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