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https://github.com/glest/glest-source.git
synced 2025-09-29 17:09:02 +02:00
Fixed the god-awful indentation
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@@ -19,66 +19,68 @@
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using namespace Shared::Util;
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namespace Shared{ namespace Graphics{
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namespace Shared {
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namespace Graphics {
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// =====================================================
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// class ShaderManager
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// =====================================================
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// =====================================================
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// class ShaderManager
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// =====================================================
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ShaderManager::ShaderManager() {
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if (GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
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throw megaglest_runtime_error("Loading graphics in headless server mode not allowed!");
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}
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}
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ShaderManager::~ShaderManager() {
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}
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void ShaderManager::init() {
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for (unsigned int i = 0; i < shaders.size(); ++i) {
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shaders[i]->init();
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if (!shaders[i]->compile(logString)) {
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throw megaglest_runtime_error("Can't compile shader\n");
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}
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}
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for (unsigned int i = 0; i < shaderPrograms.size(); ++i) {
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shaderPrograms[i]->init();
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if (!shaderPrograms[i]->link(logString)) {
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throw megaglest_runtime_error("Can't link shader\n");
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}
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}
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}
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void ShaderManager::end() {
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for (unsigned int i = 0; i < shaderPrograms.size(); ++i) {
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shaderPrograms[i]->end();
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delete shaderPrograms[i];
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}
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shaderPrograms.clear();
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for (unsigned int i = 0; i < shaders.size(); ++i) {
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shaders[i]->end();
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delete shaders[i];
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}
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shaders.clear();
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}
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ShaderProgram *ShaderManager::newShaderProgram() {
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ShaderProgram *sp = GraphicsInterface::getInstance().getFactory()->newShaderProgram();
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shaderPrograms.push_back(sp);
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return sp;
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}
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VertexShader *ShaderManager::newVertexShader() {
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VertexShader *vs = GraphicsInterface::getInstance().getFactory()->newVertexShader();
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shaders.push_back(vs);
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return vs;
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}
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FragmentShader *ShaderManager::newFragmentShader() {
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FragmentShader *fs = GraphicsInterface::getInstance().getFactory()->newFragmentShader();
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shaders.push_back(fs);
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return fs;
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}
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ShaderManager::ShaderManager() {
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if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
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throw megaglest_runtime_error("Loading graphics in headless server mode not allowed!");
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}
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}
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ShaderManager::~ShaderManager(){
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}
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void ShaderManager::init(){
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for(unsigned int i=0; i<shaders.size(); ++i){
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shaders[i]->init();
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if(!shaders[i]->compile(logString)){
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throw megaglest_runtime_error("Can't compile shader\n");
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}
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}
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for(unsigned int i=0; i<shaderPrograms.size(); ++i){
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shaderPrograms[i]->init();
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if(!shaderPrograms[i]->link(logString)){
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throw megaglest_runtime_error("Can't link shader\n");
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}
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}
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}
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void ShaderManager::end(){
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for(unsigned int i=0; i<shaderPrograms.size(); ++i){
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shaderPrograms[i]->end();
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delete shaderPrograms[i];
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}
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shaderPrograms.clear();
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for(unsigned int i=0; i<shaders.size(); ++i){
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shaders[i]->end();
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delete shaders[i];
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}
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shaders.clear();
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}
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ShaderProgram *ShaderManager::newShaderProgram(){
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ShaderProgram *sp= GraphicsInterface::getInstance().getFactory()->newShaderProgram();
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shaderPrograms.push_back(sp);
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return sp;
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}
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VertexShader *ShaderManager::newVertexShader(){
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VertexShader *vs= GraphicsInterface::getInstance().getFactory()->newVertexShader();
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shaders.push_back(vs);
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return vs;
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}
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FragmentShader *ShaderManager::newFragmentShader(){
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FragmentShader *fs= GraphicsInterface::getInstance().getFactory()->newFragmentShader();
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shaders.push_back(fs);
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return fs;
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}
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}}//end namespace
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}//end namespace
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