[client] egl: refactor to use project naming standard

This commit is contained in:
Geoffrey McRae
2021-08-08 17:16:10 +10:00
parent f4a925a750
commit 266ad27998
23 changed files with 292 additions and 283 deletions

View File

@@ -32,7 +32,7 @@ struct EGL_Shader
GLuint shader;
};
bool egl_shader_init(EGL_Shader ** this)
bool egl_shaderInit(EGL_Shader ** this)
{
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
if (!*this)
@@ -45,7 +45,7 @@ bool egl_shader_init(EGL_Shader ** this)
return true;
}
void egl_shader_free(EGL_Shader ** this)
void egl_shaderFree(EGL_Shader ** this)
{
if (!*this)
return;
@@ -57,7 +57,7 @@ void egl_shader_free(EGL_Shader ** this)
*this = NULL;
}
bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
{
char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size;
@@ -79,13 +79,14 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
bool ret = egl_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size);
free(vertex_code);
free(fragment_code);
return ret;
}
bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size)
{
if (this->hasShader)
{
@@ -186,7 +187,7 @@ bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vert
return true;
}
void egl_shader_use(EGL_Shader * this)
void egl_shaderUse(EGL_Shader * this)
{
if (this->hasShader)
glUseProgram(this->shader);
@@ -194,7 +195,7 @@ void egl_shader_use(EGL_Shader * this)
DEBUG_ERROR("Shader program has not been compiled");
}
void egl_shader_associate_textures(EGL_Shader * this, const int count)
void egl_shaderAssocTextures(EGL_Shader * this, const int count)
{
char name[] = "sampler1";
glUseProgram(this->shader);
@@ -212,7 +213,7 @@ void egl_shader_associate_textures(EGL_Shader * this, const int count)
glUseProgram(0);
}
GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
GLint egl_shaderGetUniform(EGL_Shader * this, const char * name)
{
if (!this->shader)
{