diff options
Diffstat (limited to 'src/states/simulation_state.cpp')
| -rw-r--r-- | src/states/simulation_state.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/src/states/simulation_state.cpp b/src/states/simulation_state.cpp index c925cd7..6a832cd 100644 --- a/src/states/simulation_state.cpp +++ b/src/states/simulation_state.cpp @@ -6,7 +6,6 @@ #include "rendering/shader.h" #include "rendering/texture.h" -#include <iostream> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <GLFW/glfw3.h> @@ -15,7 +14,7 @@ namespace Donut { void SimulationState::on_enter() { - m_camera = std::make_unique<Camera>(45.0f, 1280.0f / 720.0f, 0.1f, 100.0f); + m_camera = create_scope<Camera>(45.0f, 1280.0f / 720.0f, 0.1f, 100.0f); m_camera->set_position({ 0.0f, 0.0f, 3.0f }); m_camera->set_mouse_sensitivity(0.1f); m_camera->set_movement_speed(5.0f); @@ -42,8 +41,8 @@ namespace Donut 4, 5, 1, 1, 0, 4 }; - m_vertex_array = std::shared_ptr<VertexArray>(VertexArray::create()); - m_vertex_buffer = std::shared_ptr<VertexBuffer>(VertexBuffer::create(vertices, sizeof(vertices))); + m_vertex_array = Ref<VertexArray>(VertexArray::create()); + m_vertex_buffer = Ref<VertexBuffer>(VertexBuffer::create(vertices, sizeof(vertices))); VertexBufferLayout layout; layout.push<float>(3); @@ -53,10 +52,10 @@ namespace Donut m_vertex_array->add_vertex_buffer(m_vertex_buffer); - m_index_buffer = std::shared_ptr<IndexBuffer>(IndexBuffer::create(indices, 36)); + m_index_buffer = Ref<IndexBuffer>(IndexBuffer::create(indices, 36)); m_vertex_array->set_index_buffer(m_index_buffer); - m_shader = std::shared_ptr<Shader>(Shader::create("assets/textured.glsl")); + m_shader = Ref<Shader>(Shader::create("assets/textured.glsl")); m_texture = Texture2D::create(256, 256); uint32_t* pixel_data = new uint32_t[256 * 256]; @@ -82,7 +81,7 @@ namespace Donut m_texture->set_data(pixel_data, 256 * 256 * 4); delete[] pixel_data; - m_compute_shader = std::shared_ptr<Shader>(Shader::create("assets/texture_processor.glsl")); + m_compute_shader = Ref<Shader>(Shader::create("assets/texture_processor.glsl")); if (!m_compute_shader) { |
