removed const from draw functions
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1e44994bb4
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@ -54,7 +54,7 @@ namespace lol
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*
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* @param drawable A Drawable that should be rendered through this camera
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*/
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inline void Draw(const Drawable& drawable) const
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inline void Draw(Drawable& drawable) const
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{
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drawable.Draw(*this);
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}
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@ -23,14 +23,14 @@ namespace lol
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*
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* @param camera The camera with which this object is rendered.
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*/
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virtual void PreRender(const CameraBase& camera) const { };
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virtual void PreRender(const CameraBase& camera) { };
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/**
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* @brief Bind the shader and draw the VAO
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*
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* @param camera The camera with which this object is rendered.
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*/
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void Draw(const CameraBase& camera) const;
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void Draw(const CameraBase& camera);
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/**
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* @brief The VAO can be rendered as a mesh, a set of lines, loops, strips etc
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@ -39,6 +39,14 @@ namespace lol
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void Bind();
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void Unbind();
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/**
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* Set a float uniform
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*
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* @param name Name of the uniform
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* @param value Value of the uniform
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*/
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void SetUniform(const std::string& name, float value);
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/**
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* Set a 4x4 matrix uniform
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*
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@ -3,7 +3,7 @@
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namespace lol
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{
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void Drawable::Draw(const CameraBase& camera) const
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void Drawable::Draw(const CameraBase& camera)
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{
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shader->Bind();
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vao->Bind();
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@ -86,6 +86,15 @@ namespace lol
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glUseProgram(0);
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}
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void Shader::SetUniform(const std::string& name, float value)
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{
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GLint location = glGetUniformLocation(id, name.c_str());
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if (location == -1)
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return;
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glUniform1f(location, value);
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}
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void Shader::SetUniform(const std::string& name, const glm::mat4& value)
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{
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GLint location = glGetUniformLocation(id, name.c_str());
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