Indentation style changed to Allman

Using Artistic Style (http://astyle.sourceforge.net/)
Options:
--style=allman
--indent=tab
--keep-one-line-blocks
--align-pointer=type
--align-reference=name
This commit is contained in:
2014-04-11 20:56:19 +02:00
parent 34bcfbce08
commit 4c081d0e1c
56 changed files with 599 additions and 438 deletions
+16 -8
View File
@@ -7,7 +7,8 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
std::string shaderFile;
std::ifstream in(fileName, std::ios::in);
if (!in) {
if (!in)
{
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
return 0;
}
@@ -31,7 +32,8 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
GLint compileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if(compileStatus != GL_TRUE) {
if(compileStatus != GL_TRUE)
{
LOG_ERROR("Shader compilation failed");
GLsizei infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
@@ -54,7 +56,8 @@ Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderTyp
Shader::~Shader()
{
if (m_ShaderHandle != 0) {
if (m_ShaderHandle != 0)
{
glDeleteShader(m_ShaderHandle);
}
}
@@ -87,7 +90,8 @@ bool Shader::IsCompiled() const
ShaderProgram::~ShaderProgram()
{
if (m_ShaderProgramHandle != 0) {
if (m_ShaderProgramHandle != 0)
{
glDeleteProgram(m_ShaderProgramHandle);
}
}
@@ -99,8 +103,10 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
void ShaderProgram::Compile()
{
for (auto &shader : m_Shaders) {
if (!shader->IsCompiled()) {
for (auto &shader : m_Shaders)
{
if (!shader->IsCompiled())
{
shader->Compile();
}
}
@@ -108,14 +114,16 @@ void ShaderProgram::Compile()
GLuint ShaderProgram::Link()
{
if (m_Shaders.size() == 0) {
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) {
for (auto &shader : m_Shaders)
{
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
}
glLinkProgram(m_ShaderProgramHandle);