Apply const correctness to project
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@@ -29,13 +29,13 @@ public:
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Game(i32 width, i32 height);
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~Game();
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void init(Dengine::AssetManager *assetManager);
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void init(Dengine::AssetManager *const assetManager);
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void processInput(f32 dt);
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void update(f32 dt);
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void processInput(const f32 dt);
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void update(const f32 dt);
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void render();
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private:
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Dengine::Shader *shader;
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const Dengine::Shader *shader;
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Dengine::Sprite player;
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};
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}
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@@ -19,13 +19,14 @@ public:
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~AssetManager();
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/* Texture */
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Texture *getTexture(std::string name);
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i32 loadTextureImage(std::string path, std::string name);
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const Texture *getTexture(const std::string name);
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const i32 loadTextureImage(const std::string path, const std::string name);
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/* Shaders */
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Shader *getShader(std::string name);
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i32 loadShaderFiles(std::string vertexPath, std::string fragmentPath,
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std::string name);
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const Shader *getShader(const std::string name);
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const i32 loadShaderFiles(const std::string vertexPath,
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const std::string fragmentPath,
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const std::string name);
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private:
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std::map<std::string, Texture> mTextures;
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@@ -17,7 +17,7 @@ public:
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i32 loadProgram(GLuint vertexShader, GLuint fragmentShader);
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void use();
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void use() const;
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};
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}
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@@ -13,12 +13,12 @@ public:
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Sprite();
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~Sprite();
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b32 loadSprite(Texture *tex, glm::vec2 pos);
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const b32 loadSprite(const Texture *tex, const glm::vec2 pos);
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void render(Shader *shader);
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void render(const Shader *shader) const;
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private:
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glm::vec2 pos;
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Texture *tex;
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const Texture *tex;
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GLuint vbo;
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GLuint vao;
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};
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@@ -9,35 +9,42 @@ namespace Dengine
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class Texture
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{
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public:
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// Holds the ID of the texture object, used for all texture operations to
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// reference to this particlar texture
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GLuint mId;
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// Texture image dimensions
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GLuint mWidth;
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GLuint mHeight;
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// Texture Format
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GLuint mInternalFormat; // Format of texture object
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GLuint mImageFormat; // Format of loaded image
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// Texture configuration
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GLuint mWrapS; // Wrapping mode on S axis
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GLuint mWrapT; // Wrapping mode on T axis
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// Filtering mode if texture pixels < screen pixels
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GLuint mFilterMinification;
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// Filtering mode if texture pixels > screen pixels
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GLuint mFilterMagnification;
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// Constructor (sets default texture modes)
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Texture();
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// Generates texture from image data
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void generate(GLuint width, GLuint height, unsigned char *data);
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void generate(const GLuint width, const GLuint height,
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const u8 *const image);
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// Binds the texture as the current active GL_TEXTURE_2D texture object
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void bind() const;
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inline const GLuint getWidth() const { return this->width; }
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inline const GLuint getHeight() const { return this->height; }
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inline const GLuint getID() const { return this->id; }
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private:
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// Holds the ID of the texture object, used for all texture operations to
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// reference to this particlar texture
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GLuint id;
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// Texture image dimensions
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GLuint width;
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GLuint height;
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// Texture Format
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GLuint internalFormat; // Format of texture object
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GLuint imageFormat; // Format of loaded image
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// Texture configuration
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GLuint wrapS; // Wrapping mode on S axis
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GLuint wrapT; // Wrapping mode on T axis
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// Filtering mode if texture pixels < screen pixels
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GLuint filterMinification;
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// Filtering mode if texture pixels > screen pixels
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GLuint filterMagnification;
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};
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}
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#endif
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