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Diffstat (limited to 'themes/LeafParticleRender.cpp')
-rw-r--r--themes/LeafParticleRender.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/themes/LeafParticleRender.cpp b/themes/LeafParticleRender.cpp
index 3ab46a0..0c6fbca 100644
--- a/themes/LeafParticleRender.cpp
+++ b/themes/LeafParticleRender.cpp
@@ -9,7 +9,7 @@ const i32 verticesPerLeaf = 6;
const f32 leafRadius = 3.f;
const i32 fallChanceMax = 100;
-inline void updateLeaf(Renderer2dVertex* vertices, Vector2 position, Vector4 color, f32 scale) {
+inline void updateLeaf(Vertex2D* vertices, Vector2 position, Vector4 color, f32 scale) {
f32 radius = scale * leafRadius;
Vector2 bottomLeft = Vector2(-radius, -radius) + position;
Vector2 bottomRight = Vector2(radius, -radius) + position;
@@ -31,7 +31,7 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) {
numVertices = ld.numLeaves * verticesPerLeaf;
updateData = new LeafParticleUpdateData[numLeaves];
- vertices = new Renderer2dVertex[numVertices];
+ vertices = new Vertex2D[numVertices];
for (i32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) {
i32 randomBranch = randomIntBetween(0, lr->numBranches);
@@ -50,17 +50,17 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) {
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Renderer2dVertex), &vertices[0], GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex2D), &vertices[0], GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(renderer->attributes.position);
- glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)0);
+ glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)0);
glEnableVertexAttribArray(renderer->attributes.color);
- glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color));
+ glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)offsetof(Vertex2D, color));
for (i32 idx = 0; idx < 4; idx++) {
glEnableVertexAttribArray(renderer->attributes.vMatrix + idx);
- glVertexAttribPointer(renderer->attributes.vMatrix + idx, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)(offsetof(Renderer2dVertex, vMatrix) + (idx * 16)));
+ glVertexAttribPointer(renderer->attributes.vMatrix + idx, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)(offsetof(Vertex2D, vMatrix) + (idx * 16)));
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -150,7 +150,7 @@ void LeafParticleRender::render(Renderer2d *renderer) {
setShaderMat4(renderer->uniforms.model, model);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Renderer2dVertex), &vertices[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Vertex2D), &vertices[0]);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, numVertices);