diff --git a/.clang-tidy b/.clang-tidy new file mode 100644 index 0000000..8d29205 --- /dev/null +++ b/.clang-tidy @@ -0,0 +1,21 @@ +Checks: '-*,readability-identifier-naming' +CheckOptions: + + - { key: readability-identifier-naming.ClassCase, value: CamelCase } + - { key: readability-identifier-naming.StructCase, value: CamelCase } + + - { key: readability-identifier-naming.FunctionCase, value: lower_case } + - { key: readability-identifier-naming.MemberFunctionCase, value: lower_case } + + - { key: readability-identifier-naming.VariableCase, value: lower_case } + - { key: readability-identifier-naming.GlobalVariableCase, value: lower_case } + - { key: readability-identifier-naming.LocalVariableCase, value: lower_case } + - { key: readability-identifier-naming.StaticVariableCase, value: lower_case } + - { key: readability-identifier-naming.ParameterCase, value: lower_case } + + - { key: readability-identifier-naming.ConstantCase, value: UPPER_CASE } + - { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE } + - { key: readability-identifier-naming.MemberConstantCase, value: UPPER_CASE } + - { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE } + + - { key: readability-identifier-naming.MemberCase, value: lower_case } \ No newline at end of file diff --git a/.gitignore b/.gitignore index 42da7a6..e660240 100644 --- a/.gitignore +++ b/.gitignore @@ -21,6 +21,7 @@ Release/ x64/ x86/ out/ +.cache/ .vs/ .vscode/ .idea/ diff --git a/CMakeLists.txt b/CMakeLists.txt index 0d1e6b8..74fca09 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -4,6 +4,7 @@ project(Cubed LANGUAGES C CXX) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) +set(CMAKE_EXPORT_COMPILE_COMMANDS ON) if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Debug) diff --git a/include/Cubed/camera.hpp b/include/Cubed/camera.hpp index a5f5765..3366821 100644 --- a/include/Cubed/camera.hpp +++ b/include/Cubed/camera.hpp @@ -12,23 +12,23 @@ class Player; class Camera { private: - bool m_firseMouse = true; + bool m_firse_mouse = true; Player* m_player; - float m_lastMouseX, m_lastMouseY; - glm::vec3 m_cameraPos; + float m_last_mouse_x, m_last_mouse_y; + glm::vec3 m_camera_pos; public: Camera(); - void updateMoveCamera(); + void update_move_camera(); - void cameraInit(Player* player); + void camera_init(Player* player); - void updateCursorPositionCamera(double xpos, double ypos); + void update_cursor_position_camera(double xpos, double ypos); - const glm::mat4 getCameraLookAt() const; + const glm::mat4 get_camera_lookat() const; }; diff --git a/include/Cubed/gameplay/player.hpp b/include/Cubed/gameplay/player.hpp index 4b4e7a9..f27f4e7 100644 --- a/include/Cubed/gameplay/player.hpp +++ b/include/Cubed/gameplay/player.hpp @@ -15,7 +15,7 @@ struct MoveState { class Player { private: - bool** m_blockPresent; + bool** m_block_present; float m_yaw; float m_pitch; @@ -24,23 +24,23 @@ private: float m_speed = 0.1f; // player is tow block tall, the pos is the lower pos - glm::vec3 m_playerPos = glm::vec3(0.0f, 5.0f, 0.0f); + glm::vec3 m_player_pos = glm::vec3(0.0f, 5.0f, 0.0f); glm::vec3 m_front = glm::vec3(0, 0, -1); glm::vec3 m_right; - MoveState m_moveState; + MoveState m_move_state; public: Player(); - const glm::vec3& getFront() const; - const glm::vec3& getPlayerPos() const; - const MoveState& getMoveState() const; + const glm::vec3& get_front() const; + const glm::vec3& get_player_pos() const; + const MoveState& get_move_state() const; - void init(bool** blockPresent); - void setPlayerPos(const glm::vec3& pos); - void update(float deltaTime); - void updateFrontVec(float offsetX, float offsetY); - void updatePlayerMoveState(int key, int action); + void init(bool** block_present); + void set_player_pos(const glm::vec3& pos); + void update(float delta_time); + void update_front_vec(float offset_x, float offset_y); + void update_player_move_state(int key, int action); }; \ No newline at end of file diff --git a/include/Cubed/tools/shader_tools.hpp b/include/Cubed/tools/shader_tools.hpp index 5c85e33..004bb73 100644 --- a/include/Cubed/tools/shader_tools.hpp +++ b/include/Cubed/tools/shader_tools.hpp @@ -1,14 +1,12 @@ #pragma once #include -#include -#include -#include -#include #include +#include -void printShaderLog(GLuint shader); -void printProgramInfo(int prog); -bool checkOpenGLError(); -std::string readShaderSource(const char* filePath); -GLuint loadTexture(const char* texImagePath); \ No newline at end of file + +void print_shader_log(GLuint shader); +void print_program_info(int prog); +bool check_opengl_error(); +std::string read_shader_source(const char* file_path); +GLuint load_texture(const char* tex_image_path); \ No newline at end of file diff --git a/src/camera.cpp b/src/camera.cpp index 0ec0421..e49fdc3 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -1,5 +1,3 @@ -#include -#include #include #include #include @@ -8,35 +6,35 @@ Camera::Camera() { } -void Camera::updateMoveCamera() { +void Camera::update_move_camera() { CUBED_ASSERT_MSG(m_player, "nullptr"); - auto pos = m_player->getPlayerPos(); - m_cameraPos = glm::vec3(pos.x, pos.y + 1, pos.z); + auto pos = m_player->get_player_pos(); + m_camera_pos = glm::vec3(pos.x, pos.y + 1, pos.z); } -void Camera::cameraInit(Player* _player) { - m_cameraPos = glm::vec3(0.0f, 2.0f, 0.0f); - m_player = _player; +void Camera::camera_init(Player* player) { + m_camera_pos = glm::vec3(0.0f, 2.0f, 0.0f); + m_player = player; } -void Camera::updateCursorPositionCamera(double xpos, double ypos) { - if (m_firseMouse) { - m_lastMouseX = xpos; - m_lastMouseY = ypos; - m_firseMouse = false; +void Camera::update_cursor_position_camera(double xpos, double ypos) { + if (m_firse_mouse) { + m_last_mouse_x = xpos; + m_last_mouse_y = ypos; + m_firse_mouse = false; } - float offsetX = xpos - m_lastMouseX; - float offsetY = m_lastMouseY - ypos; + float offset_x = xpos - m_last_mouse_x; + float offset_y = m_last_mouse_y - ypos; - m_lastMouseX = xpos; - m_lastMouseY = ypos; + m_last_mouse_x = xpos; + m_last_mouse_y = ypos; CUBED_ASSERT_MSG(m_player, "nullptr"); - m_player->updateFrontVec(offsetX, offsetY); + m_player->update_front_vec(offset_x, offset_y); } -const glm::mat4 Camera::getCameraLookAt() const{ +const glm::mat4 Camera::get_camera_lookat() const{ CUBED_ASSERT_MSG(m_player, "nullptr"); - return glm::lookAt(m_cameraPos, m_cameraPos + m_player->getFront(), glm::vec3(0.0f, 1.0f, 0.0f)); + return glm::lookAt(m_camera_pos, m_camera_pos + m_player->get_front(), glm::vec3(0.0f, 1.0f, 0.0f)); } diff --git a/src/gameplay/player.cpp b/src/gameplay/player.cpp index d5ef788..ebbbb03 100644 --- a/src/gameplay/player.cpp +++ b/src/gameplay/player.cpp @@ -1,111 +1,112 @@ -#include #include -static constexpr int UPDATE_TIME = 0.1f; -static float currentTime = 0.0f; +#include + +static constexpr float UPDATE_TIME = 0.005f; +static float current_time = 0.0f; Player::Player() { } -const glm::vec3& Player::getFront() const { +const glm::vec3& Player::get_front() const { return m_front; } -const glm::vec3& Player::getPlayerPos() const { - return m_playerPos; +const glm::vec3& Player::get_player_pos() const { + return m_player_pos; } -const MoveState& Player::getMoveState() const { - return m_moveState; +const MoveState& Player::get_move_state() const { + return m_move_state; } -void Player::init(bool** blockPresent) { - m_blockPresent = blockPresent; +void Player::init(bool** block_present) { + m_block_present = block_present; } -void Player::setPlayerPos(const glm::vec3& pos) { - m_playerPos = pos; +void Player::set_player_pos(const glm::vec3& pos) { + m_player_pos = pos; } -void Player::update(float deltaTime) { +void Player::update(float delta_time) { - currentTime += deltaTime; - if (currentTime < UPDATE_TIME) { + current_time += delta_time; + if (current_time < UPDATE_TIME) { return; } - currentTime = 0.0f; + current_time = 0.0f; m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f))); - if (m_moveState.forward) { - m_playerPos += glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; + if (m_move_state.forward) { + m_player_pos += glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; } - if (m_moveState.back) { - m_playerPos -= glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; + if (m_move_state.back) { + m_player_pos -= glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed; } - if (m_moveState.left) { - m_playerPos -= glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; + if (m_move_state.left) { + m_player_pos -= glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; } - if (m_moveState.right) { - m_playerPos += glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; + if (m_move_state.right) { + m_player_pos += glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed; } - if (m_moveState.up) { - m_playerPos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; + if (m_move_state.up) { + m_player_pos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; } - if (m_moveState.down) { - m_playerPos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; + if (m_move_state.down) { + m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed; } } -void Player::updatePlayerMoveState(int key, int action) { +void Player::update_player_move_state(int key, int action) { switch(key) { case GLFW_KEY_W: if (action == GLFW_PRESS) { - m_moveState.forward = true; + m_move_state.forward = true; } if (action == GLFW_RELEASE) { - m_moveState.forward = false; + m_move_state.forward = false; } break; case GLFW_KEY_S: if (action == GLFW_PRESS) { - m_moveState.back = true; + m_move_state.back = true; } if (action == GLFW_RELEASE) { - m_moveState.back = false; + m_move_state.back = false; } break; case GLFW_KEY_A: if (action == GLFW_PRESS) { - m_moveState.left = true; + m_move_state.left = true; } if (action == GLFW_RELEASE) { - m_moveState.left = false; + m_move_state.left = false; } break; case GLFW_KEY_D: if (action == GLFW_PRESS) { - m_moveState.right = true; + m_move_state.right = true; } if (action == GLFW_RELEASE) { - m_moveState.right = false; + m_move_state.right = false; } break; case GLFW_KEY_SPACE: if (action == GLFW_PRESS) { - m_moveState.up = true; + m_move_state.up = true; } if (action == GLFW_RELEASE) { - m_moveState.up = false; + m_move_state.up = false; } break; case GLFW_KEY_LEFT_SHIFT: if (action == GLFW_PRESS) { - m_moveState.down = true; + m_move_state.down = true; } if (action == GLFW_RELEASE) { - m_moveState.down = false; + m_move_state.down = false; } break; @@ -113,9 +114,9 @@ void Player::updatePlayerMoveState(int key, int action) { } } -void Player::updateFrontVec(float offsetX, float offsetY) { - m_yaw += offsetX * m_sensitivity; - m_pitch += offsetY * m_sensitivity; +void Player::update_front_vec(float offset_x, float offset_y) { + m_yaw += offset_x * m_sensitivity; + m_pitch += offset_y * m_sensitivity; if (m_pitch > 89.0f) m_pitch = 89.0f; diff --git a/src/main.cpp b/src/main.cpp index 8b1952d..24bc526 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,6 +1,3 @@ -#include -#include -#include #include #include @@ -18,26 +15,25 @@ #include #include -constexpr int numVAOs = 1; -constexpr int numVBOs = 3; -bool blockPresent[WORLD_SIZE_X][WORLD_SIZE_Z] = {false}; -GLuint renderingProgram; -GLuint vao[numVAOs]; -GLuint vbo[numVBOs]; -GLuint mvLoc, projLoc; +constexpr int NUM_VAO = 1; +constexpr int NUM_VBO = 3; +bool block_present[WORLD_SIZE_X][WORLD_SIZE_Z] = {false}; +GLuint rendering_program; +GLuint vao[NUM_VAO]; +GLuint vbo[NUM_VBO]; +GLuint mv_loc, proj_loc; int width ,height; float aspect; -glm::mat4 pMat, vMat, mMat, mvMat; +glm::mat4 p_mat, v_mat, m_mat, mv_mat; float inc = 0.01f; float tf = 0.0f; -double lastTime = 0.0f; -double deltaTime = 0.0f; -glm::mat4 tMat, rMat; +double last_time = 0.0f; +double delta_time = 0.0f; std::vector grass_block_texture(6); Player player; Camera camera; -void setupVertices(void) { - float verticesPos[108] = { +void setup_vertices(void) { + float vertices_pos[108] = { // ===== front (z = +1) ===== -0.5f, -0.5f, 0.5f, // bottom left -0.5f, 0.5f, 0.5f, // top left @@ -93,12 +89,12 @@ void setupVertices(void) { }; - glGenVertexArrays(numVAOs, vao); + glGenVertexArrays(NUM_VAO, vao); glBindVertexArray(vao[0]); - glGenBuffers(numVBOs, vbo); + glGenBuffers(NUM_VBO, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(verticesPos), verticesPos, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_pos), vertices_pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_STATIC_DRAW); @@ -111,67 +107,67 @@ void setupVertices(void) { -GLuint createShaderProgram() { - std::string vShaderStr = readShaderSource("shaders/vShader.glsl"); - std::string fShaderStr = readShaderSource("shaders/fShader.glsl"); - const char *vshaderSource = vShaderStr.c_str(); - const char *fshaderSource = fShaderStr.c_str(); +GLuint create_shader_program() { + std::string v_shader_str = read_shader_source("shaders/vShader.glsl"); + std::string f_shader_str = read_shader_source("shaders/fShader.glsl"); + const char *v_shader_source = v_shader_str.c_str(); + const char *f_shader_source = f_shader_str.c_str(); - GLuint vShader = glCreateShader(GL_VERTEX_SHADER); - GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER); + GLuint v_shader = glCreateShader(GL_VERTEX_SHADER); + GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER); GLint vc, fc; - glShaderSource(vShader, 1, &vshaderSource, NULL); - glShaderSource(fShader, 1, &fshaderSource, NULL); - glCompileShader(vShader); - checkOpenGLError(); - glGetShaderiv(vShader, GL_COMPILE_STATUS, &vc); + glShaderSource(v_shader, 1, &v_shader_source, NULL); + glShaderSource(f_shader, 1, &f_shader_source, NULL); + glCompileShader(v_shader); + check_opengl_error(); + glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc); if (vc != 1) { LOG::error("vertex compilation failed"); - printShaderLog(vShader); + print_shader_log(v_shader); } - glCompileShader(fShader); - checkOpenGLError(); - glGetShaderiv(fShader, GL_COMPILE_STATUS, &fc); + glCompileShader(f_shader); + check_opengl_error(); + glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc); if (fc != 1) { LOG::error("vertex compilation failed"); - printShaderLog(fShader); + print_shader_log(f_shader); } - GLuint vfProgram = glCreateProgram(); - glAttachShader(vfProgram, vShader); - glAttachShader(vfProgram, fShader); - glLinkProgram(vfProgram); + GLuint vf_program = glCreateProgram(); + glAttachShader(vf_program, v_shader); + glAttachShader(vf_program, f_shader); + glLinkProgram(vf_program); GLint linked; - checkOpenGLError(); - glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked); + check_opengl_error(); + glGetProgramiv(vf_program, GL_LINK_STATUS, &linked); if (linked != 1) { LOG::error("linking failed"); - printProgramInfo(vfProgram); + print_program_info(vf_program); } - return vfProgram; + return vf_program; } void init(GLFWwindow* window) { - renderingProgram = createShaderProgram(); + rendering_program = create_shader_program(); - mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix"); - projLoc = glGetUniformLocation(renderingProgram, "proj_matrix"); + mv_loc = glGetUniformLocation(rendering_program, "mv_matrix"); + proj_loc = glGetUniformLocation(rendering_program, "proj_matrix"); - camera.cameraInit(&player); + camera.camera_init(&player); glfwGetFramebufferSize(window, &width, &height); aspect = (float)width / (float)height; glViewport(0, 0, width, height); - pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f); + p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f); - grass_block_texture[0] = loadTexture("assets/texture/block/grass_block/front.png"); - grass_block_texture[1] = loadTexture("assets/texture/block/grass_block/right.png"); - grass_block_texture[2] = loadTexture("assets/texture/block/grass_block/back.png"); - grass_block_texture[3] = loadTexture("assets/texture/block/grass_block/left.png"); - grass_block_texture[4] = loadTexture("assets/texture/block/grass_block/top.png"); - grass_block_texture[5] = loadTexture("assets/texture/block/grass_block/base.png"); + grass_block_texture[0] = load_texture("assets/texture/block/grass_block/front.png"); + grass_block_texture[1] = load_texture("assets/texture/block/grass_block/right.png"); + grass_block_texture[2] = load_texture("assets/texture/block/grass_block/back.png"); + grass_block_texture[3] = load_texture("assets/texture/block/grass_block/left.png"); + grass_block_texture[4] = load_texture("assets/texture/block/grass_block/top.png"); + grass_block_texture[5] = load_texture("assets/texture/block/grass_block/base.png"); for (int i = 0; i < 6; i++) { glBindTexture(GL_TEXTURE_2D, grass_block_texture[i]); @@ -183,35 +179,35 @@ void init(GLFWwindow* window) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); - setupVertices(); + setup_vertices(); } -void window_reshape_callback(GLFWwindow* window, int newWidth, int newHeight) { +void window_reshape_callback(GLFWwindow* window, int new_width, int new_height) { glfwGetFramebufferSize(window, &width, &height); aspect = (float)width / (float)height; glViewport(0, 0, width, height); - pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f); + p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f); } void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) { - camera.updateCursorPositionCamera(xpos, ypos); + camera.update_cursor_position_camera(xpos, ypos); } -void display(GLFWwindow* window, double currentTime) { - deltaTime = currentTime - lastTime; - lastTime = currentTime; - player.update(deltaTime); - camera.updateMoveCamera(); +void display(GLFWwindow* window, double current_time) { + delta_time = current_time - last_time; + last_time = current_time; + player.update(delta_time); + camera.update_move_camera(); for (int i = 0; i < WORLD_SIZE_X; i++) { for (int j = 0; j < WORLD_SIZE_Z; j++) { - blockPresent[i][j] = true; + block_present[i][j] = true; } } @@ -219,7 +215,7 @@ void display(GLFWwindow* window, double currentTime) { glClear(GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT); - glUseProgram(renderingProgram); + glUseProgram(rendering_program); glBindVertexArray(vao[0]); @@ -238,30 +234,30 @@ void display(GLFWwindow* window, double currentTime) { int wx = x - WORLD_SIZE_X / 2; int wz = z - WORLD_SIZE_Z / 2; - mMat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz)); - vMat = camera.getCameraLookAt(); - mvMat = vMat * mMat; - glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat)); - glUniformMatrix4fv(projLoc, 1 ,GL_FALSE, glm::value_ptr(pMat)); + m_mat = glm::translate(glm::mat4(1.0f), glm::vec3((float)wx, 0.0f, (float)wz)); + v_mat = camera.get_camera_lookat(); + mv_mat = v_mat * m_mat; + glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat)); + glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat)); - bool drawFace[6] = {true, true, true, true, true, true}; + bool draw_face[6] = {true, true, true, true, true, true}; - if (z < WORLD_SIZE_Z - 1&& blockPresent[x][z + 1]) { - drawFace[0] = false; + if (z < WORLD_SIZE_Z - 1&& block_present[x][z + 1]) { + draw_face[0] = false; } - if (x < WORLD_SIZE_X - 1 && blockPresent[x + 1][z]) { - drawFace[1] = false; + if (x < WORLD_SIZE_X - 1 && block_present[x + 1][z]) { + draw_face[1] = false; } - if (z > 0 && blockPresent[x][z - 1]) { - drawFace[2] = false; + if (z > 0 && block_present[x][z - 1]) { + draw_face[2] = false; } - if (x > 0 && blockPresent[x - 1][z]) { - drawFace[3] = false; + if (x > 0 && block_present[x - 1][z]) { + draw_face[3] = false; } for (int face = 0; face < 6; face++) { - if (!drawFace[face]) { + if (!draw_face[face]) { continue; } glBindTexture(GL_TEXTURE_2D, grass_block_texture[face]); @@ -292,7 +288,7 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod } - player.updatePlayerMoveState(key, action); + player.update_player_move_state(key, action); } diff --git a/src/tools/shader_tools.cpp b/src/tools/shader_tools.cpp index d3acd6d..b8f760e 100644 --- a/src/tools/shader_tools.cpp +++ b/src/tools/shader_tools.cpp @@ -1,16 +1,18 @@ +#include + #include #include -void printShaderLog(GLuint shader) { +void print_shader_log(GLuint shader) { int len = 0; - int chWritten = 0; + int ch_written = 0; char *log; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); if (len > 0) { log = (char*)malloc(len); - glGetShaderInfoLog(shader, len, &chWritten, log); + glGetShaderInfoLog(shader, len, &ch_written, log); LOG::info("Shader Info Log: {}", log); free(log); } @@ -18,55 +20,55 @@ void printShaderLog(GLuint shader) { } -void printProgramInfo(int prog) { +void print_program_info(int prog) { int len = 0; - int chWritten = 0; + int ch_written = 0; char *log; glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len); if (len > 0) { log = (char*)malloc(len); - glGetProgramInfoLog(prog, len, &chWritten, log); + glGetProgramInfoLog(prog, len, &ch_written, log); LOG::info("Program Info Log: {}", log); free(log); } } -bool checkOpenGLError() { - bool foundError = false; - int glErr = glGetError(); - while (glErr != GL_NO_ERROR) { - LOG::error("glEorr: {}", glErr); - foundError = true; - glErr = glGetError(); +bool check_opengl_error() { + bool found_error = false; + int gl_err = glGetError(); + while (gl_err != GL_NO_ERROR) { + LOG::error("glEorr: {}", gl_err); + found_error = true; + gl_err = glGetError(); } - return foundError; + return found_error; } -std::string readShaderSource(const char* filePath) { +std::string read_shader_source(const char* file_path) { std::string content; - std::ifstream fileStream(filePath, std::ios::in); + std::ifstream file_stream(file_path, std::ios::in); - if (!fileStream.is_open()) { + if (!file_stream.is_open()) { LOG::error("file not exist"); } std::string line = ""; - while (!fileStream.eof()) { + while (!file_stream.eof()) { - getline(fileStream, line); + getline(file_stream, line); content.append(line + "\n"); } - fileStream.close(); + file_stream.close(); return content; } -GLuint loadTexture(const char* texImagePath) { - GLuint textureID; - textureID = SOIL_load_OGL_texture(texImagePath, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); - if (textureID == 0) { +GLuint load_texture(const char* tex_image_path) { + GLuint texture_id; + texture_id = SOIL_load_OGL_texture(tex_image_path, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); + if (texture_id == 0) { LOG::error("could not find texture file"); } - return textureID; + return texture_id; } \ No newline at end of file