diff --git a/examples/OpenGLAppExample/Source/MainComponent.cpp b/examples/OpenGLAppExample/Source/MainComponent.cpp index e10ea6c8d2..09bc837e4d 100644 --- a/examples/OpenGLAppExample/Source/MainComponent.cpp +++ b/examples/OpenGLAppExample/Source/MainComponent.cpp @@ -187,12 +187,12 @@ private: // This class just manages the attributes that the shaders use. struct Attributes { - Attributes (OpenGLContext& openGLContext, OpenGLShaderProgram& shader) + Attributes (OpenGLContext& openGLContext, OpenGLShaderProgram& shaderProgram) { - position = createAttribute (openGLContext, shader, "position"); - normal = createAttribute (openGLContext, shader, "normal"); - sourceColour = createAttribute (openGLContext, shader, "sourceColour"); - texureCoordIn = createAttribute (openGLContext, shader, "texureCoordIn"); + position = createAttribute (openGLContext, shaderProgram, "position"); + normal = createAttribute (openGLContext, shaderProgram, "normal"); + sourceColour = createAttribute (openGLContext, shaderProgram, "sourceColour"); + texureCoordIn = createAttribute (openGLContext, shaderProgram, "texureCoordIn"); } void enable (OpenGLContext& openGLContext) @@ -248,23 +248,23 @@ private: // This class just manages the uniform values that the demo shaders use. struct Uniforms { - Uniforms (OpenGLContext& openGLContext, OpenGLShaderProgram& shader) + Uniforms (OpenGLContext& openGLContext, OpenGLShaderProgram& shaderProgram) { - projectionMatrix = createUniform (openGLContext, shader, "projectionMatrix"); - viewMatrix = createUniform (openGLContext, shader, "viewMatrix"); + projectionMatrix = createUniform (openGLContext, shaderProgram, "projectionMatrix"); + viewMatrix = createUniform (openGLContext, shaderProgram, "viewMatrix"); } ScopedPointer projectionMatrix, viewMatrix; private: static OpenGLShaderProgram::Uniform* createUniform (OpenGLContext& openGLContext, - OpenGLShaderProgram& shader, + OpenGLShaderProgram& shaderProgram, const char* uniformName) { - if (openGLContext.extensions.glGetUniformLocation (shader.getProgramID(), uniformName) < 0) + if (openGLContext.extensions.glGetUniformLocation (shaderProgram.getProgramID(), uniformName) < 0) return nullptr; - return new OpenGLShaderProgram::Uniform (shader, uniformName); + return new OpenGLShaderProgram::Uniform (shaderProgram, uniformName); } }; @@ -282,39 +282,41 @@ private: } - void draw (OpenGLContext& openGLContext, Attributes& attributes) + void draw (OpenGLContext& openGLContext, Attributes& glAttributes) { for (int i = 0; i < vertexBuffers.size(); ++i) { VertexBuffer& vertexBuffer = *vertexBuffers.getUnchecked (i); vertexBuffer.bind(); - attributes.enable (openGLContext); + glAttributes.enable (openGLContext); glDrawElements (GL_TRIANGLES, vertexBuffer.numIndices, GL_UNSIGNED_INT, 0); - attributes.disable (openGLContext); + glAttributes.disable (openGLContext); } } private: struct VertexBuffer { - VertexBuffer (OpenGLContext& context, WavefrontObjFile::Shape& shape) : openGLContext (context) + VertexBuffer (OpenGLContext& context, WavefrontObjFile::Shape& aShape) : openGLContext (context) { - numIndices = shape.mesh.indices.size(); + numIndices = aShape.mesh.indices.size(); openGLContext.extensions.glGenBuffers (1, &vertexBuffer); openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer); Array vertices; - createVertexListFromMesh (shape.mesh, vertices, Colours::green); + createVertexListFromMesh (aShape.mesh, vertices, Colours::green); - openGLContext.extensions.glBufferData (GL_ARRAY_BUFFER, vertices.size() * sizeof (Vertex), + openGLContext.extensions.glBufferData (GL_ARRAY_BUFFER, + static_cast (static_cast (vertices.size()) * sizeof (Vertex)), vertices.getRawDataPointer(), GL_STATIC_DRAW); openGLContext.extensions.glGenBuffers (1, &indexBuffer); openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer); - openGLContext.extensions.glBufferData (GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof (juce::uint32), - shape.mesh.indices.getRawDataPointer(), GL_STATIC_DRAW); + openGLContext.extensions.glBufferData (GL_ELEMENT_ARRAY_BUFFER, + static_cast (static_cast (numIndices) * sizeof (juce::uint32)), + aShape.mesh.indices.getRawDataPointer(), GL_STATIC_DRAW); } ~VertexBuffer()