linter: opengl_shader.cpp
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@@ -23,23 +23,23 @@ class OpenGLShader : public ShaderBackend {
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OpenGLShader() = default;
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~OpenGLShader() override;
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bool init(SDL_Window* window,
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auto init(SDL_Window* window,
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SDL_Texture* texture,
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const std::string& vertex_source,
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const std::string& fragment_source) override;
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const std::string& fragment_source) -> bool override;
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void render() override;
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void setTextureSize(float width, float height) override;
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void cleanup() override;
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bool isHardwareAccelerated() const override { return is_initialized_; }
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void cleanup() override final;
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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private:
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// Funciones auxiliares
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bool initGLExtensions();
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GLuint compileShader(const std::string& source, GLenum shader_type);
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GLuint linkProgram(GLuint vertex_shader, GLuint fragment_shader);
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auto initGLExtensions() -> bool;
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auto compileShader(const std::string& source, GLenum shader_type) -> GLuint;
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auto linkProgram(GLuint vertex_shader, GLuint fragment_shader) -> GLuint;
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void createQuadGeometry();
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GLuint getTextureID(SDL_Texture* texture);
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auto getTextureID(SDL_Texture* texture) -> GLuint;
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void checkGLError(const char* operation);
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// Estado SDL
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@@ -59,8 +59,8 @@ class OpenGLShader : public ShaderBackend {
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// Tamaños
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int window_width_ = 0;
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int window_height_ = 0;
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float texture_width_ = 0.0f;
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float texture_height_ = 0.0f;
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float texture_width_ = 0.0F;
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float texture_height_ = 0.0F;
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// Estado
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bool is_initialized_ = false;
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