mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 14:57:20 +00:00
[client] egl: rename "shader" to "this" for consistancy
This commit is contained in:
parent
4654f317ca
commit
43d08df6b3
@ -33,32 +33,32 @@ struct EGL_Shader
|
||||
GLuint shader;
|
||||
};
|
||||
|
||||
bool egl_shader_init(EGL_Shader ** shader)
|
||||
bool egl_shader_init(EGL_Shader ** this)
|
||||
{
|
||||
*shader = (EGL_Shader *)malloc(sizeof(EGL_Shader));
|
||||
if (!*shader)
|
||||
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
|
||||
if (!*this)
|
||||
{
|
||||
DEBUG_ERROR("Failed to malloc EGL_Shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
memset(*shader, 0, sizeof(EGL_Shader));
|
||||
memset(*this, 0, sizeof(EGL_Shader));
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_free(EGL_Shader ** shader)
|
||||
void egl_shader_free(EGL_Shader ** this)
|
||||
{
|
||||
if (!*shader)
|
||||
if (!*this)
|
||||
return;
|
||||
|
||||
if ((*shader)->hasShader)
|
||||
glDeleteProgram((*shader)->shader);
|
||||
if ((*this)->hasShader)
|
||||
glDeleteProgram((*this)->shader);
|
||||
|
||||
free(*shader);
|
||||
*shader = NULL;
|
||||
free(*this);
|
||||
*this = NULL;
|
||||
}
|
||||
|
||||
bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char * fragment_file)
|
||||
bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
|
||||
{
|
||||
char * vertex_code, * fragment_code;
|
||||
size_t vertex_size, fragment_size;
|
||||
@ -80,18 +80,18 @@ bool egl_shader_load(EGL_Shader * shader, const char * vertex_file, const char *
|
||||
|
||||
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
|
||||
|
||||
bool ret = egl_shader_compile(shader, vertex_code, vertex_size, fragment_code, fragment_size);
|
||||
bool ret = egl_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
|
||||
free(vertex_code);
|
||||
free(fragment_code);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
|
||||
bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
|
||||
{
|
||||
if (shader->hasShader)
|
||||
if (this->hasShader)
|
||||
{
|
||||
glDeleteProgram(shader->shader);
|
||||
shader->hasShader = false;
|
||||
glDeleteProgram(this->shader);
|
||||
this->hasShader = false;
|
||||
}
|
||||
|
||||
GLint length;
|
||||
@ -149,59 +149,59 @@ bool egl_shader_compile(EGL_Shader * shader, const char * vertex_code, size_t ve
|
||||
return false;
|
||||
}
|
||||
|
||||
shader->shader = glCreateProgram();
|
||||
glAttachShader(shader->shader, vertexShader );
|
||||
glAttachShader(shader->shader, fragmentShader);
|
||||
glLinkProgram(shader->shader);
|
||||
this->shader = glCreateProgram();
|
||||
glAttachShader(this->shader, vertexShader );
|
||||
glAttachShader(this->shader, fragmentShader);
|
||||
glLinkProgram(this->shader);
|
||||
|
||||
glGetProgramiv(shader->shader, GL_LINK_STATUS, &result);
|
||||
glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
|
||||
if (result == GL_FALSE)
|
||||
{
|
||||
DEBUG_ERROR("Failed to link shader program");
|
||||
|
||||
int logLength;
|
||||
glGetProgramiv(shader->shader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
char *log = malloc(logLength + 1);
|
||||
glGetProgramInfoLog(shader->shader, logLength, NULL, log);
|
||||
glGetProgramInfoLog(this->shader, logLength, NULL, log);
|
||||
log[logLength] = 0;
|
||||
DEBUG_ERROR("%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glDetachShader(shader->shader, vertexShader );
|
||||
glDetachShader(shader->shader, fragmentShader);
|
||||
glDetachShader(this->shader, vertexShader );
|
||||
glDetachShader(this->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
glDeleteProgram(shader->shader );
|
||||
glDeleteProgram(this->shader );
|
||||
return false;
|
||||
}
|
||||
|
||||
glDetachShader(shader->shader, vertexShader );
|
||||
glDetachShader(shader->shader, fragmentShader);
|
||||
glDetachShader(this->shader, vertexShader );
|
||||
glDetachShader(this->shader, fragmentShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
glDeleteShader(vertexShader );
|
||||
|
||||
shader->hasShader = true;
|
||||
this->hasShader = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_shader_use(EGL_Shader * shader)
|
||||
void egl_shader_use(EGL_Shader * this)
|
||||
{
|
||||
if (shader->hasShader)
|
||||
glUseProgram(shader->shader);
|
||||
if (this->hasShader)
|
||||
glUseProgram(this->shader);
|
||||
else
|
||||
DEBUG_ERROR("Shader program has not been compiled");
|
||||
}
|
||||
|
||||
void egl_shader_associate_textures(EGL_Shader * shader, const int count)
|
||||
void egl_shader_associate_textures(EGL_Shader * this, const int count)
|
||||
{
|
||||
char name[] = "sampler1";
|
||||
glUseProgram(shader->shader);
|
||||
glUseProgram(this->shader);
|
||||
for(int i = 0; i < count; ++i, name[7]++)
|
||||
{
|
||||
GLint loc = glGetUniformLocation(shader->shader, name);
|
||||
GLint loc = glGetUniformLocation(this->shader, name);
|
||||
if (loc == -1)
|
||||
{
|
||||
DEBUG_WARN("Shader uniform location `%s` not found", name);
|
||||
@ -213,7 +213,7 @@ void egl_shader_associate_textures(EGL_Shader * shader, const int count)
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name)
|
||||
GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
|
||||
{
|
||||
return glGetUniformLocation(shader->shader, name);
|
||||
return glGetUniformLocation(this->shader, name);
|
||||
}
|
Loading…
Reference in New Issue
Block a user