style: apply clang format

This commit is contained in:
2025-10-13 14:39:27 +02:00
parent 253bc47a5f
commit 986e31dbef
6 changed files with 42 additions and 25 deletions

View File

@@ -13,7 +13,8 @@
Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath)
{
const uint32_t vshader = CompileShader(GL_VERTEX_SHADER, vertexPath);
const uint32_t fshader = CompileShader(GL_FRAGMENT_SHADER, fragmentPath);
const uint32_t fshader =
CompileShader(GL_FRAGMENT_SHADER, fragmentPath);
if (vshader == 0 || fshader == 0) {
program_id_ = 0;
@@ -30,7 +31,8 @@ Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath)
glGetProgramiv(program_id_, GL_LINK_STATUS, &ret);
if (ret == GL_FALSE) {
char buffer[1024];
glGetProgramInfoLog(program_id_, sizeof(buffer), nullptr, buffer);
glGetProgramInfoLog(program_id_, sizeof(buffer), nullptr,
buffer);
error_ = buffer;
glDeleteProgram(program_id_);
program_id_ = 0;
@@ -51,13 +53,17 @@ void Shader::SetupAttribs() const
int loc = glGetAttribLocation(program_id_, "vpos");
if (loc != -1) {
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
glVertexAttribPointer(
loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, position)));
}
loc = glGetAttribLocation(program_id_, "vcolor");
if (loc != -1) {
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, color)));
glVertexAttribPointer(
loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, color)));
}
}
@@ -112,12 +118,12 @@ std::string Shader::ReadShaderFile(const std::string& filename)
uint32_t Shader::CompileShader(uint32_t type, const std::string& source_path)
{
std::string source = ReadShaderFile(source_path);
//std::cout << "SHADER FILE: " << source << "\n";
// std::cout << "SHADER FILE: " << source << "\n";
if (source.empty())
return 0;
const uint32_t shader = glCreateShader(type);
const char* shader_code = source.c_str();
const uint32_t shader = glCreateShader(type);
const char* shader_code = source.c_str();
glShaderSource(shader, 1, &shader_code, nullptr);
glCompileShader(shader);