shader->getLocation("mvp"); | ||||
| 			Shader::setMat4(mvpLoc, mvp); | ||||
| 			buffers_[i]->Draw(*shader); | ||||
| 			shader->use(); | ||||
| 			int mvpLoc = shader->uniform_location("mvp"); | ||||
| 			Shader::set_mat4(mvpLoc, mvp); | ||||
| 			buffers_[i]->draw(*shader); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|   | ||||
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