Fixed the god-awful indentation

This commit is contained in:
mathusummut
2018-05-06 00:01:36 +02:00
parent 643e3820f5
commit 35b7b1f1a6
459 changed files with 204893 additions and 217545 deletions

View File

@@ -17,71 +17,79 @@
#include "texture.h"
#include "leak_dumper.h"
namespace Shared{ namespace Graphics{
namespace Shared {
namespace Graphics {
// =====================================================
// class ShaderProgram
// =====================================================
// =====================================================
// class ShaderProgram
// =====================================================
class VertexShader;
class FragmentShader;
class VertexShader;
class FragmentShader;
class ShaderProgram{
public:
virtual ~ShaderProgram(){}
virtual void init()= 0;
virtual void end()= 0;
class ShaderProgram {
public:
virtual ~ShaderProgram() {
}
virtual void init() = 0;
virtual void end() = 0;
virtual void attach(VertexShader *vs, FragmentShader *fs)= 0;
virtual bool link(string &messages)= 0;
virtual void activate()= 0;
virtual void deactivate()= 0;
virtual void attach(VertexShader *vs, FragmentShader *fs) = 0;
virtual bool link(string &messages) = 0;
virtual void activate() = 0;
virtual void deactivate() = 0;
virtual void setUniform(const string &name, int value)= 0;
virtual void setUniform(const string &name, float value)= 0;
virtual void setUniform(const string &name, const Vec2f &value)= 0;
virtual void setUniform(const string &name, const Vec3f &value)= 0;
virtual void setUniform(const string &name, const Vec4f &value)= 0;
virtual void setUniform(const string &name, const Matrix3f &value)= 0;
virtual void setUniform(const string &name, const Matrix4f &value)= 0;
};
virtual void setUniform(const string &name, int value) = 0;
virtual void setUniform(const string &name, float value) = 0;
virtual void setUniform(const string &name, const Vec2f &value) = 0;
virtual void setUniform(const string &name, const Vec3f &value) = 0;
virtual void setUniform(const string &name, const Vec4f &value) = 0;
virtual void setUniform(const string &name, const Matrix3f &value) = 0;
virtual void setUniform(const string &name, const Matrix4f &value) = 0;
};
// =====================================================
// class Shader
// =====================================================
// =====================================================
// class Shader
// =====================================================
class Shader{
public:
virtual ~Shader(){}
virtual void init()= 0;
virtual void end()= 0;
class Shader {
public:
virtual ~Shader() {
}
virtual void init() = 0;
virtual void end() = 0;
virtual void load(const string &path)= 0;
virtual bool compile(string &messages)= 0;
};
virtual void load(const string &path) = 0;
virtual bool compile(string &messages) = 0;
};
class VertexShader: virtual public Shader{
};
class VertexShader : virtual public Shader {
};
class FragmentShader: virtual public Shader{
};
class FragmentShader : virtual public Shader {
};
// =====================================================
// class ShaderSource
// =====================================================
// =====================================================
// class ShaderSource
// =====================================================
class ShaderSource{
private:
string pathInfo;
string code;
class ShaderSource {
private:
string pathInfo;
string code;
public:
const string &getPathInfo() const {return pathInfo;}
const string &getCode() const {return code;}
public:
const string &getPathInfo() const {
return pathInfo;
}
const string &getCode() const {
return code;
}
void load(const string &path);
};
void load(const string &path);
};
}}//end namespace
}
}//end namespace
#endif