style: naming convention
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		| @@ -12,9 +12,9 @@ | ||||
|  | ||||
| Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) | ||||
| { | ||||
| 	const uint32_t vshader = CompileShader(GL_VERTEX_SHADER, vertexPath); | ||||
| 	const uint32_t vshader = compile_shader(GL_VERTEX_SHADER, vertexPath); | ||||
| 	const uint32_t fshader = | ||||
| 	    CompileShader(GL_FRAGMENT_SHADER, fragmentPath); | ||||
| 	    compile_shader(GL_FRAGMENT_SHADER, fragmentPath); | ||||
|  | ||||
| 	if (vshader == 0 || fshader == 0) { | ||||
| 		program_id_ = 0; | ||||
| @@ -42,13 +42,13 @@ Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) | ||||
| 	glDeleteShader(fshader); | ||||
| } | ||||
|  | ||||
| void Shader::Use() const | ||||
| void Shader::use() const | ||||
| { | ||||
| 	if (program_id_ != 0) | ||||
| 		glUseProgram(program_id_); | ||||
| } | ||||
|  | ||||
| void Shader::SetupAttribs() const | ||||
| void Shader::setup_attribs() const | ||||
| { | ||||
| 	int loc = glGetAttribLocation(program_id_, "vpos"); | ||||
| 	if (loc != -1) { | ||||
| @@ -67,42 +67,42 @@ void Shader::SetupAttribs() const | ||||
| 	} | ||||
| } | ||||
|  | ||||
| int Shader::getLocation(const char* key) const | ||||
| int Shader::uniform_location(const char* key) const | ||||
| { | ||||
| 	return glGetUniformLocation(program_id_, key); | ||||
| } | ||||
|  | ||||
| void Shader::setInt(int loc, int value) | ||||
| void Shader::set_int(int loc, int value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform1i(loc, value); | ||||
| } | ||||
|  | ||||
| void Shader::setFloat(int loc, float value) | ||||
| void Shader::set_float(int loc, float value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform1f(loc, value); | ||||
| } | ||||
|  | ||||
| void Shader::setVec3(int loc, const glm::vec3& value) | ||||
| void Shader::set_vec3(int loc, const glm::vec3& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform3fv(loc, 1, &value[0]); | ||||
| } | ||||
|  | ||||
| void Shader::setVec4(int loc, const glm::vec4& value) | ||||
| void Shader::set_vec4(int loc, const glm::vec4& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniform4fv(loc, 1, &value[0]); | ||||
| } | ||||
|  | ||||
| void Shader::setMat4(int loc, const glm::mat4& value) | ||||
| void Shader::set_mat4(int loc, const glm::mat4& value) | ||||
| { | ||||
| 	if (loc != -1) | ||||
| 		glUniformMatrix4fv(loc, 1, GL_FALSE, &value[0][0]); | ||||
| } | ||||
|  | ||||
| std::string Shader::ReadShaderFile(const std::string& filename) | ||||
| std::string Shader::read_shader_file(const std::string& filename) | ||||
| { | ||||
| 	std::ifstream file(filename); | ||||
| 	if (!file) { | ||||
| @@ -115,9 +115,9 @@ std::string Shader::ReadShaderFile(const std::string& filename) | ||||
| 	return buffer.str(); | ||||
| } | ||||
|  | ||||
| uint32_t Shader::CompileShader(uint32_t type, const std::string& source_path) | ||||
| uint32_t Shader::compile_shader(uint32_t type, const std::string& source_path) | ||||
| { | ||||
| 	std::string source = ReadShaderFile(source_path); | ||||
| 	std::string source = read_shader_file(source_path); | ||||
| 	// std::cout << "SHADER FILE: " << source << "\n"; | ||||
| 	if (source.empty()) | ||||
| 		return 0; | ||||
|   | ||||
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