diff options
| author | sanine-a <sanine.not@pm.me> | 2020-05-23 11:56:10 -0500 | 
|---|---|---|
| committer | sanine-a <sanine.not@pm.me> | 2020-05-23 11:56:10 -0500 | 
| commit | 018b7ce3f7d94af92fa4fab32ffdde451da7fcb9 (patch) | |
| tree | 54a320cd0a18d0cabf4caee3f784c5414c11d6f4 | |
| parent | a247c0adac7b3e50c72fde9b197ef6eabfd38b0b (diff) | |
refactor: rename number, vector, etc in honey_shader_set_* to value
| -rw-r--r-- | demo.c | 2 | ||||
| -rw-r--r-- | demo.fs | 2 | ||||
| -rw-r--r-- | include/shader.h | 22 | ||||
| -rw-r--r-- | src/shader.c | 22 | 
4 files changed, 33 insertions, 15 deletions
@@ -153,8 +153,6 @@ int main() {    honey_shader_set_int(shader, "box_texture", 0);    honey_shader_set_int(shader, "happy_texture", 1); -  honey_shader_set_vec3(shader, "extra_color", (vec3){0, 0, 1}); -    glm_mat4_identity(model);    //glm_rotate_x(model, glm_rad(-55), model);    honey_shader_set_mat4(shader, "model", model); @@ -12,6 +12,6 @@ out vec4 FragColor;  void main()  {    FragColor = mix(texture(box_texture, texture_coordinate), -                  vec4(extra_color.xyz, 1.0), +                  texture(happy_texture, texture_coordinate),                               0.2);  } diff --git a/include/shader.h b/include/shader.h index 262b153..40561d4 100644 --- a/include/shader.h +++ b/include/shader.h @@ -38,30 +38,40 @@ enum honey_shader_result honey_shader_load(honey_shader* shader,   *   * @param[in] shader The shader to which the uniform belongs   * @param[in] int_name The name of the integer uniform - * @param[in] number The value of the integer uniform + * @param[in] value The value of the integer uniform   */  void honey_shader_set_int(honey_shader shader,                            char* int_name, -                          int number); +                          int value); + +/** @brief Set a float uniform. + * + * @param[in] shader The shader to which the uniform belongs + * @param[in] float_name The name of the float uniform + * @param[in] value The value of the float uniform + */ +void honey_shader_set_float(honey_shader shader, +                            char* float_name, +                            float value);  /** @brief Set a vec3 uniform.   * @param[in] shader The shader to which the uniform belongs   * @param[in] vector_name The name of the vec3 uniform - * @param[in] vector The value of the vector uniform + * @param[in] value The value of the vector uniform   */  void honey_shader_set_vec3(honey_shader shader,                             char* vector_name, -                           vec3 vector); +                           vec3 value);  /** @brief Set a mat4 uniform.   *   * @param[in] shader The shader to which the uniform belongs   * @param[in] matrix_name The name of the matrix uniform - * @param[in] matrix The value of the matrix uniform + * @param[in] value The value of the matrix uniform   */  void honey_shader_set_mat4(honey_shader shader,                             char* matrix_name, -                           mat4 matrix); +                           mat4 value);  /** @brief Use a shader.   */ diff --git a/src/shader.c b/src/shader.c index 530cc8f..e9d79a6 100644 --- a/src/shader.c +++ b/src/shader.c @@ -91,30 +91,40 @@ enum honey_shader_result honey_shader_load(honey_shader* shader,  void honey_shader_set_int(honey_shader shader,                            char* int_name, -                          int number) { +                          int value) {    honey_shader_use(shader);    unsigned int int_location = glGetUniformLocation(shader, int_name); -  glUniform1i(int_location, number); +  glUniform1i(int_location, value); +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +void honey_shader_set_float(honey_shader shader, +                            char* float_name, +                            float value) { +  honey_shader_use(shader); +  unsigned int float_location = glGetUniformLocation(shader, float_name); +  glUniform1f(float_location, value);  }  /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */  void honey_shader_set_vec3(honey_shader shader,                             char* vector_name, -                           vec3 vector) { +                           vec3 value) {    honey_shader_use(shader);    unsigned int vector_location = glGetUniformLocation(shader, vector_name); -  glUniform3fv(vector_location, 1, (float*) vector); +  glUniform3fv(vector_location, 1, (float*) value);  }  /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */  void honey_shader_set_mat4(honey_shader shader,                             char* matrix_name, -                           mat4 matrix) { +                           mat4 value) {    glUseProgram(shader);    unsigned int matrix_location = glGetUniformLocation(shader, matrix_name); -  glUniformMatrix4fv(matrix_location, 1, GL_FALSE, (float*) matrix); +  glUniformMatrix4fv(matrix_location, 1, GL_FALSE, (float*) value);  }  /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */  | 
