Fix indentation

This commit is contained in:
Matthias Schiffer 2016-02-02 06:12:13 +01:00
parent 4b03ea2a9c
commit a240df3979

View file

@ -23,117 +23,117 @@ static GLint res_loc;
static char * readfile(const char *filename) {
FILE *f = fopen(filename, "r");
if (!f)
return NULL;
FILE *f = fopen(filename, "r");
if (!f)
return NULL;
size_t size = 1024;
char *buffer = malloc(size+1);
size_t count = 0, r;
size_t size = 1024;
char *buffer = malloc(size+1);
size_t count = 0, r;
do {
if (count == size) {
size *= 2;
buffer = realloc(buffer, size+1);
}
do {
if (count == size) {
size *= 2;
buffer = realloc(buffer, size+1);
}
r = fread(buffer+count, 1, size-count, f);
count += r;
} while (r);
r = fread(buffer+count, 1, size-count, f);
count += r;
} while (r);
fclose(f);
fclose(f);
buffer[count] = 0;
buffer[count] = 0;
return buffer;
return buffer;
}
static void printShaderInfoLog(GLuint obj) {
GLint length = 0;
GLint length = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
if(length > 0) {
char log[length];
glGetShaderInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
glGetShaderInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
static void printProgramInfoLog(GLuint obj) {
GLint length = 0;
GLint length = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
if(length > 0) {
char log[length];
glGetProgramInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
glGetProgramInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
static void init(char *filename) {
glewInit();
glewInit();
glDisable(GL_DEPTH_TEST);
char *shader = readfile(filename);
if (!shader) {
fprintf(stderr, "Error: unable to read '%s'\n", filename);
exit(1);
}
char *shader = readfile(filename);
if (!shader) {
fprintf(stderr, "Error: unable to read '%s'\n", filename);
exit(1);
}
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, (const GLchar **)&shader, NULL);
glCompileShader(frag);
printShaderInfoLog(frag);
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, (const GLchar **)&shader, NULL);
glCompileShader(frag);
printShaderInfoLog(frag);
GLuint program = glCreateProgram();
glAttachShader(program, frag);
GLuint program = glCreateProgram();
glAttachShader(program, frag);
glLinkProgram(program);
printProgramInfoLog(program);
glLinkProgram(program);
printProgramInfoLog(program);
glBindFragDataLocation(program, 0, "fragColor");
time_loc = glGetUniformLocation(program, "time");
res_loc = glGetUniformLocation(program, "res");
glBindFragDataLocation(program, 0, "fragColor");
time_loc = glGetUniformLocation(program, "time");
res_loc = glGetUniformLocation(program, "res");
glUseProgram(program);
glUseProgram(program);
}
#ifdef GLSLWRITE
static void savePNG(int width, int height, const char *output_dir) {
uint8_t pixels[width*height*4];
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels);
uint8_t pixels[width*height*4];
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels);
char filename[strlen(output_dir) + 20];
snprintf(filename, sizeof(filename), "%s/%010u.png", output_dir, frame_time);
char filename[strlen(output_dir) + 20];
snprintf(filename, sizeof(filename), "%s/%010u.png", output_dir, frame_time);
FILE *f = fopen(filename, "wb");
FILE *f = fopen(filename, "wb");
if (!f) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png_ptr) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_set_swap_alpha(png_ptr);
png_set_swap_alpha(png_ptr);
png_infop info_ptr = png_create_info_struct(png_ptr);
if (!info_ptr) {
fprintf(stderr, "unable to create PNG info struct\n");
exit(1);
exit(1);
}
if (setjmp(png_jmpbuf(png_ptr))) {
fprintf(stderr, "unable to write PNG file\n");
exit(1);
exit(1);
}
png_init_io(png_ptr, f);
@ -157,11 +157,11 @@ static void render(int width, int height) {
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
#ifdef GLSLWRITE
glUniform1f(time_loc, frame_time);
glUniform1f(time_loc, frame_time);
#else
glUniform1f(time_loc, SDL_GetTicks());
glUniform1f(time_loc, SDL_GetTicks());
#endif
glUniform2f(res_loc, width, height);
glUniform2f(res_loc, width, height);
glBegin(GL_QUADS);
glVertex2f(-1, -1);
@ -171,7 +171,7 @@ static void render(int width, int height) {
glEnd();
#ifdef GLSLWRITE
frame_time += 20;
frame_time += 20;
#endif
}
@ -180,23 +180,23 @@ int main(int argc, char *argv[]) {
bool running = true;
#ifdef GLSLWRITE
if (argc != 3) {
fprintf(stderr, "Usage: glslwrite <shader> <output directory>\n");
exit(1);
}
if (argc != 3) {
fprintf(stderr, "Usage: glslwrite <shader> <output directory>\n");
exit(1);
}
#else
if (argc != 2) {
fprintf(stderr, "Usage: glslview <shader> <output directory>\n");
exit(1);
}
if (argc != 2) {
fprintf(stderr, "Usage: glslview <shader> <output directory>\n");
exit(1);
}
#endif
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("glslwrite", 0, 0, 800, 800, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GL_CreateContext(window);
SDL_GL_CreateContext(window);
init(argv[1]);
init(argv[1]);
while (running) {
SDL_Event e;
@ -204,18 +204,18 @@ int main(int argc, char *argv[]) {
while( SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT) {
running = false;
break;
break;
}
}
int width, height;
SDL_GetWindowSize(window, &width, &height);
int width, height;
SDL_GetWindowSize(window, &width, &height);
render(width, height);
SDL_GL_SwapWindow(window);
SDL_GL_SwapWindow(window);
#ifdef GLSLWRITE
savePNG(width, height, argv[2]);
savePNG(width, height, argv[2]);
#endif
}