Add m_ to member variables.

This commit is contained in:
2021-07-04 19:42:12 +02:00
parent 482b041059
commit 498de84943
39 changed files with 679 additions and 678 deletions

View File

@@ -8,22 +8,22 @@
ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexShaderPath,
const std::string &fragmentShaderPath)
: unique_name(name)
: m_uniqueName(name)
{
std::string vertexShaderSource = parse(vertexShaderPath.c_str());
std::string fragmentShaderSource = parse(fragmentShaderPath.c_str());
shaderProgramId = glCreateProgram();
m_shaderProgramId = glCreateProgram();
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(shaderProgramId, vs);
glAttachShader(shaderProgramId, fs);
glAttachShader(m_shaderProgramId, vs);
glAttachShader(m_shaderProgramId, fs);
glLinkProgram(shaderProgramId);
glLinkProgram(m_shaderProgramId);
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
glGetProgramiv(m_shaderProgramId, GL_LINK_STATUS, &isLinked);
if (!isLinked) {
std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
}
@@ -39,25 +39,25 @@ ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexS
ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexShaderPath,
const std::string &geometryShaderPath, const std::string &fragmentShaderPath)
: unique_name(name)
: m_uniqueName(name)
{
std::string vertexShaderSource = parse(vertexShaderPath.c_str());
std::string geometryShaderSource = parse(geometryShaderPath.c_str());
std::string fragmentShaderSource = parse(fragmentShaderPath.c_str());
shaderProgramId = glCreateProgram();
m_shaderProgramId = glCreateProgram();
GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
GLuint gs = compile(geometryShaderSource, GL_GEOMETRY_SHADER);
GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
glAttachShader(shaderProgramId, vs);
glAttachShader(shaderProgramId, gs);
glAttachShader(shaderProgramId, fs);
glAttachShader(m_shaderProgramId, vs);
glAttachShader(m_shaderProgramId, gs);
glAttachShader(m_shaderProgramId, fs);
glLinkProgram(shaderProgramId);
glLinkProgram(m_shaderProgramId);
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
glGetProgramiv(m_shaderProgramId, GL_LINK_STATUS, &isLinked);
if (!isLinked) {
std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", "
<< fragmentShaderPath << std::endl;
@@ -76,12 +76,12 @@ ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexS
ShaderProgram::~ShaderProgram()
{
glDeleteProgram(shaderProgramId);
glDeleteProgram(m_shaderProgramId);
}
void ShaderProgram::bind()
{
glUseProgram(shaderProgramId);
glUseProgram(m_shaderProgramId);
}
void ShaderProgram::unbind()
@@ -127,11 +127,11 @@ GLuint ShaderProgram::compile(const std::string &shaderSource, GLenum type)
GLint ShaderProgram::retrieveUniformLocation(const std::string &name) const
{
if (uniformLocationCache.find(name) != uniformLocationCache.end())
return uniformLocationCache[name];
if (m_uniformLocationCache.find(name) != m_uniformLocationCache.end())
return m_uniformLocationCache[name];
GLint location = glGetUniformLocation(shaderProgramId, name.c_str());
uniformLocationCache[name] = location;
GLint location = glGetUniformLocation(m_shaderProgramId, name.c_str());
m_uniformLocationCache[name] = location;
return location;
}
@@ -174,10 +174,10 @@ void ShaderProgram::setUniform(const std::string &name, glm::mat4 matrix) const
GLuint ShaderProgram::getShaderProgramId()
{
return shaderProgramId;
return m_shaderProgramId;
}
std::string ShaderProgram::getUniqueName()
const std::string &ShaderProgram::getUniqueName()
{
return unique_name;
return m_uniqueName;
}