Add m_ to member variables.
This commit is contained in:
@@ -3,43 +3,43 @@
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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uint32_t Entity::id_counter = 0;
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uint32_t Entity::s_idCounter = 0;
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Entity::Entity(std::string name, Model *model, ShaderProgram *shaderProgram)
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: unique_name(name), model(model), shaderProgram(shaderProgram)
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Entity::Entity(const std::string &name, Model *model, ShaderProgram *shaderProgram)
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: m_uniqueName(name), m_model(model), m_shaderProgram(shaderProgram)
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{
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id = id_counter++;
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m_id = s_idCounter++;
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}
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void Entity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
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{
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shaderProgram->bind();
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m_shaderProgram->bind();
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glm::mat4 modelViewProj = viewProjMatrix * modelMatrix;
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shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
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shaderProgram->setUniform("u_modelMatrix", modelMatrix);
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glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
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m_shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
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m_shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);
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glm::mat3 normalMatrix = glm::mat3(modelMatrix);
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glm::mat3 normalMatrix = glm::mat3(m_modelMatrix);
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normalMatrix = glm::transpose(glm::inverse(normalMatrix));
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shaderProgram->setUniform("u_normalMatrix", normalMatrix);
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m_shaderProgram->setUniform("u_normalMatrix", normalMatrix);
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shaderProgram->setUniform("u_viewPosition", viewPosition);
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m_shaderProgram->setUniform("u_viewPosition", viewPosition);
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// Draw the model
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model->draw(shaderProgram);
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m_model->draw(m_shaderProgram);
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shaderProgram->unbind();
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m_shaderProgram->unbind();
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}
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void Entity::drawDirectionalShadows(glm::mat4 viewProjMatrix, ShaderProgram *p_shaderProgram)
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{
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p_shaderProgram->bind();
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glm::mat4 modelViewProj = viewProjMatrix * modelMatrix;
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glm::mat4 modelViewProj = viewProjMatrix * m_modelMatrix;
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p_shaderProgram->setUniform("u_modelViewProjMatrix", modelViewProj);
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// Draw the model
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model->drawWithoutTextures();
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m_model->drawWithoutTextures();
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p_shaderProgram->unbind();
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}
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@@ -48,48 +48,48 @@ void Entity::drawPointShadows(ShaderProgram *p_shaderProgram)
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{
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p_shaderProgram->bind();
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p_shaderProgram->setUniform("u_modelMatrix", modelMatrix);
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p_shaderProgram->setUniform("u_modelMatrix", m_modelMatrix);
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// Draw the model
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model->drawWithoutTextures();
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m_model->drawWithoutTextures();
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p_shaderProgram->unbind();
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}
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void Entity::translate(glm::vec3 vector)
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{
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position += vector;
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m_position += vector;
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updateModelMatrix();
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}
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void Entity::rotate(glm::vec3 axis, float radians)
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{
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glm::quat rotation = glm::angleAxis(radians, axis);
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quaternion = rotation * quaternion;
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m_quaternion = rotation * m_quaternion;
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updateModelMatrix();
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}
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void Entity::setPosition(glm::vec3 position)
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{
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this->position = position;
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this->m_position = position;
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updateModelMatrix();
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}
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void Entity::setRotation(glm::vec3 eulerAngles)
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{
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quaternion = glm::quat(eulerAngles);
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m_quaternion = glm::quat(eulerAngles);
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updateModelMatrix();
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}
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void Entity::setRotation(glm::vec3 axis, float radians)
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{
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quaternion = glm::angleAxis(radians, axis);
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m_quaternion = glm::angleAxis(radians, axis);
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updateModelMatrix();
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}
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void Entity::setScale(float scaleFactor)
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{
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modelScale = scaleFactor;
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m_modelScale = scaleFactor;
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updateModelMatrix();
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}
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@@ -99,55 +99,55 @@ void Entity::updateModelMatrix()
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// First scaling, then rotation, then translation
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// Translate
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glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), position);
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glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), m_position);
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// Rotate
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glm::mat4 rotationMatrix = glm::toMat4(quaternion);
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glm::mat4 rotationMatrix = glm::toMat4(m_quaternion);
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// Scale
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glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale, modelScale, modelScale));
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glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(m_modelScale, m_modelScale, m_modelScale));
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modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
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m_modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
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}
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void Entity::setIsLightSource(bool temp)
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{
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isLightSource = temp;
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m_isLightSource = temp;
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}
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void Entity::setId(uint32_t id)
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{
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this->id = id;
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this->m_id = id;
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}
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uint32_t Entity::getId()
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{
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return id;
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return m_id;
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}
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std::string Entity::getUniqueName()
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{
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return unique_name;
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return m_uniqueName;
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}
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glm::vec3 Entity::getPosition()
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{
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return position;
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return m_position;
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}
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glm::mat4 Entity::getModelMatrix()
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{
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return modelMatrix;
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return m_modelMatrix;
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}
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bool Entity::getIsLightSource()
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{
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return isLightSource;
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return m_isLightSource;
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}
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Skybox::Skybox(Model *cubeModel, ShaderProgram *shaderProgram, const char *texturePseudoPath)
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: cubeModel(cubeModel), shaderProgram(shaderProgram), cubeMap(texturePseudoPath),
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vertexArray(cubeModel->getMesh(0)->getVertexArray())
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: m_cubeModel(cubeModel), m_shaderProgram(shaderProgram), m_cubeMap(texturePseudoPath),
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m_vertexArray(cubeModel->getMesh(0)->getVertexArray())
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{
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// Empty
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}
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@@ -160,18 +160,18 @@ void Skybox::draw(glm::mat4 viewMatrix, glm::mat4 projectionMatrix)
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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shaderProgram->bind();
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m_shaderProgram->bind();
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// Delete any translation from the skybox cube
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glm::mat4 viewProjectionMatrix = projectionMatrix * glm::mat4(glm::mat3(viewMatrix));
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shaderProgram->setUniform("u_viewProjectionMatrix", viewProjectionMatrix);
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m_shaderProgram->setUniform("u_viewProjectionMatrix", viewProjectionMatrix);
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cubeMap.bind(shaderProgram);
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cubeModel->getMesh(0)->drawWithoutTextures();
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cubeMap.unbind();
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m_cubeMap.bind(m_shaderProgram);
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m_cubeModel->getMesh(0)->drawWithoutTextures();
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m_cubeMap.unbind();
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shaderProgram->unbind();
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m_shaderProgram->unbind();
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glDepthMask(GL_TRUE);
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// Restore face culling
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