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@@ -19,23 +19,23 @@ VertexArray::VertexArray(void *vertexData, void *indexData, uint32_t numVertices
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// Position
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, position));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(struct Vertex, position));
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// UV Texture Mapping
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, textureCoords));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(struct Vertex, textureCoords));
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// Normal vectors
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, normalVec));
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(struct Vertex, normalVec));
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// Tangent vectors
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, tangentVec));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(struct Vertex, tangentVec));
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// Bitangent vectors
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) offsetof(struct Vertex, bitangentVec));
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(struct Vertex, bitangentVec));
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// This will also unbind the vertex buffer and index buffer
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glBindVertexArray(0);
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@@ -56,18 +56,19 @@ void VertexArray::unbind()
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glBindVertexArray(0);
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}
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std::vector<Vertex> VertexArray::createVertices(double *vertices, uint32_t numVertices, float *textureCoordinates) {
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std::vector<Vertex> VertexArray::createVertices(double *vertices, uint32_t numVertices, float *textureCoordinates)
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{
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std::vector<Vertex> vertexVec;
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uint32_t i = 0;
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uint32_t k = 0;
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for(; i < numVertices; i+=3) {
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for (; i < numVertices; i += 3) {
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Vertex currentVertex = {};
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currentVertex.position.x = vertices[i];
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currentVertex.position.y = vertices[i+1];
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currentVertex.position.z = vertices[i+2];
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currentVertex.position.y = vertices[i + 1];
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currentVertex.position.z = vertices[i + 2];
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currentVertex.textureCoords.x = textureCoordinates[k];
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currentVertex.textureCoords.y = textureCoordinates[k+1];
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k+=2;
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currentVertex.textureCoords.y = textureCoordinates[k + 1];
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k += 2;
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vertexVec.push_back(currentVertex);
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}
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return vertexVec;
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