X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fshader.cpp;h=b2ccb8b6dc7fcfbc98c44028b9c97263d562b274;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=01f786117a781b9536be7bb623962dadee2b789d;hpb=15ff5ed48855c6bd09bc8f5152f46065484c1e94;p=blank.git diff --git a/src/shader.cpp b/src/shader.cpp index 01f7861..b2ccb8b 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -42,27 +42,27 @@ Shader::~Shader() { } } -Shader::Shader(Shader &&other) +Shader::Shader(Shader &&other) noexcept : handle(other.handle) { other.handle = 0; } -Shader &Shader::operator =(Shader &&other) { +Shader &Shader::operator =(Shader &&other) noexcept { std::swap(handle, other.handle); return *this; } -void Shader::Source(const GLchar *src) { +void Shader::Source(const GLchar *src) noexcept { const GLchar* src_arr[] = { src }; glShaderSource(handle, 1, src_arr, nullptr); } -void Shader::Compile() { +void Shader::Compile() noexcept { glCompileShader(handle); } -bool Shader::Compiled() const { +bool Shader::Compiled() const noexcept { GLint compiled = GL_FALSE; glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled); return compiled == GL_TRUE; @@ -77,7 +77,7 @@ void Shader::Log(std::ostream &out) const { } -void Shader::AttachToProgram(GLuint id) const { +void Shader::AttachToProgram(GLuint id) const noexcept { glAttachShader(id, handle); } @@ -109,15 +109,15 @@ const Shader &Program::LoadShader(GLenum type, const GLchar *src) { return shader; } -void Program::Attach(Shader &shader) { +void Program::Attach(Shader &shader) noexcept { shader.AttachToProgram(handle); } -void Program::Link() { +void Program::Link() noexcept { glLinkProgram(handle); } -bool Program::Linked() const { +bool Program::Linked() const noexcept { GLint linked = GL_FALSE; glGetProgramiv(handle, GL_LINK_STATUS, &linked); return linked == GL_TRUE; @@ -132,11 +132,11 @@ void Program::Log(std::ostream &out) const { } -GLint Program::AttributeLocation(const GLchar *name) const { +GLint Program::AttributeLocation(const GLchar *name) const noexcept { return glGetAttribLocation(handle, name); } -GLint Program::UniformLocation(const GLchar *name) const { +GLint Program::UniformLocation(const GLchar *name) const noexcept { return glGetUniformLocation(handle, name); } @@ -209,7 +209,7 @@ DirectionalLighting::DirectionalLighting() } -void DirectionalLighting::Activate() { +void DirectionalLighting::Activate() noexcept { GLContext::EnableDepthTest(); GLContext::EnableBackfaceCulling(); program.Use(); @@ -218,7 +218,7 @@ void DirectionalLighting::Activate() { glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z); } -void DirectionalLighting::SetM(const glm::mat4 &m) { +void DirectionalLighting::SetM(const glm::mat4 &m) noexcept { glm::mat4 mv(view * m); glm::mat4 mvp(vp * m); glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]); @@ -226,33 +226,33 @@ void DirectionalLighting::SetM(const glm::mat4 &m) { glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]); } -void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) { +void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) noexcept { light_direction = -dir; glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z); } -void DirectionalLighting::SetFogDensity(float f) { +void DirectionalLighting::SetFogDensity(float f) noexcept { fog_density = f; glUniform1f(fog_density_handle, fog_density); } -void DirectionalLighting::SetProjection(const glm::mat4 &p) { +void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept { projection = p; vp = p * view; } -void DirectionalLighting::SetView(const glm::mat4 &v) { +void DirectionalLighting::SetView(const glm::mat4 &v) noexcept { view = v; vp = projection * v; } -void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) { +void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { projection = p; view = v; vp = p * v; } -void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) { +void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { SetVP(v, p); SetM(m); } @@ -313,41 +313,41 @@ BlockLighting::BlockLighting() } -void BlockLighting::Activate() { +void BlockLighting::Activate() noexcept { GLContext::EnableDepthTest(); GLContext::EnableBackfaceCulling(); program.Use(); } -void BlockLighting::SetM(const glm::mat4 &m) { +void BlockLighting::SetM(const glm::mat4 &m) noexcept { glm::mat4 mv(view * m); glm::mat4 mvp(vp * m); glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]); glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]); } -void BlockLighting::SetFogDensity(float f) { +void BlockLighting::SetFogDensity(float f) noexcept { fog_density = f; glUniform1f(fog_density_handle, fog_density); } -void BlockLighting::SetProjection(const glm::mat4 &p) { +void BlockLighting::SetProjection(const glm::mat4 &p) noexcept { projection = p; vp = p * view; } -void BlockLighting::SetView(const glm::mat4 &v) { +void BlockLighting::SetView(const glm::mat4 &v) noexcept { view = v; vp = projection * v; } -void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) { +void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { projection = p; view = v; vp = p * v; } -void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) { +void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { SetVP(v, p); SetM(m); }