hachem.wtf
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Diffstat (limited to 'src/states/simulation_state.cpp')
-rw-r--r--src/states/simulation_state.cpp13
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)
{