Revert "Indentation style changed to Horstmann"

This reverts commit f2259f712d.

Conflicts:

	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
This commit is contained in:
2014-04-12 01:48:15 +02:00
parent d7e65ff118
commit 3470a80f40
61 changed files with 697 additions and 354 deletions
+46 -23
View File
@@ -2,12 +2,14 @@
#include "ShaderProgram.h"
GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
{ LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
{
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in)
{ LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
{
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
in.seekg(0, std::ios::end);
@@ -31,7 +33,8 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE)
{ LOG_ERROR("Shader compilation failed");
{
LOG_ERROR("Shader compilation failed");
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* infolog = new GLchar[infoLogLength];
@@ -47,64 +50,81 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
}
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
{ m_ShaderHandle = 0;
{
m_ShaderHandle = 0;
}
Shader::~Shader()
{ if (m_ShaderHandle != 0)
{ glDeleteShader(m_ShaderHandle);
{
if (m_ShaderHandle != 0)
{
glDeleteShader(m_ShaderHandle);
}
}
GLuint Shader::Compile()
{ m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
{
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
return m_ShaderHandle;
}
GLenum Shader::GetType() const
{ return m_ShaderType;
{
return m_ShaderType;
}
std::string Shader::GetFileName() const
{ return m_FileName;
{
return m_FileName;
}
GLuint Shader::GetHandle() const
{ return m_ShaderHandle;
{
return m_ShaderHandle;
}
bool Shader::IsCompiled() const
{ return m_ShaderHandle != 0;
{
return m_ShaderHandle != 0;
}
ShaderProgram::~ShaderProgram()
{ if (m_ShaderProgramHandle != 0)
{ glDeleteProgram(m_ShaderProgramHandle);
{
if (m_ShaderProgramHandle != 0)
{
glDeleteProgram(m_ShaderProgramHandle);
}
}
void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
{ m_Shaders.push_back(shader);
{
m_Shaders.push_back(shader);
}
void ShaderProgram::Compile()
{ for (auto &shader : m_Shaders)
{ if (!shader->IsCompiled())
{ shader->Compile();
{
for (auto &shader : m_Shaders)
{
if (!shader->IsCompiled())
{
shader->Compile();
}
}
}
GLuint ShaderProgram::Link()
{ if (m_Shaders.size() == 0)
{ LOG_ERROR("Failed to link shader program: No shaders bound");
{
if (m_Shaders.size() == 0)
{
LOG_ERROR("Failed to link shader program: No shaders bound");
return 0;
}
LOG_INFO("Linking shader program");
m_ShaderProgramHandle = glCreateProgram();
for (auto &shader : m_Shaders)
{ glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
{
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
}
glLinkProgram(m_ShaderProgramHandle);
if (GLERROR("glLinkProgram"))
@@ -115,16 +135,19 @@ GLuint ShaderProgram::Link()
}
GLuint ShaderProgram::GetHandle()
{ return m_ShaderProgramHandle;
{
return m_ShaderProgramHandle;
}
void ShaderProgram::Bind()
{ if (m_ShaderProgramHandle == 0)
{
if (m_ShaderProgramHandle == 0)
return;
glUseProgram(m_ShaderProgramHandle);
}
void ShaderProgram::Unbind()
{ glActiveShaderProgram(0, 0);
{
glActiveShaderProgram(0, 0);
}