Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -4,7 +4,6 @@
#include <stdio.h>
#include <stdlib.h>
// Load the shader from the source text
void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
{
@@ -14,11 +13,9 @@ void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
}
GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
{
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
// Temporary Shader objects
GLuint hVertexShader;
@@ -35,46 +32,43 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
// Compile them
glCompileShader(hVertexShader);
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
if (testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hVertexShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
return 0;
char temp[256] = "";
glGetShaderInfoLog(hVertexShader, 256, NULL, temp);
fprintf(stderr, "Compile failed:\n%s\n", temp);
assert(0);
return 0;
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
}
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
glCompileShader(hFragmentShader);
assert(glGetError()==GL_NO_ERROR);
glCompileShader(hFragmentShader);
assert(glGetError() == GL_NO_ERROR);
glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
if(testVal == GL_FALSE)
glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
if (testVal == GL_FALSE)
{
char temp[256] = "";
glGetShaderInfoLog( hFragmentShader, 256, NULL, temp);
fprintf( stderr, "Compile failed:\n%s\n", temp);
assert(0);
exit(EXIT_FAILURE);
char temp[256] = "";
glGetShaderInfoLog(hFragmentShader, 256, NULL, temp);
fprintf(stderr, "Compile failed:\n%s\n", temp);
assert(0);
exit(EXIT_FAILURE);
glDeleteShader(hVertexShader);
glDeleteShader(hFragmentShader);
return (GLuint)NULL;
}
assert(glGetError()==GL_NO_ERROR);
assert(glGetError() == GL_NO_ERROR);
// Check for errors
// Link them - assuming it works...
hReturn = glCreateProgram();
glAttachShader(hReturn, hVertexShader);
@@ -88,24 +82,22 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
// Make sure link worked too
glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
if(testVal == GL_FALSE)
if (testVal == GL_FALSE)
{
GLsizei maxLen = 4096;
GLchar infoLog[4096];
GLsizei actualLen;
glGetProgramInfoLog( hReturn,
maxLen,
&actualLen,
infoLog);
glGetProgramInfoLog(hReturn,
maxLen,
&actualLen,
infoLog);
printf("Warning/Error in GLSL shader:\n");
printf("%s\n",infoLog);
printf("%s\n", infoLog);
glDeleteProgram(hReturn);
return (GLuint)NULL;
}
return hReturn;
}