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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 17:34:55 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 18:38:46 +0000
commit9c1fee14b25ad552ef36f9f08ff93bd3f02597e1 (patch)
treea22dc81abf4f03285a9ae9fe713db84bfede7013
parentAdd geometry shader support to build system (diff)
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Rename setView to setViewProjection to avoid ambiguity
-rw-r--r--gfx/gl/sceneShader.cpp6
-rw-r--r--gfx/gl/sceneShader.h4
-rw-r--r--ui/sceneRenderer.cpp2
3 files changed, 6 insertions, 6 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index bec6553..b20b1db 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -17,15 +17,15 @@ SceneShader::SceneShader() :
}
void
-SceneShader::setView(glm::mat4 proj) const
+SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
{
for (const auto & prog : std::array<const SceneProgram *, 4> {&basic, &water, &landmass, &absolute}) {
- prog->setView(proj);
+ prog->setViewProjection(viewProjection);
}
}
void
-SceneShader::SceneProgram::setView(const glm::mat4 & viewProjection) const
+SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index 2951e85..8094e0a 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -12,7 +12,7 @@ class SceneShader {
{
}
- void setView(const glm::mat4 &) const;
+ void setViewProjection(const glm::mat4 &) const;
private:
RequiredUniformLocation viewProjectionLoc;
@@ -51,5 +51,5 @@ public:
WaterProgram water;
AbsolutePosProgram landmass, absolute;
- void setView(glm::mat4 proj) const;
+ void setViewProjection(const glm::mat4 & viewProjection) const;
};
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp
index 2202906..ffcc8e3 100644
--- a/ui/sceneRenderer.cpp
+++ b/ui/sceneRenderer.cpp
@@ -51,7 +51,7 @@ SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
void
SceneRenderer::render(const SceneProvider & scene) const
{
- shader.setView(camera.GetViewProjection());
+ shader.setViewProjection(camera.GetViewProjection());
glViewport(0, 0, size.x, size.y);
// Geometry pass