style: naming convention
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							| @@ -1,22 +1,26 @@ | ||||
| --- | ||||
| # Linux-style naming conventions for C++ projects | ||||
| # C++ Core Guidelines style (CppCoreGuidelines) | ||||
| Checks: > | ||||
|   cppcoreguidelines-*, | ||||
|   readability-identifier-naming, | ||||
|   readability-braces-around-statements, | ||||
|   readability-function-size, | ||||
|   modernize-use-nullptr, | ||||
|   modernize-use-override, | ||||
|   readability-*, | ||||
|   modernize-*, | ||||
|   performance-*, | ||||
|   -modernize-use-trailing-return-type | ||||
|   bugprone-*, | ||||
|   -modernize-use-trailing-return-type, | ||||
|   -readability-magic-numbers, | ||||
|   -cppcoreguidelines-avoid-magic-numbers, | ||||
|   -cppcoreguidelines-pro-bounds-pointer-arithmetic, | ||||
|   -cppcoreguidelines-pro-type-reinterpret-cast | ||||
|  | ||||
| CheckOptions: | ||||
|   # Classes and structs use CamelCase (C++ convention) | ||||
|   # C++ Core Guidelines: Types use PascalCase | ||||
|   - { key: readability-identifier-naming.ClassCase,              value: CamelCase  } | ||||
|   - { key: readability-identifier-naming.StructCase,             value: CamelCase  } | ||||
|   - { key: readability-identifier-naming.EnumCase,               value: CamelCase  } | ||||
|   - { key: readability-identifier-naming.UnionCase,              value: CamelCase  } | ||||
|  | ||||
|   # Functions and methods use snake_case (Linux style) | ||||
|   # C++ Core Guidelines: Functions use snake_case (STL style) | ||||
|   - { key: readability-identifier-naming.FunctionCase,           value: lower_case } | ||||
|   - { key: readability-identifier-naming.MethodCase,             value: lower_case } | ||||
|  | ||||
| @@ -38,22 +42,18 @@ CheckOptions: | ||||
|   - { key: readability-identifier-naming.MacroDefinitionCase,    value: UPPER_CASE } | ||||
|   - { key: readability-identifier-naming.EnumConstantCase,       value: UPPER_CASE } | ||||
|  | ||||
|   # Global variables: snake_case with g_ prefix (optional, can remove prefix) | ||||
|   # Global variables: snake_case (Core Guidelines: avoid globals when possible) | ||||
|   - { key: readability-identifier-naming.GlobalVariableCase,     value: lower_case } | ||||
|   - { key: readability-identifier-naming.GlobalVariablePrefix,   value: 'g_'       } | ||||
|  | ||||
|   # Namespaces: snake_case | ||||
|   - { key: readability-identifier-naming.NamespaceCase,          value: lower_case } | ||||
|  | ||||
|   # Template parameters: CamelCase | ||||
|   # Template parameters: PascalCase (following STL conventions) | ||||
|   - { key: readability-identifier-naming.TypeTemplateParameterCase, value: CamelCase } | ||||
|   - { key: readability-identifier-naming.ValueTemplateParameterCase, value: lower_case } | ||||
|  | ||||
|   # Typedef and type aliases: snake_case_t suffix (Linux style) | ||||
|   - { key: readability-identifier-naming.TypedefCase,            value: lower_case } | ||||
|   - { key: readability-identifier-naming.TypedefSuffix,          value: '_t'       } | ||||
|   - { key: readability-identifier-naming.TypeAliasCase,          value: lower_case } | ||||
|   - { key: readability-identifier-naming.TypeAliasSuffix,        value: '_t'       } | ||||
|   # Type aliases: PascalCase (modern C++ style with 'using') | ||||
|   - { key: readability-identifier-naming.TypeAliasCase,          value: CamelCase  } | ||||
|  | ||||
|   # Function size limits | ||||
|   - { key: readability-function-size.LineThreshold,              value: 100        } | ||||
|   | ||||
| @@ -39,11 +39,11 @@ Buffer::~Buffer() | ||||
| 	glDeleteBuffers(1, &ebo_); | ||||
| } | ||||
|  | ||||
| void Buffer::Draw(const Shader& shader) const | ||||
| void Buffer::draw(const Shader& shader) const | ||||
| { | ||||
| 	glBindVertexArray(vao_); | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, vbo_); | ||||
| 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_); | ||||
| 	shader.SetupAttribs(); | ||||
| 	shader.setup_attribs(); | ||||
| 	glDrawElements(GL_TRIANGLES, index_count_, GL_UNSIGNED_SHORT, nullptr); | ||||
| } | ||||
|   | ||||
| @@ -14,7 +14,7 @@ public: | ||||
| 	       const std::vector<uint16_t>& indices); | ||||
| 	~Buffer(); | ||||
|  | ||||
| 	void Draw(const Shader& shader) const; | ||||
| 	void draw(const Shader& shader) const; | ||||
|  | ||||
| private: | ||||
| 	uint32_t vao_, vbo_, ebo_; | ||||
|   | ||||
| @@ -6,14 +6,14 @@ | ||||
| Camera::Camera() | ||||
|     : projection_(glm::mat4(1.0f)) | ||||
|     , viewport_(0, 0, 800, 600) | ||||
|     , clearColor_(0.0f, 0.0f, 0.0f) | ||||
|     , clear_color_(0.0f, 0.0f, 0.0f) | ||||
| { | ||||
| } | ||||
|  | ||||
| void Camera::prepare() | ||||
| { | ||||
| 	// Set projection matrix | ||||
| 	State::projectionMatrix = projection_; | ||||
| 	State::projection_matrix_ = projection_; | ||||
|  | ||||
| 	// Calculate view matrix | ||||
| 	// For a camera, we need the inverse transformation: | ||||
| @@ -29,13 +29,13 @@ void Camera::prepare() | ||||
| 	// Inverse translation (translate in opposite direction) | ||||
| 	view = glm::translate(view, -position_); | ||||
|  | ||||
| 	State::viewMatrix = view; | ||||
| 	State::view_matrix_ = view; | ||||
|  | ||||
| 	// Set viewport | ||||
| 	glViewport(viewport_.x, viewport_.y, viewport_.z, viewport_.w); | ||||
| 	glScissor(viewport_.x, viewport_.y, viewport_.z, viewport_.w); | ||||
|  | ||||
| 	// Set clear color and clear buffers | ||||
| 	glClearColor(clearColor_.r, clearColor_.g, clearColor_.b, 1.0f); | ||||
| 	glClearColor(clear_color_.r, clear_color_.g, clear_color_.b, 1.0f); | ||||
| 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
| } | ||||
|   | ||||
							
								
								
									
										18
									
								
								src/camera.h
									
									
									
									
									
								
							
							
						
						
									
										18
									
								
								src/camera.h
									
									
									
									
									
								
							| @@ -8,31 +8,31 @@ class Camera : public Entity { | ||||
| public: | ||||
| 	Camera(); | ||||
|  | ||||
| 	const glm::mat4& getProjection() const | ||||
| 	[[nodiscard]] const glm::mat4& projection() const | ||||
| 	{ | ||||
| 		return projection_; | ||||
| 	} | ||||
| 	void setProjection(const glm::mat4& proj) | ||||
| 	void set_projection(const glm::mat4& proj) | ||||
| 	{ | ||||
| 		projection_ = proj; | ||||
| 	} | ||||
|  | ||||
| 	const glm::ivec4& getViewport() const | ||||
| 	[[nodiscard]] const glm::ivec4& viewport() const | ||||
| 	{ | ||||
| 		return viewport_; | ||||
| 	} | ||||
| 	void setViewport(const glm::ivec4& vp) | ||||
| 	void set_viewport(const glm::ivec4& vp) | ||||
| 	{ | ||||
| 		viewport_ = vp; | ||||
| 	} | ||||
|  | ||||
| 	const glm::vec3& getClearColor() const | ||||
| 	[[nodiscard]] const glm::vec3& clear_color() const | ||||
| 	{ | ||||
| 		return clearColor_; | ||||
| 		return clear_color_; | ||||
| 	} | ||||
| 	void setClearColor(const glm::vec3& color) | ||||
| 	void set_clear_color(const glm::vec3& color) | ||||
| 	{ | ||||
| 		clearColor_ = color; | ||||
| 		clear_color_ = color; | ||||
| 	} | ||||
|  | ||||
| 	void prepare(); | ||||
| @@ -40,7 +40,7 @@ public: | ||||
| private: | ||||
| 	glm::mat4  projection_; | ||||
| 	glm::ivec4 viewport_; | ||||
| 	glm::vec3  clearColor_; | ||||
| 	glm::vec3  clear_color_; | ||||
| }; | ||||
|  | ||||
| #endif // CAMERA_H_ | ||||
|   | ||||
							
								
								
									
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								src/entity.h
									
									
									
									
									
								
							
							
						
						
									
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								src/entity.h
									
									
									
									
									
								
							| @@ -6,44 +6,44 @@ | ||||
| class Entity { | ||||
| public: | ||||
| 	Entity(); | ||||
| 	virtual ~Entity() | ||||
| 	{ | ||||
| 	} | ||||
| 	virtual ~Entity() = default; | ||||
|  | ||||
| 	const glm::vec3& getPosition() const | ||||
| 	[[nodiscard]] const glm::vec3& position() const | ||||
| 	{ | ||||
| 		return position_; | ||||
| 	} | ||||
| 	void setPosition(const glm::vec3& pos) | ||||
| 	void set_position(const glm::vec3& pos) | ||||
| 	{ | ||||
| 		position_ = pos; | ||||
| 	} | ||||
|  | ||||
| 	const glm::vec3& getRotation() const | ||||
| 	[[nodiscard]] const glm::vec3& rotation() const | ||||
| 	{ | ||||
| 		return rotation_; | ||||
| 	} | ||||
| 	void setRotation(const glm::vec3& rot) | ||||
| 	void set_rotation(const glm::vec3& rot) | ||||
| 	{ | ||||
| 		rotation_ = rot; | ||||
| 	} | ||||
|  | ||||
| 	const glm::vec3& getScale() const | ||||
| 	[[nodiscard]] const glm::vec3& scale() const | ||||
| 	{ | ||||
| 		return scale_; | ||||
| 	} | ||||
| 	void setScale(const glm::vec3& scale) | ||||
| 	void set_scale(const glm::vec3& scale) | ||||
| 	{ | ||||
| 		scale_ = scale; | ||||
| 	} | ||||
|  | ||||
| 	void move(const glm::vec3& vec); | ||||
|  | ||||
| 	virtual void update(float deltaTime) | ||||
| 	virtual void update(float delta_time) | ||||
| 	{ | ||||
| 		// ... | ||||
| 	} | ||||
| 	virtual void draw() | ||||
| 	{ | ||||
| 		// ... | ||||
| 	} | ||||
|  | ||||
| protected: | ||||
|   | ||||
							
								
								
									
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								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
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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)); | ||||
| 		} | ||||
|   | ||||
							
								
								
									
										16
									
								
								src/mesh.cpp
									
									
									
									
									
								
							
							
						
						
									
										16
									
								
								src/mesh.cpp
									
									
									
									
									
								
							| @@ -3,7 +3,7 @@ | ||||
| #include "shader.h" | ||||
| #include "state.h" | ||||
|  | ||||
| void Mesh::addBuffer(const std::shared_ptr<Buffer>& buffer, | ||||
| void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 		      const std::shared_ptr<Shader>& shader) | ||||
| { | ||||
| 	buffers_.push_back(buffer); | ||||
| @@ -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); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|   | ||||
| @@ -10,19 +10,20 @@ class Shader; | ||||
| class Mesh { | ||||
| public: | ||||
| 	Mesh()	= default; | ||||
| 	~Mesh() = default; | ||||
|  | ||||
| 	void addBuffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 	void add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 			const std::shared_ptr<Shader>& shader = nullptr); | ||||
|  | ||||
| 	size_t getNumBuffers() const | ||||
| 	[[nodiscard]] size_t num_buffers() const | ||||
| 	{ | ||||
| 		return buffers_.size(); | ||||
| 	} | ||||
| 	const std::shared_ptr<Buffer>& getBuffer(size_t index) const | ||||
| 	[[nodiscard]] const std::shared_ptr<Buffer>& buffer(size_t index) const | ||||
| 	{ | ||||
| 		return buffers_[index]; | ||||
| 	} | ||||
| 	std::shared_ptr<Buffer>& getBuffer(size_t index) | ||||
| 	[[nodiscard]] std::shared_ptr<Buffer>& buffer(size_t index) | ||||
| 	{ | ||||
| 		return buffers_[index]; | ||||
| 	} | ||||
|   | ||||
| @@ -28,7 +28,7 @@ void Model::draw() | ||||
| 	model = glm::scale(model, scale_); | ||||
|  | ||||
| 	// Set the model matrix in State | ||||
| 	State::modelMatrix = model; | ||||
| 	State::model_matrix_ = model; | ||||
|  | ||||
| 	// Draw the mesh | ||||
| 	mesh_->draw(); | ||||
|   | ||||
| @@ -12,9 +12,9 @@ | ||||
|  | ||||
| Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) | ||||
| { | ||||
| 	const uint32_t vshader = CompileShader(GL_VERTEX_SHADER, vertexPath); | ||||
| 	const uint32_t vshader = compile_shader(GL_VERTEX_SHADER, vertexPath); | ||||
| 	const uint32_t fshader = | ||||
| 	    CompileShader(GL_FRAGMENT_SHADER, fragmentPath); | ||||
| 	    compile_shader(GL_FRAGMENT_SHADER, fragmentPath); | ||||
|  | ||||
| 	if (vshader == 0 || fshader == 0) { | ||||
| 		program_id_ = 0; | ||||
| @@ -42,13 +42,13 @@ Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) | ||||
| 	glDeleteShader(fshader); | ||||
| } | ||||
|  | ||||
| void Shader::Use() const | ||||
| void Shader::use() const | ||||
| { | ||||
| 	if (program_id_ != 0) | ||||
| 		glUseProgram(program_id_); | ||||
| } | ||||
|  | ||||
| void Shader::SetupAttribs() const | ||||
| void Shader::setup_attribs() const | ||||
| { | ||||
| 	int loc = glGetAttribLocation(program_id_, "vpos"); | ||||
| 	if (loc != -1) { | ||||
| @@ -67,42 +67,42 @@ void Shader::SetupAttribs() const | ||||
| 	} | ||||
| } | ||||
|  | ||||
| int Shader::getLocation(const char* key) const | ||||
| int Shader::uniform_location(const char* key) const | ||||
| { | ||||
| 	return glGetUniformLocation(program_id_, key); | ||||
| } | ||||
|  | ||||
| void Shader::setInt(int loc, int value) | ||||
| void Shader::set_int(int loc, int value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform1i(loc, value); | ||||
| } | ||||
|  | ||||
| void Shader::setFloat(int loc, float value) | ||||
| void Shader::set_float(int loc, float value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform1f(loc, value); | ||||
| } | ||||
|  | ||||
| void Shader::setVec3(int loc, const glm::vec3& value) | ||||
| void Shader::set_vec3(int loc, const glm::vec3& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform3fv(loc, 1, &value[0]); | ||||
| } | ||||
|  | ||||
| void Shader::setVec4(int loc, const glm::vec4& value) | ||||
| void Shader::set_vec4(int loc, const glm::vec4& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform4fv(loc, 1, &value[0]); | ||||
| } | ||||
|  | ||||
| void Shader::setMat4(int loc, const glm::mat4& value) | ||||
| void Shader::set_mat4(int loc, const glm::mat4& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniformMatrix4fv(loc, 1, GL_FALSE, &value[0][0]); | ||||
| } | ||||
|  | ||||
| std::string Shader::ReadShaderFile(const std::string& filename) | ||||
| std::string Shader::read_shader_file(const std::string& filename) | ||||
| { | ||||
| 	std::ifstream file(filename); | ||||
| 	if (!file) { | ||||
| @@ -115,9 +115,9 @@ std::string Shader::ReadShaderFile(const std::string& filename) | ||||
| 	return buffer.str(); | ||||
| } | ||||
|  | ||||
| uint32_t Shader::CompileShader(uint32_t type, const std::string& source_path) | ||||
| uint32_t Shader::compile_shader(uint32_t type, const std::string& source_path) | ||||
| { | ||||
| 	std::string source = ReadShaderFile(source_path); | ||||
| 	std::string source = read_shader_file(source_path); | ||||
| 	// std::cout << "SHADER FILE: " << source << "\n"; | ||||
| 	if (source.empty()) | ||||
| 		return 0; | ||||
|   | ||||
							
								
								
									
										24
									
								
								src/shader.h
									
									
									
									
									
								
							
							
						
						
									
										24
									
								
								src/shader.h
									
									
									
									
									
								
							| @@ -12,32 +12,32 @@ public: | ||||
| 	Shader(const std::string& vertex_path, | ||||
| 	       const std::string& fragment_path); | ||||
|  | ||||
| 	void Use() const; | ||||
| 	void SetupAttribs() const; | ||||
| 	void use() const; | ||||
| 	void setup_attribs() const; | ||||
|  | ||||
| 	uint32_t getId() const | ||||
| 	[[nodiscard]] uint32_t id() const | ||||
| 	{ | ||||
| 		return program_id_; | ||||
| 	} | ||||
| 	const char* getError() const | ||||
| 	[[nodiscard]] const char* error() const | ||||
| 	{ | ||||
| 		return error_.c_str(); | ||||
| 	} | ||||
|  | ||||
| 	int getLocation(const char* key) const; | ||||
| 	[[nodiscard]] int uniform_location(const char* key) const; | ||||
|  | ||||
| 	static void setInt(int loc, int value); | ||||
| 	static void setFloat(int loc, float value); | ||||
| 	static void setVec3(int loc, const glm::vec3& value); | ||||
| 	static void setVec4(int loc, const glm::vec4& value); | ||||
| 	static void setMat4(int loc, const glm::mat4& value); | ||||
| 	static void set_int(int loc, int value); | ||||
| 	static void set_float(int loc, float value); | ||||
| 	static void set_vec3(int loc, const glm::vec3& value); | ||||
| 	static void set_vec4(int loc, const glm::vec4& value); | ||||
| 	static void set_mat4(int loc, const glm::mat4& value); | ||||
|  | ||||
| private: | ||||
| 	uint32_t    program_id_; | ||||
| 	std::string error_; | ||||
|  | ||||
| 	std::string ReadShaderFile(const std::string& filename); | ||||
| 	uint32_t CompileShader(uint32_t type, const std::string& source_path); | ||||
| 	std::string read_shader_file(const std::string& filename); | ||||
| 	uint32_t compile_shader(uint32_t type, const std::string& source_path); | ||||
| }; | ||||
|  | ||||
| #endif // SHADER_H_ | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| #include "state.h" | ||||
|  | ||||
| std::shared_ptr<Shader> State::defaultShader	= nullptr; | ||||
| glm::mat4		State::projectionMatrix = glm::mat4(1.0f); | ||||
| glm::mat4		State::viewMatrix	= glm::mat4(1.0f); | ||||
| glm::mat4		State::modelMatrix	= glm::mat4(1.0f); | ||||
| std::shared_ptr<Shader> State::default_shader_	  = nullptr; | ||||
| glm::mat4		State::projection_matrix_ = glm::mat4(1.0f); | ||||
| glm::mat4		State::view_matrix_	  = glm::mat4(1.0f); | ||||
| glm::mat4		State::model_matrix_	  = glm::mat4(1.0f); | ||||
|   | ||||
| @@ -8,10 +8,10 @@ class Shader; | ||||
|  | ||||
| class State { | ||||
| public: | ||||
| 	static std::shared_ptr<Shader> defaultShader; | ||||
| 	static glm::mat4	       projectionMatrix; | ||||
| 	static glm::mat4	       viewMatrix; | ||||
| 	static glm::mat4	       modelMatrix; | ||||
| 	static std::shared_ptr<Shader> default_shader_; | ||||
| 	static glm::mat4	       projection_matrix_; | ||||
| 	static glm::mat4	       view_matrix_; | ||||
| 	static glm::mat4	       model_matrix_; | ||||
| }; | ||||
|  | ||||
| #endif // STATE_H_ | ||||
|   | ||||
| @@ -3,7 +3,7 @@ | ||||
| #include "camera.h" | ||||
| #include <algorithm> | ||||
|  | ||||
| void World::addEntity(const std::shared_ptr<Entity>& entity) | ||||
| void World::add_entity(const std::shared_ptr<Entity>& entity) | ||||
| { | ||||
| 	entities_.push_back(entity); | ||||
|  | ||||
| @@ -15,7 +15,7 @@ void World::addEntity(const std::shared_ptr<Entity>& entity) | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void World::removeEntity(const std::shared_ptr<Entity>& entity) | ||||
| void World::remove_entity(const std::shared_ptr<Entity>& entity) | ||||
| { | ||||
| 	// Remove from entities list | ||||
| 	auto it = std::find(entities_.begin(), entities_.end(), entity); | ||||
| @@ -35,10 +35,10 @@ void World::removeEntity(const std::shared_ptr<Entity>& entity) | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void World::update(float deltaTime) | ||||
| void World::update(float delta_time) | ||||
| { | ||||
| 	for (auto& entity : entities_) { | ||||
| 		entity->update(deltaTime); | ||||
| 		entity->update(delta_time); | ||||
| 	} | ||||
| } | ||||
|  | ||||
|   | ||||
							
								
								
									
										12
									
								
								src/world.h
									
									
									
									
									
								
							
							
						
						
									
										12
									
								
								src/world.h
									
									
									
									
									
								
							| @@ -11,23 +11,23 @@ class World { | ||||
| public: | ||||
| 	World() = default; | ||||
|  | ||||
| 	void addEntity(const std::shared_ptr<Entity>& entity); | ||||
| 	void removeEntity(const std::shared_ptr<Entity>& entity); | ||||
| 	void add_entity(const std::shared_ptr<Entity>& entity); | ||||
| 	void remove_entity(const std::shared_ptr<Entity>& entity); | ||||
|  | ||||
| 	size_t getNumEntities() const | ||||
| 	[[nodiscard]] size_t num_entities() const | ||||
| 	{ | ||||
| 		return entities_.size(); | ||||
| 	} | ||||
| 	const std::shared_ptr<Entity>& getEntity(size_t index) const | ||||
| 	[[nodiscard]] const std::shared_ptr<Entity>& entity(size_t index) const | ||||
| 	{ | ||||
| 		return entities_[index]; | ||||
| 	} | ||||
| 	std::shared_ptr<Entity>& getEntity(size_t index) | ||||
| 	[[nodiscard]] std::shared_ptr<Entity>& entity(size_t index) | ||||
| 	{ | ||||
| 		return entities_[index]; | ||||
| 	} | ||||
|  | ||||
| 	void update(float deltaTime); | ||||
| 	void update(float delta_time); | ||||
| 	void draw(); | ||||
|  | ||||
| private: | ||||
|   | ||||
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