Rename create_shader to register_shader
This commit is contained in:
		| @@ -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; | ||||||
|   } |   } | ||||||
|   | |||||||
| @@ -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, | ||||||
|   | |||||||
| @@ -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, | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user