Revert "Indentation style changed to Horstmann"
This reverts commit f2259f712d.
Conflicts:
src/GameWorld.cpp
src/Systems/PhysicsSystem.cpp
This commit is contained in:
+46
-23
@@ -2,12 +2,14 @@
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#include "ShaderProgram.h"
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GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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{ LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
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{
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LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
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std::string shaderFile;
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std::ifstream in(fileName, std::ios::in);
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if (!in)
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{ LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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{
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return 0;
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}
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in.seekg(0, std::ios::end);
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@@ -31,7 +33,8 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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GLint compileStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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if(compileStatus != GL_TRUE)
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{ LOG_ERROR("Shader compilation failed");
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{
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LOG_ERROR("Shader compilation failed");
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GLsizei infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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GLchar* infolog = new GLchar[infoLogLength];
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@@ -47,64 +50,81 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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}
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Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
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{ m_ShaderHandle = 0;
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{
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m_ShaderHandle = 0;
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}
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Shader::~Shader()
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{ if (m_ShaderHandle != 0)
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{ glDeleteShader(m_ShaderHandle);
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{
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if (m_ShaderHandle != 0)
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{
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glDeleteShader(m_ShaderHandle);
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}
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}
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GLuint Shader::Compile()
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{ m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
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{
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m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
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return m_ShaderHandle;
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}
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GLenum Shader::GetType() const
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{ return m_ShaderType;
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{
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return m_ShaderType;
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}
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std::string Shader::GetFileName() const
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{ return m_FileName;
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{
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return m_FileName;
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}
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GLuint Shader::GetHandle() const
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{ return m_ShaderHandle;
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{
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return m_ShaderHandle;
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}
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bool Shader::IsCompiled() const
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{ return m_ShaderHandle != 0;
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{
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return m_ShaderHandle != 0;
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}
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ShaderProgram::~ShaderProgram()
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{ if (m_ShaderProgramHandle != 0)
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{ glDeleteProgram(m_ShaderProgramHandle);
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{
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if (m_ShaderProgramHandle != 0)
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{
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glDeleteProgram(m_ShaderProgramHandle);
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}
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}
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void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
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{ m_Shaders.push_back(shader);
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{
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m_Shaders.push_back(shader);
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}
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void ShaderProgram::Compile()
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{ for (auto &shader : m_Shaders)
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{ if (!shader->IsCompiled())
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{ shader->Compile();
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{
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for (auto &shader : m_Shaders)
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{
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if (!shader->IsCompiled())
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{
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shader->Compile();
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}
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}
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}
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GLuint ShaderProgram::Link()
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{ if (m_Shaders.size() == 0)
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{ LOG_ERROR("Failed to link shader program: No shaders bound");
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{
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if (m_Shaders.size() == 0)
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{
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LOG_ERROR("Failed to link shader program: No shaders bound");
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return 0;
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}
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LOG_INFO("Linking shader program");
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m_ShaderProgramHandle = glCreateProgram();
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for (auto &shader : m_Shaders)
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{ glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
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{
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glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
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}
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glLinkProgram(m_ShaderProgramHandle);
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if (GLERROR("glLinkProgram"))
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@@ -115,16 +135,19 @@ GLuint ShaderProgram::Link()
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}
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GLuint ShaderProgram::GetHandle()
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{ return m_ShaderProgramHandle;
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{
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return m_ShaderProgramHandle;
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}
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void ShaderProgram::Bind()
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{ if (m_ShaderProgramHandle == 0)
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{
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if (m_ShaderProgramHandle == 0)
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return;
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glUseProgram(m_ShaderProgramHandle);
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}
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void ShaderProgram::Unbind()
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{ glActiveShaderProgram(0, 0);
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{
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glActiveShaderProgram(0, 0);
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}
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