Stop passing camera to create_graphics_pipeline
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parent
cdb75019d2
commit
deed9a42af
10
src/main.cc
10
src/main.cc
@ -113,7 +113,7 @@ struct App {
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int init (App &app);
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void create_vertex_spec (Model &model, const std::vector<GLfloat> &vertices, const std::vector<GLuint> &indices);
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void create_graphics_pipeline (Model &model, Camera &camera, const char *vs_file, const char *fs_file);
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void create_graphics_pipeline (Model &model, const char *vs_file, const char *fs_file);
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void run_main_loop (App &app);
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void cleanup (App &app);
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void render_model (const Model &model, const Camera &camera);
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@ -179,9 +179,9 @@ int main() {
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create_vertex_spec(app.plane, plane_vertices, plane_indices);
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create_vertex_spec(app.floor, floor_vertices, floor_indices);
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// Setup graphics pipeline. At the very minimum creating vertex and fragment shaders
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create_graphics_pipeline(app.plane, app.camera, "shaders/vert.glsl", "shaders/frag.glsl");
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create_graphics_pipeline(app.floor, app.camera, "shaders/vert.glsl", "shaders/frag.glsl");
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// Setup graphics pipeline
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create_graphics_pipeline(app.plane, "shaders/vert.glsl", "shaders/frag.glsl");
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create_graphics_pipeline(app.floor, "shaders/vert.glsl", "shaders/frag.glsl");
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run_main_loop(app);
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@ -307,7 +307,7 @@ void create_vertex_spec(Model &model, const std::vector<GLfloat> &vertices, cons
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model.mesh.vertices_count = indices.size();
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}
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void create_graphics_pipeline(Model &model, Camera &camera, const char *vs_file, const char *fs_file) {
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void create_graphics_pipeline(Model &model, const char *vs_file, const char *fs_file) {
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const std::string vs_source = load_shader(vs_file);
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const std::string fs_source = load_shader(fs_file);
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