~ | Switching to glm vectors

This commit is contained in:
TheRedShip
2024-12-21 20:47:53 +01:00
parent 97fb7948f0
commit d92b2ca913
15 changed files with 9 additions and 249 deletions

View File

@ -102,7 +102,7 @@ void Shader::checkCompileErrors(GLuint shader)
}
}
void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
{
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
@ -110,7 +110,7 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
@ -126,7 +126,7 @@ void Shader::drawTriangles(size_t size)
}
void Shader::setVec2f(const std::string &name, const RT::Vec2f &value) const
void Shader::setVec2f(const std::string &name, const glm::vec2 &value) const
{
glUniform2f(glGetUniformLocation(_program, name.c_str()), value[0], value[1]);
}