Add .clang-format and .gitignore
This commit is contained in:
51
src/shader.c
51
src/shader.c
@@ -5,47 +5,34 @@
|
||||
#include <stdio.h>
|
||||
#endif
|
||||
|
||||
void destroy_shader( unsigned int shader )
|
||||
{
|
||||
return glDeleteProgram( shader );
|
||||
}
|
||||
void destroy_shader(unsigned int shader) { return glDeleteProgram(shader); }
|
||||
|
||||
unsigned int create_shader( void )
|
||||
{
|
||||
return glCreateProgram();
|
||||
}
|
||||
unsigned int create_shader(void) { return glCreateProgram(); }
|
||||
|
||||
void use_shader( unsigned int program )
|
||||
{
|
||||
return glUseProgram( program );
|
||||
}
|
||||
void use_shader(unsigned int program) { return glUseProgram(program); }
|
||||
|
||||
unsigned char load_program_to_shader( unsigned int program, const char * src,
|
||||
unsigned int i )
|
||||
unsigned char load_program_to_shader(
|
||||
unsigned int program, const char *src, unsigned int i)
|
||||
{
|
||||
int shader, status;
|
||||
unsigned int type[] =
|
||||
{
|
||||
[VERTEX]=GL_VERTEX_SHADER,
|
||||
[FRAGMENT]=GL_FRAGMENT_SHADER
|
||||
};
|
||||
unsigned int type[] = {
|
||||
[VERTEX] = GL_VERTEX_SHADER, [FRAGMENT] = GL_FRAGMENT_SHADER};
|
||||
|
||||
|
||||
if( !src )
|
||||
if (!src)
|
||||
return 0;
|
||||
|
||||
shader = glCreateShader(type[i]);
|
||||
glShaderSource( shader, 1, (const GLchar **)&src, ((void*)0 ));
|
||||
glShaderSource(shader, 1, (const GLchar **)&src, ((void *)0));
|
||||
glCompileShader(shader);
|
||||
|
||||
glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
|
||||
if( !status )
|
||||
if (!status)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
char log[256];
|
||||
glGetShaderInfoLog( shader, 256, NULL, log );
|
||||
printf( "%s", log );
|
||||
glGetShaderInfoLog(shader, 256, NULL, log);
|
||||
printf("%s", log);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -56,14 +43,14 @@ unsigned char load_program_to_shader( unsigned int program, const char * src,
|
||||
return 1;
|
||||
}
|
||||
|
||||
void load_float_to_shader( unsigned int program, char * var, float f )
|
||||
void load_float_to_shader(unsigned int program, char *var, float f)
|
||||
{
|
||||
glUseProgram( program );
|
||||
glUniform1f( glGetUniformLocation( program, var ), f );
|
||||
glUseProgram(program);
|
||||
glUniform1f(glGetUniformLocation(program, var), f);
|
||||
}
|
||||
|
||||
void load_mat4_to_shader( unsigned int program, char * var, float * mat )
|
||||
void load_mat4_to_shader(unsigned int program, char *var, float *mat)
|
||||
{
|
||||
glUseProgram( program );
|
||||
glUniformMatrix4fv( glGetUniformLocation( program, var ), 1, 0, mat );
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, var), 1, 0, mat);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user