Rename create_shader to register_shader

This commit is contained in:
Abdelrahman Said 2024-08-23 22:43:52 +01:00
parent c91f1b9e9b
commit 4f58fc4803
3 changed files with 12 additions and 12 deletions

View File

@ -14,8 +14,8 @@ struct shader_repo {
internal ShaderRepo g_repository = {0}; internal ShaderRepo g_repository = {0};
ShaderID create_shader(void *shader, VertexShader *vertex, ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment) { FragmentShader *fragment) {
if (g_repository.count + 1 >= MAX_SHADER_COUNT) { if (g_repository.count + 1 >= MAX_SHADER_COUNT) {
return INVALID_SHADER; return INVALID_SHADER;
} }

View File

@ -35,8 +35,8 @@ typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model); const Model *model);
ShaderID create_shader(void *shader, VertexShader *vertex, ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment); FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex, V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data, FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,

View File

@ -56,14 +56,14 @@ void load_shaders(void) {
perspective.projection = perspective_projection; perspective.projection = perspective_projection;
orthographic.projection = orthographic_projection; orthographic.projection = orthographic_projection;
perspective_phong = perspective_phong = register_shader(&perspective, general_shader_vertex,
create_shader(&perspective, general_shader_vertex, phong_shader_fragment); phong_shader_fragment);
perspective_albedo = create_shader(&perspective, general_shader_vertex, perspective_albedo = register_shader(&perspective, general_shader_vertex,
albedo_shader_fragment); albedo_shader_fragment);
orthographic_phong = create_shader(&orthographic, general_shader_vertex, orthographic_phong = register_shader(&orthographic, general_shader_vertex,
phong_shader_fragment); phong_shader_fragment);
orthographic_albedo = create_shader(&orthographic, general_shader_vertex, orthographic_albedo = register_shader(&orthographic, general_shader_vertex,
albedo_shader_fragment); albedo_shader_fragment);
} }
internal V3f general_shader_vertex(void *shader, const V3f *vertex, internal V3f general_shader_vertex(void *shader, const V3f *vertex,