diff --git a/client/renderers/egl_shader.c b/client/renderers/egl_shader.c index 483c1c31..ab45670c 100644 --- a/client/renderers/egl_shader.c +++ b/client/renderers/egl_shader.c @@ -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); } \ No newline at end of file