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author | Tomasz Kramkowski <tk@the-tk.com> | 2018-10-22 01:41:32 +0300 |
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committer | Tomasz Kramkowski <tk@the-tk.com> | 2018-10-22 01:41:32 +0300 |
commit | 0cd7f50e11d89311762ae062bb1cfa876a317353 (patch) | |
tree | 2d4fbf2ff330c5d150f660d1aefd145d3135ddd0 /glprog.c | |
parent | 3c7790062aa05653efa0f8ee230c07cb7ead91dd (diff) | |
download | faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.tar.gz faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.tar.xz faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.zip |
use shaders/data.h for the definition of vertices
Now that shaders/data.h is in place, it can be taken to the next
extreme.
The information stored in shaders/data.h is plentiful enough that vertex
attribute location information can be standardised, the definition of
vertices can be specified in only one place and the bindings for vertex
information can be generated.
It's around this point in time that I wish there was a better
pre-processor for all this. It might make things a lot cleaner.
Diffstat (limited to 'glprog.c')
-rw-r--r-- | glprog.c | 6 |
1 files changed, 5 insertions, 1 deletions
@@ -107,7 +107,7 @@ static void detach_shaders(GLuint prog) static void load_shader(struct shader *s, const char *path) { GLuint prog; - GLint success; + GLint success, pos = 0; char log[LOGSIZE], *full, *src = NULL; size_t srclen = 0, fullsz; @@ -133,6 +133,8 @@ static void load_shader(struct shader *s, const char *path) } free(src); free(full); +#define SH_IN(_, name) gl_attr_bindloc(prog, pos++, #name); +#include "shaders/data.h" gl_prog_link(prog); gl_prog_param(prog, GL_LINK_STATUS, &success); if (!success) { @@ -150,6 +152,8 @@ static void load_shader(struct shader *s, const char *path) void glprog_init(void) { + GLint pos = 0; #define SH_PROG(name) load_shader(&prog.name, "shaders/" #name); +#define SH_IN(_, name) prog.attr.name = pos++; #include "shaders/data.h" } |