Commit b4bd3144 authored by Anakin's avatar Anakin
Browse files

clean up code

parent 2524971d
......@@ -3,7 +3,6 @@
#include <list>
#include <fstream>
#include <string>
#include <gl\glew.h>
#include <glm\gtc\matrix_transform.hpp>
enum Mtyp {
......@@ -22,16 +21,16 @@ struct ChunkHeader {
};
struct Modl {
std::string name;
std::string parent;
Mtyp type;
std::uint32_t renderFlags;
glm::mat4 m4x4Translation;
std::string texture;
float* vertex;
float* uv;
std::uint32_t* mesh;
std::uint32_t meshSize;
std::string name = "";
std::string parent = "";
Mtyp type = null;
std::int32_t renderFlags = -1;
glm::mat4 m4x4Translation = glm::mat4(1.0f);
std::string texture = "";
float* vertex = nullptr;
float* uv = nullptr;
std::uint32_t* mesh = nullptr;
std::uint32_t meshSize = 0;
};
......@@ -49,7 +48,6 @@ private:
private:
void setModlDefault(Modl* model);
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
......
#pragma once
#include <string>
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <glm\glm.hpp>
#include <vector>
#include "Object.h"
#include "Texture.h"
#include <vector>
#define VERTEX_INDEX_XYZ 0
#define VERTEX_INDEX_UV 1
......
#include "Object.h"
#include <iostream>
#define PI (4.0*atan(1.0))
......@@ -72,20 +74,6 @@ Object::~Object()
/////////////////////////////////////////////////////////////////////////
// private functions
void Object::setModlDefault(Modl * model)
{
model->name = "";
model->parent = "";
model->type = null;
model->renderFlags = -1;
model->m4x4Translation = glm::mat4(1.0f);
model->texture = "";
model->vertex = NULL;
model->uv = NULL;
model->mesh = NULL;
model->meshSize = 0;
}
void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
{
// jump to first chunk
......@@ -170,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
if (!strcmp("MODL", (*it)->name))
{
Modl* tempModl = new Modl;
setModlDefault(tempModl);
// get all subchunks
std::list<ChunkHeader*> tempChunks;
......
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <Windows.h>
#include "OpenGLController.h"
#include "callback.h"
#include <glm\gtc\matrix_transform.hpp>
#include "shader.hpp"
#include "Texture.h"
#include <iostream>
#include <Windows.h>
#include <string>
#include <glm\gtc\matrix_transform.hpp>
#define VERTEX_SHADER "Shader/TextureShader.vert"
#define FRAGMENT_SHADER "Shader/TextureShader.frag"
#define MAX_MODEL_COUNT 1000
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
......@@ -282,7 +279,7 @@ void OpenGLController::updateScene()
int instanceOffset(0);
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
// give texture to the shader
glTexImage2D(GL_TEXTURE_2D,
......
#include "Texture.h"
#include <iostream>
#include <fstream>
#include <Windows.h>
TextureTGA::TextureTGA(const char * filePath)
{
......
//#include "callback.h"
#include <gl\glew.h>
#include <gl\glfw3.h>
#include "OpenGLController.h"
......
......@@ -3,9 +3,6 @@
#endif // DEBUG
#include "OpenGLController.h"
#include "Object.h"
#include <iostream>
#include <Windows.h>
int main(int argc, char** argv)
{
......
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