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author | Yann Herklotz <ymherklotz@gmail.com> | 2018-06-23 15:49:21 +0100 |
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committer | Yann Herklotz <ymherklotz@gmail.com> | 2018-06-23 15:49:21 +0100 |
commit | 9f92cab6b884711ca8be050b500a2880a955f001 (patch) | |
tree | fa0999a72436a81c82c49ba8dc473522ac30ceb6 /yage/render/shader.cpp | |
parent | 3702e753a5f7b31c31261c968757e19e808a84ec (diff) | |
download | YAGE-9f92cab6b884711ca8be050b500a2880a955f001.tar.gz YAGE-9f92cab6b884711ca8be050b500a2880a955f001.zip |
Switching to east const
This is compared to const west, which is not very consistent, as const always
acts on what is on its left, and if there isn't anything on the left, it will
act on what is on its right. By always placing const on the right of what it
should act on, the rule becomes more consistent.
Diffstat (limited to 'yage/render/shader.cpp')
-rw-r--r-- | yage/render/shader.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/yage/render/shader.cpp b/yage/render/shader.cpp index e35c5099..b3aca539 100644 --- a/yage/render/shader.cpp +++ b/yage/render/shader.cpp @@ -20,7 +20,7 @@ using std::runtime_error; namespace yage { -Shader::Shader(const std::string &vertex_path, const std::string &fragment_path) +Shader::Shader(std::string const &vertex_path, std::string const &fragment_path) { std::string vertex_source, fragment_source; std::ifstream vertex_file, fragment_file; @@ -85,22 +85,22 @@ void Shader::use() const glUseProgram(program_id_); } -void Shader::setUniform(const std::string &name, int value) const +void Shader::setUniform(std::string const &name, int value) const { glUniform1i(getUniformLocation(name), static_cast<GLint>(value)); } -void Shader::setUniform(const std::string &name, float value) const +void Shader::setUniform(std::string const &name, float value) const { glUniform1f(getUniformLocation(name), static_cast<GLfloat>(value)); } -void Shader::setUniform(const std::string &name, const glm::mat4 &matrix) const +void Shader::setUniform(std::string const &name, const glm::mat4 &matrix) const { glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &(matrix[0][0])); } -GLint Shader::getUniformLocation(const std::string &uniform_name) const +GLint Shader::getUniformLocation(std::string const &uniform_name) const { GLuint location = glGetUniformLocation(program_id_, uniform_name.c_str()); if (location == GL_INVALID_INDEX) { @@ -109,7 +109,7 @@ GLint Shader::getUniformLocation(const std::string &uniform_name) const return location; } -void Shader::errorCheck(GLuint shader, const std::string &shader_type) const +void Shader::errorCheck(GLuint shader, std::string const &shader_type) const { int success; char info_log[1024]; |