Complete reformatting of the code following the KDE Frameworks formatting style

This commit is contained in:
2020-10-16 11:50:41 +02:00
parent 5b8060d9b8
commit 23e5f549ca
29 changed files with 694 additions and 579 deletions

View File

@@ -5,8 +5,8 @@
#include "ShaderProgram.h"
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* fragmentShaderPath) {
ShaderProgram::ShaderProgram(const char *vertexShaderPath, const char *fragmentShaderPath)
{
std::string vertexShaderSource = parse(vertexShaderPath);
std::string fragmentShaderSource = parse(fragmentShaderPath);
@@ -21,20 +21,21 @@ ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* fragmentS
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
if (!isLinked) {
std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
}
#ifdef _RELEASE
#ifdef _RELEASE
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
#endif
#endif
}
ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* geometryShaderPath, const char* fragmentShaderPath) {
ShaderProgram::ShaderProgram(const char *vertexShaderPath, const char *geometryShaderPath, const char *fragmentShaderPath)
{
std::string vertexShaderSource = parse(vertexShaderPath);
std::string geometryShaderSource = parse(geometryShaderPath);
std::string fragmentShaderSource = parse(fragmentShaderPath);
@@ -52,9 +53,11 @@ ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* geometryS
GLint isLinked = 0;
glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
if(!isLinked) std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", " << fragmentShaderPath << std::endl;
if (!isLinked) {
std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", " << fragmentShaderPath << std::endl;
}
#ifdef _RELEASE
#ifdef _RELEASE
glDetachShader(program, vs);
glDetachShader(program, gs);
glDetachShader(program, fs);
@@ -62,26 +65,29 @@ ShaderProgram::ShaderProgram(const char* vertexShaderPath, const char* geometryS
glDeleteShader(vs);
glDeleteShader(gs);
glDeleteShader(fs);
#endif
#endif
}
ShaderProgram::~ShaderProgram() {
ShaderProgram::~ShaderProgram()
{
glDeleteProgram(shaderProgramId);
}
void ShaderProgram::bind() {
void ShaderProgram::bind()
{
glUseProgram(shaderProgramId);
}
void ShaderProgram::unbind() {
void ShaderProgram::unbind()
{
glUseProgram(0);
}
std::string ShaderProgram::parse(const char* filename) {
FILE* file;
std::string ShaderProgram::parse(const char *filename)
{
FILE *file;
file = fopen(filename, "rb");
if(!file) {
if (!file) {
std::cout << "Shader " << filename << " not found!" << std::endl;
exit(-1);
}
@@ -98,18 +104,19 @@ std::string ShaderProgram::parse(const char* filename) {
return contents;
}
GLuint ShaderProgram::compile(std::string shaderSource, GLenum type) {
GLuint ShaderProgram::compile(std::string shaderSource, GLenum type)
{
GLuint shaderId = glCreateShader(type);
const char* src = shaderSource.c_str();
const char *src = shaderSource.c_str();
glShaderSource(shaderId, 1, &src, 0);
glCompileShader(shaderId);
int result;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
if(result != GL_TRUE) {
if (result != GL_TRUE) {
int length;
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &length);
char* message = new char[length];
char *message = new char[length];
glGetShaderInfoLog(shaderId, length, &length, message);
std::cout << "Shader compile error: " << message << std::endl;
delete[] message;
@@ -118,32 +125,38 @@ GLuint ShaderProgram::compile(std::string shaderSource, GLenum type) {
return shaderId;
}
void ShaderProgram::setUniform(const char *name, bool value) const {
void ShaderProgram::setUniform(const char *name, bool value) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniform1i(location, (int)value);
}
void ShaderProgram::setUniform(const char *name, int value) const {
void ShaderProgram::setUniform(const char *name, int value) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniform1i(location, value);
}
void ShaderProgram::setUniform(const char *name, float value) const {
void ShaderProgram::setUniform(const char *name, float value) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniform1f(location, value);
}
void ShaderProgram::setUniform(const char *name, glm::vec3 vector) const {
void ShaderProgram::setUniform(const char *name, glm::vec3 vector) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniform3f(location, vector.x, vector.y, vector.z);
}
void ShaderProgram::setUniform(const char *name, glm::mat3 matrix) const {
void ShaderProgram::setUniform(const char *name, glm::mat3 matrix) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}
void ShaderProgram::setUniform(const char *name, glm::mat4 matrix) const {
void ShaderProgram::setUniform(const char *name, glm::mat4 matrix) const
{
GLint location = glGetUniformLocation(shaderProgramId, name);
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}