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Diffstat (limited to 'src/GFX/Binder.cpp')
-rw-r--r--src/GFX/Binder.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/GFX/Binder.cpp b/src/GFX/Binder.cpp
index e8fc559..905ba24 100644
--- a/src/GFX/Binder.cpp
+++ b/src/GFX/Binder.cpp
@@ -10,7 +10,7 @@ BindableMesh Binder::load(const Mesh& mesh) {
         store_indices(mesh.indices().data(), mesh.indices().size());
     }
 
-    int attribute_index = 0;
+    Int attribute_index = 0;
     for (const auto& attribute : mesh.attributes()) {
         store_in_attribute_list(
             attribute_index++,
@@ -25,7 +25,7 @@ BindableMesh Binder::load(const Mesh& mesh) {
     return {vao, mesh.indices().size(), mesh.attributes().size()};
 }
 
-uint32_t Binder::create_vao() {
+U32 Binder::create_vao() {
     GLuint vao;
     glGenVertexArrays(1, &vao);
     glBindVertexArray(vao);
@@ -37,17 +37,17 @@ void Binder::unbind_vao() {
     glBindVertexArray(0);
 }
 
-void Binder::store_indices(const uint32_t* indices, size_t indices_size) {
+void Binder::store_indices(const U32* indices, USize indices_size) {
     GLuint ebo;
     glGenBuffers(1, &ebo);
 
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
-    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_size * sizeof(float), indices, GL_STATIC_DRAW);
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_size * sizeof(U32), indices, GL_STATIC_DRAW);
 }
 
 
-void Binder::store_in_attribute_list(uint32_t attribute, int attribute_size, int type_size, const void* data, long data_size) {
-    assert(type_size == sizeof(float));
+void Binder::store_in_attribute_list(U32 attribute, Int attribute_size, Int type_size, const void* data, long data_size) {
+    assert(type_size == sizeof(F32));
 
     GLuint vbo;
     glGenBuffers(1, &vbo);
@@ -60,23 +60,23 @@ void Binder::store_in_attribute_list(uint32_t attribute, int attribute_size, int
 
 void BindableMesh::bind() const {
     glBindVertexArray(m_vao);
-    for (int i = 0; i < m_attribute_count; i++) {
+    for (Int i = 0; i < m_attribute_count; i++) {
         glEnableVertexAttribArray(i);
     }
 }
 
 void BindableMesh::unbind() const {
     glBindVertexArray(0);
-    for (int i = 0; i < m_attribute_count; i++) {
+    for (Int i = 0; i < m_attribute_count; i++) {
         glDisableVertexAttribArray(i);
     }
 }
 
-bool BindableMesh::has_indices() const {
+Bool BindableMesh::has_indices() const {
     return m_has_indices;
 }
 
-size_t BindableMesh::size() const {
+USize BindableMesh::size() const {
     return m_vertex_count;
 }