[Bf-blender-cvs] [4f767e3] master: BGE: Cleanup: Code style BL_Shader

Thomas Szepe noreply at git.blender.org
Sun Oct 25 19:44:03 CET 2015


Commit: 4f767e37e8452bdc675e362b566fe9aeedb783e4
Author: Thomas Szepe
Date:   Sun Oct 25 19:43:46 2015 +0100
Branches: master
https://developer.blender.org/rB4f767e37e8452bdc675e362b566fe9aeedb783e4

BGE: Cleanup: Code style BL_Shader

Reviewers: lordloki, youle, campbellbarton, sergey, kupoman, moguri, panzergame

Reviewed By: panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1397

===================================================================

M	source/gameengine/Ketsji/BL_Shader.cpp
M	source/gameengine/Ketsji/BL_Shader.h

===================================================================

diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index a59c368..4b229f5 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -41,11 +41,12 @@
 #define spit(x) std::cout << x << std::endl;
 
 #define SORT_UNIFORMS 1
-#define UNIFORM_MAX_LEN (int)sizeof(float)*16
+#define UNIFORM_MAX_LEN (int)sizeof(float) * 16
 #define MAX_LOG_LEN 262144 // bounds
 
 BL_Uniform::BL_Uniform(int data_size)
-:	mLoc(-1),
+	:
+	mLoc(-1),
 	mDirty(true),
 	mType(UNI_NONE),
 	mTranspose(0),
@@ -53,7 +54,7 @@ BL_Uniform::BL_Uniform(int data_size)
 {
 #ifdef SORT_UNIFORMS
 	MT_assert((int)mDataLen <= UNIFORM_MAX_LEN);
-	mData = (void*)MEM_mallocN(mDataLen, "shader-uniform-alloc");
+	mData = (void *)MEM_mallocN(mDataLen, "shader-uniform-alloc");
 #endif
 }
 
@@ -62,7 +63,7 @@ BL_Uniform::~BL_Uniform()
 #ifdef SORT_UNIFORMS
 	if (mData) {
 		MEM_freeN(mData);
-		mData=0;
+		mData = NULL;
 	}
 #endif
 }
@@ -72,68 +73,69 @@ void BL_Uniform::Apply(class BL_Shader *shader)
 #ifdef SORT_UNIFORMS
 	MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData);
 
-	if (!mDirty)
+	if (!mDirty) {
 		return;
+	}
 
 	switch (mType) {
 		case UNI_FLOAT:
 		{
-			float *f = (float*)mData;
-			glUniform1fARB(mLoc,(GLfloat)*f);
+			float *f = (float *)mData;
+			glUniform1fARB(mLoc, (GLfloat)*f);
 			break;
 		}
 		case UNI_INT:
 		{
-			int *f = (int*)mData;
+			int *f = (int *)mData;
 			glUniform1iARB(mLoc, (GLint)*f);
 			break;
 		}
 		case UNI_FLOAT2:
 		{
-			float *f = (float*)mData;
-			glUniform2fvARB(mLoc,1, (GLfloat*)f);
+			float *f = (float *)mData;
+			glUniform2fvARB(mLoc, 1, (GLfloat *)f);
 			break;
 		}
 		case UNI_FLOAT3:
 		{
-			float *f = (float*)mData;
-			glUniform3fvARB(mLoc,1,(GLfloat*)f);
+			float *f = (float *)mData;
+			glUniform3fvARB(mLoc, 1, (GLfloat *)f);
 			break;
 		}
 		case UNI_FLOAT4:
 		{
-			float *f = (float*)mData;
-			glUniform4fvARB(mLoc,1,(GLfloat*)f);
+			float *f = (float *)mData;
+			glUniform4fvARB(mLoc, 1, (GLfloat *)f);
 			break;
 		}
 		case UNI_INT2:
 		{
-			int *f = (int*)mData;
-			glUniform2ivARB(mLoc,1,(GLint*)f);
+			int *f = (int *)mData;
+			glUniform2ivARB(mLoc, 1, (GLint *)f);
 			break;
 		}
 		case UNI_INT3:
 		{
-			int *f = (int*)mData;
-			glUniform3ivARB(mLoc,1,(GLint*)f);
+			int *f = (int *)mData;
+			glUniform3ivARB(mLoc, 1, (GLint *)f);
 			break;
 		}
 		case UNI_INT4:
 		{
-			int *f = (int*)mData;
-			glUniform4ivARB(mLoc,1,(GLint*)f);
+			int *f = (int *)mData;
+			glUniform4ivARB(mLoc, 1, (GLint *)f);
 			break;
 		}
 		case UNI_MAT4:
 		{
-			float *f = (float*)mData;
-			glUniformMatrix4fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
+			float *f = (float *)mData;
+			glUniformMatrix4fvARB(mLoc, 1, mTranspose ? GL_TRUE : GL_FALSE, (GLfloat *)f);
 			break;
 		}
 		case UNI_MAT3:
 		{
-			float *f = (float*)mData;
-			glUniformMatrix3fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
+			float *f = (float *)mData;
+			glUniformMatrix3fvARB(mLoc, 1, mTranspose ? GL_TRUE : GL_FALSE, (GLfloat *)f);
 			break;
 		}
 	}
@@ -141,29 +143,30 @@ void BL_Uniform::Apply(class BL_Shader *shader)
 #endif
 }
 
-void BL_Uniform::SetData(int location, int type,bool transpose)
+void BL_Uniform::SetData(int location, int type, bool transpose)
 {
 #ifdef SORT_UNIFORMS
-	mType	= type;
-	mLoc	= location;
-	mDirty	= true;
+	mType = type;
+	mLoc = location;
+	mDirty = true;
 #endif
 }
 
 bool BL_Shader::Ok()const
 {
-	return (mShader !=0 && mOk && mUse);
+	return (mShader != 0 && mOk && mUse);
 }
 
 BL_Shader::BL_Shader()
-:	PyObjectPlus(),
+	:
+	PyObjectPlus(),
 	mShader(0),
 	mPass(1),
 	mOk(0),
 	mUse(0),
 	mAttr(0),
-	vertProg(""),
-	fragProg(""),
+	vertProg(NULL),
+	fragProg(NULL),
 	mError(0),
 	mDirty(true)
 {
@@ -183,13 +186,14 @@ BL_Shader::~BL_Shader()
 	//}
 	ClearUniforms();
 
-	if ( mShader ) {
+	if (mShader) {
 		glDeleteObjectARB(mShader);
 		mShader = 0;
 	}
-	vertProg	= 0;
-	fragProg	= 0;
-	mOk			= 0;
+
+	vertProg = NULL;
+	fragProg = NULL;
+	mOk = 0;
 	glUseProgramObjectARB(0);
 }
 
@@ -197,39 +201,38 @@ void BL_Shader::ClearUniforms()
 {
 	BL_UniformVec::iterator it = mUniforms.begin();
 	while (it != mUniforms.end()) {
-		delete (*it);
+		delete *it;
 		it++;
 	}
 	mUniforms.clear();
 
-	
 	BL_UniformVecDef::iterator itp = mPreDef.begin();
 	while (itp != mPreDef.end()) {
-		delete (*itp);
+		delete *itp;
 		itp++;
 	}
 	mPreDef.clear();
-
 }
 
-
-BL_Uniform  *BL_Shader::FindUniform(const int location)
+BL_Uniform *BL_Shader::FindUniform(const int location)
 {
 #ifdef SORT_UNIFORMS
 	BL_UniformVec::iterator it = mUniforms.begin();
 	while (it != mUniforms.end()) {
-		if ((*it)->GetLocation() == location)
-			return (*it);
+		if ((*it)->GetLocation() == location) {
+			return *it;
+		}
 		it++;
 	}
 #endif
-	return 0;
+	return NULL;
 }
 
-void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool transpose)
+void BL_Shader::SetUniformfv(int location, int type, float *param, int size, bool transpose)
 {
 #ifdef SORT_UNIFORMS
-	BL_Uniform *uni= FindUniform(location);
+	BL_Uniform *uni = FindUniform(location);
+
 	if (uni) {
 		memcpy(uni->getData(), param, size);
 		uni->SetData(location, type, transpose);
@@ -237,18 +240,19 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool
 	else {
 		uni = new BL_Uniform(size);
 		memcpy(uni->getData(), param, size);
-
 		uni->SetData(location, type, transpose);
 		mUniforms.push_back(uni);
 	}
+
 	mDirty = true;
 #endif
 }
 
-void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool transpose)
+void BL_Shader::SetUniformiv(int location, int type, int *param, int size, bool transpose)
 {
 #ifdef SORT_UNIFORMS
-	BL_Uniform *uni= FindUniform(location);
+	BL_Uniform *uni = FindUniform(location);
+
 	if (uni) {
 		memcpy(uni->getData(), param, size);
 		uni->SetData(location, type, transpose);
@@ -259,19 +263,21 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t
 		uni->SetData(location, type, transpose);
 		mUniforms.push_back(uni);
 	}
+
 	mDirty = true;
 #endif
 }
 
-
 void BL_Shader::ApplyShader()
 {
 #ifdef SORT_UNIFORMS
-	if (!mDirty) 
+	if (!mDirty) {
 		return;
+	}
 
-	for (unsigned int i=0; i<mUniforms.size(); i++)
+	for (unsigned int i = 0; i < mUniforms.size(); i++) {
 		mUniforms[i]->Apply(this);
+	}
 
 	mDirty = false;
 #endif
@@ -282,50 +288,55 @@ void BL_Shader::UnloadShader()
 	//
 }
 
-
 bool BL_Shader::LinkProgram()
 {
-	int vertlen = 0, fraglen=0, proglen=0;
-	int vertstatus=0, fragstatus=0, progstatus=0;
-	unsigned int tmpVert=0, tmpFrag=0, tmpProg=0;
-	int char_len=0;
-	char *logInf =0;
+	int vertlen = 0, fraglen = 0, proglen = 0;
+	int vertstatus = 0, fragstatus = 0, progstatus = 0;
+	unsigned int tmpVert = 0, tmpFrag = 0, tmpProg = 0;
+	int char_len = 0;
+	char *logInf = NULL;
 
-	if (mError)
+	if (mError) {
 		goto programError;
+	}
 
 	if (!vertProg || !fragProg) {
 		spit("Invalid GLSL sources");
 		return false;
 	}
-	if ( !GLEW_ARB_fragment_shader) {
+
+	if (!GLEW_ARB_fragment_shader) {
 		spit("Fragment shaders not supported");
 		return false;
 	}
-	if ( !GLEW_ARB_vertex_shader) {
+
+	if (!GLEW_ARB_vertex_shader) {
 		spit("Vertex shaders not supported");
 		return false;
 	}
-	
+
 	// -- vertex shader ------------------
 	tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
-	glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
+	glShaderSourceARB(tmpVert, 1, (const char **)&vertProg, 0);
 	glCompileShaderARB(tmpVert);
-	glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen);
-	
+	glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&vertlen);
+
 	// print info if any
-	if ( vertlen > 0 && vertlen < MAX_LOG_LEN) {
-		logInf = (char*)MEM_mallocN(vertlen, "vert-log");
-		glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
-		if (char_len >0) {
+	if (vertlen > 0 && vertlen < MAX_LOG_LEN) {
+		logInf = (char *)MEM_mallocN(vertlen, "vert-log");
+		glGetInfoLogARB(tmpVert, vertlen, (GLsizei *)&char_len, logInf);
+
+		if (char_len > 0) {
 			spit("---- Vertex Shader Error ----");
 			spit(logInf);
 		}
+
 		MEM_freeN(logInf);
-		logInf=0;
+		logInf = 0;
 	}
+
 	// check for compile errors
-	glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus);
+	glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&vertstatus);
 	if (!vertstatus) {
 		spit("---- Vertex shader failed to compile ----");
 		goto programError;
@@ -333,46 +344,50 @@ bool BL_Shader::LinkProgram()
 
 	// -- fragment shader ----------------
 	tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
-	glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
+	glShaderSourceARB(tmpFrag, 1, (const char **)&fragProg, 0);
 	glCompileShaderARB(tmpFrag);
-	glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen);
-	if (fraglen >0 && fraglen < MAX_LOG_LEN) {
-		logInf = (char*)MEM_mallocN(fraglen, "frag-log");
-		glGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf);
-		if (char_len >0) {
+	glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&fraglen);
+
+	if (fraglen > 0 && fraglen < MAX_LOG_LEN) {
+		logInf = (char *)MEM_mallocN(fraglen, "frag-log");
+		glGetInfoLogARB(tmpFrag, fraglen, (GLsizei *)&char_len, logInf);
+
+		if (char_len > 0) {
 			spit("---- Fragment Shader Error ----");
 			spit(logInf);
 		}
+
 		MEM_freeN(logInf);
-		logInf=0;
+		logInf = 0;
 	}
 
-	glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus);
+	glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&fragstatus);
+
 	if (!fragstatus) {
 		spit("---- Fragment shader failed to compile ----");
 		goto programError;
 	}
 
-	
 	// -- program ------------------------
-	//  set compiled vert/frag shader & link
+	// set compiled vert/frag shader & link
 	tmpProg = glCreateProgramObjectARB();
 	glAttachObjectARB(tmpProg, tmpVert);
 	glAttachObjectARB(tmpProg, tmpFrag);
 	glLinkProgramARB(tmpProg);
-	glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &proglen);
-	glGetOb

@@ Diff output truncated at 10240 characters. @@




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