removed unnecessary factory pattern
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parent
711d18e718
commit
5875f1246f
9 changed files with 55 additions and 71 deletions
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@ -11,7 +11,7 @@ inline
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namespace lol
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{
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AbstractShader::AbstractShader(const std::string& vertexShader, const std::string& fragmentShader) :
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UniqueShader::UniqueShader(const std::string& vertexShader, const std::string& fragmentShader) :
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id(0)
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{
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GLint success;
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@ -71,17 +71,17 @@ namespace lol
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glDeleteShader(vertexShaderID);
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}
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AbstractShader::~AbstractShader()
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UniqueShader::~UniqueShader()
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{
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glDeleteProgram(id);
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}
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void AbstractShader::Use()
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void UniqueShader::Use()
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{
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glUseProgram(id);
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}
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void AbstractShader::SetUniform(const std::string& name, const glm::mat4& value)
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void UniqueShader::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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if (location == -1)
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@ -90,7 +90,7 @@ namespace lol
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glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(value));
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}
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void AbstractShader::SetUniform(const std::string& name, const glm::vec4& value)
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void UniqueShader::SetUniform(const std::string& name, const glm::vec4& 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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@ -4,7 +4,8 @@
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namespace lol
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{
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Texture2D::Texture2D()
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UniqueTexture::UniqueTexture() :
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textureID(0)
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{
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}
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@ -6,14 +6,14 @@
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namespace lol
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{
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AbstractVertexArrayObject::~AbstractVertexArrayObject()
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UniqueVertexArrayObject::~UniqueVertexArrayObject()
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{
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glDeleteBuffers(1, &ebo);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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}
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void AbstractVertexArrayObject::Render(GLenum mode)
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void UniqueVertexArrayObject::Render(GLenum mode)
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{
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assert(vao != 0);
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@ -22,7 +22,7 @@ namespace lol
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glDrawElements(mode, indexCount, GL_UNSIGNED_INT, 0);
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}
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AbstractVertexArrayObject::AbstractVertexArrayObject(const VertexArray& vertices, const IndexArray& indices, const Layout& layout, Usage usage) :
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UniqueVertexArrayObject::UniqueVertexArrayObject(const VertexArray& vertices, const IndexArray& indices, const Layout& layout, Usage usage) :
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vao(0), vbo(0), ebo(0), indexCount(indices.size())
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{
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glGenVertexArrays(1, &vao);
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