Rename structs to more sane things

This commit is contained in:
2022-11-19 23:13:57 +00:00
parent 3641c246d4
commit 4224594ee4
30 changed files with 216 additions and 201 deletions

View File

@@ -12,14 +12,14 @@
#define SHADER_BUF 10000
static struct mShader *shaders;
static struct shader *shaders;
struct mShader *MakeShader(const char *vertpath, const char *fragpath)
struct shader *MakeShader(const char *vertpath, const char *fragpath)
{
if (arrcap(shaders) == 0)
arrsetcap(shaders, 20);
struct mShader init = {
struct shader init = {
.vertpath = vertpath,
.fragpath = fragpath };
shader_compile(&init);
@@ -86,7 +86,7 @@ GLuint load_shader_from_file(const char *path, int type)
return id;
}
void shader_compile(struct mShader *shader)
void shader_compile(struct shader *shader)
{
YughInfo("Making shader with %s and %s.", shader->vertpath, shader->fragpath);
@@ -103,57 +103,57 @@ void shader_compile(struct mShader *shader)
glDeleteShader(frag);
}
void shader_use(struct mShader *shader)
void shader_use(struct shader *shader)
{
glUseProgram(shader->id);
}
void shader_setbool(struct mShader *shader, const char *name, int val)
void shader_setbool(struct shader *shader, const char *name, int val)
{
glUniform1i(glGetUniformLocation(shader->id, name), val);
}
void shader_setint(struct mShader *shader, const char *name, int val)
void shader_setint(struct shader *shader, const char *name, int val)
{
glUniform1i(glGetUniformLocation(shader->id, name), val);
}
void shader_setfloat(struct mShader *shader, const char *name, float val)
void shader_setfloat(struct shader *shader, const char *name, float val)
{
glUniform1f(glGetUniformLocation(shader->id, name), val);
}
void shader_setvec2(struct mShader *shader, const char *name, mfloat_t val[2])
void shader_setvec2(struct shader *shader, const char *name, mfloat_t val[2])
{
glUniform2fv(glGetUniformLocation(shader->id, name), 1, val);
}
void shader_setvec3(struct mShader *shader, const char *name, mfloat_t val[3])
void shader_setvec3(struct shader *shader, const char *name, mfloat_t val[3])
{
glUniform3fv(glGetUniformLocation(shader->id, name), 1, val);
}
void shader_setvec4(struct mShader *shader, const char *name, mfloat_t val[4])
void shader_setvec4(struct shader *shader, const char *name, mfloat_t val[4])
{
glUniform4fv(glGetUniformLocation(shader->id, name), 1, val);
}
void shader_setmat2(struct mShader *shader, const char *name, mfloat_t val[4])
void shader_setmat2(struct shader *shader, const char *name, mfloat_t val[4])
{
glUniformMatrix2fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE, val);
}
void shader_setmat3(struct mShader *shader, const char *name, mfloat_t val[9])
void shader_setmat3(struct shader *shader, const char *name, mfloat_t val[9])
{
glUniformMatrix3fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE, val);
}
void shader_setmat4(struct mShader *shader, const char *name, mfloat_t val[16])
void shader_setmat4(struct shader *shader, const char *name, mfloat_t val[16])
{
glUniformMatrix4fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE, val);
}
void shader_setUBO(struct mShader *shader, const char *name, unsigned int index)
void shader_setUBO(struct shader *shader, const char *name, unsigned int index)
{
glUniformBlockBinding(shader->id, glGetUniformBlockIndex(shader->id, name), index);
}