Removed unnecessary tabs from empty lines

This commit is contained in:
Alexander Szpakowski
2013-01-07 06:21:15 -04:00
parent 0968fa6f11
commit 88af7239c3
7 changed files with 128 additions and 137 deletions
+53 -53
View File
@@ -40,7 +40,7 @@ namespace
{
cureffect->attach(true);
}
~TemporaryAttacher()
{
if (preveffect != NULL)
@@ -48,7 +48,7 @@ namespace
else
ShaderEffect::detach();
}
ShaderEffect *cureffect;
ShaderEffect *preveffect;
};
@@ -66,15 +66,15 @@ ShaderEffect::ShaderEffect(const std::vector<ShaderSource> &shadersources)
{
if (shadersources.size() == 0)
throw love::Exception("Cannot create shader effect: no source code!");
GLint maxtextureunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
_max_texture_units = std::max(maxtextureunits - 1, 0);
// initialize global texture id counters if needed
if (_texture_id_counters.size() < (size_t) _max_texture_units)
_texture_id_counters.resize(_max_texture_units, 0);
// load shader source and create program object
loadVolatile();
}
@@ -83,7 +83,7 @@ ShaderEffect::~ShaderEffect()
{
if (current == this)
detach();
unloadVolatile();
}
@@ -91,7 +91,7 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
{
GLenum shadertype;
const char *shadertypename = NULL;
switch (source.type)
{
case TYPE_VERTEX:
@@ -118,47 +118,47 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
throw love::Exception("Cannot create shader object: unknown shader type.");
break;
}
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(shadertype);
if (shaderid == 0) // oh no!
{
GLenum err = glGetError();
if (err == GL_INVALID_ENUM) // invalid or unsupported shader type
throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypename, shadertypename);
else // other errors should only happen between glBegin() and glEnd()
throw love::Exception("Cannot create %s shader object.", shadertypename);
}
const char *src = source.code.c_str();
size_t srclen = source.code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
glCompileShader(shaderid);
GLint compile_status;
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &compile_status);
if (compile_status == GL_FALSE)
{
GLint infologlen;
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *errorlog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shaderid, infologlen, NULL, errorlog);
std::string tmp(errorlog);
delete[] errorlog;
glDeleteShader(shaderid);
throw love::Exception("Cannot compile %s shader:\n%s", shadertypename, tmp.c_str());
}
return shaderid;
}
@@ -167,24 +167,24 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaderids)
_program = glCreateProgram();
if (_program == 0) // should only fail when called between glBegin() and glEnd()
throw love::Exception("Cannot create shader program object.");
std::vector<GLuint>::const_iterator it;
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glAttachShader(_program, *it);
glLinkProgram(_program);
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glDeleteShader(*it); // flag shaders for auto-deletion when program object is deleted
GLint link_ok;
glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
if (link_ok == GL_FALSE)
{
const std::string warnings = getWarnings();
glDeleteProgram(_program);
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
}
@@ -194,18 +194,18 @@ bool ShaderEffect::loadVolatile()
// zero out texture id list
_texture_id_list.clear();
_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units, 0);
std::vector<GLuint> shaderids;
std::vector<ShaderSource>::const_iterator source;
for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
shaderids.push_back(createShader(*source));
if (shaderids.size() == 0)
throw love::Exception("Cannot create shader effect: no valid source code!");
createProgram(shaderids);
if (current == this)
{
current = NULL; // make sure glUseProgram gets called
@@ -219,25 +219,25 @@ void ShaderEffect::unloadVolatile()
{
if (current == this)
glUseProgram(0);
if (_program != 0)
glDeleteProgram(_program);
_program = 0;
// decrement global texture id counters for texture units which had textures bound from this shader
for (size_t i = 0; i < _texture_id_list.size(); ++i)
{
if (_texture_id_list[i] == 0)
continue;
_texture_id_counters[i] = std::max(_texture_id_counters[i] - 1, 0);
}
// texture list is probably invalid, clear it
_texture_id_list.clear();
_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units, 0);
// same with uniform location list
_uniforms.clear();
}
@@ -283,9 +283,9 @@ void ShaderEffect::attach(bool temporary)
{
if (current != this)
glUseProgram(_program);
current = this;
if (!temporary)
{
// make sure all sent textures are properly bound to their respective texture units
@@ -294,7 +294,7 @@ void ShaderEffect::attach(bool temporary)
{
if (_texture_id_list[i] == 0)
continue;
bindTextureToUnit(_texture_id_list[i], GL_TEXTURE0 + i + 1, false);
}
setActiveTextureUnit(GL_TEXTURE0);
@@ -305,7 +305,7 @@ void ShaderEffect::detach()
{
if (current != NULL)
glUseProgram(0);
current = NULL;
}
@@ -372,21 +372,21 @@ void ShaderEffect::sendTexture(const std::string &name, GLuint texture)
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
GLint texture_unit = getTextureUnit(name);
// bind texture to assigned texture unit and send uniform to bound shader program
bindTextureToUnit(texture, GL_TEXTURE0 + texture_unit, false);
glUniform1i(location, texture_unit);
// reset texture unit
setActiveTextureUnit(GL_TEXTURE0);
// increment global shader texture id counter for this texture unit, if we haven't already
if (_texture_id_list[texture_unit-1] == 0)
++_texture_id_counters[texture_unit-1];
// store texture id so it can be re-bound to the proper texture unit when necessary
_texture_id_list[texture_unit-1] = texture;
// throw error if needed
checkSetUniformError();
}
@@ -422,28 +422,28 @@ GLint ShaderEffect::getUniformLocation(const std::string &name)
GLint ShaderEffect::getTextureUnit(const std::string &name)
{
std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
if (it != _texture_unit_pool.end())
return it->second;
int nextunitindex = 1;
// prefer texture units which are unused by all other shaders
std::vector<int>::iterator nextfreeunit = std::find(_texture_id_counters.begin(), _texture_id_counters.end(), 0);
if (nextfreeunit != _texture_id_counters.end())
nextunitindex = std::distance(_texture_id_counters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
else
{
// no completely unused texture units exist, try to use next free slot in our own list
std::vector<GLuint>::iterator nexttexunit = std::find(_texture_id_list.begin(), _texture_id_list.end(), 0);
if (nexttexunit == _texture_id_list.end())
throw love::Exception("No more texture units available for shader.");
nextunitindex = std::distance(_texture_id_list.begin(), nexttexunit) + 1; // we don't want to use unit 0
}
_texture_unit_pool[name] = nextunitindex;
return nextunitindex;
}