miniscule changes; but always good to push before leaving
authorBrendan Hansen <brendan.f.hansen@gmail.com>
Tue, 20 Oct 2020 02:49:45 +0000 (21:49 -0500)
committerBrendan Hansen <brendan.f.hansen@gmail.com>
Tue, 20 Oct 2020 02:49:45 +0000 (21:49 -0500)
include/physics.h
src/physics.cpp
src/sim.cpp

index 1acfc6e88c7b0c9dde6349f2e9aa30d9ee083402..44646d79cdb346efda7b978b18d2443bb0f54de7 100644 (file)
@@ -11,6 +11,6 @@ struct Body
     f32 mass;
 };
 
-Body* make_bodies(i32 body_count = 1);
+Body* alloc_bodies(i32 body_count = 1);
 
 #endif //PHYSICS_H
\ No newline at end of file
index 44885cc659f651ae56b1b5ffa8ba89a6e3a3e55b..92ad088289f8a17aea23734b4d53ee924e5e0b67 100644 (file)
@@ -2,6 +2,6 @@
 #include "utils.h"
 #include "types.h"
 
-Body* make_bodies(i32 body_count) {
+Body* alloc_bodies(i32 body_count) {
     return alloc<Body>(body_count);
 }
\ No newline at end of file
index 4e9a31302d17599989a09540fe2842814f9b6cb6..3af7c82cca9678ac3b2a1fef21bdf4cf2e1a8582 100644 (file)
@@ -74,71 +74,73 @@ deinit_glfw()
        glfwTerminate();
 }
 
-internal GLuint
-load_shader(GLenum shader_type, const char* shader_loc)
-{
-    logprint(LOG_LEVEL_INFO, "Loading shader: %s", shader_loc);
-    
-    GLuint shader = glCreateShader(shader_type);
-    
-    FILE* shader_file = fopen(shader_loc, "rb");
-    if (shader_file == NULL) panic_and_die("Shader file not found: %s\n", shader_loc);
-    
-    fseek(shader_file, 0, SEEK_END);
-    i32 shader_file_size = ftell(shader_file);
-    fseek(shader_file, 0, SEEK_SET);
-    
-    char* shader_buffer = (char *) malloc(shader_file_size + 1);
-    fread(shader_buffer, 1, shader_file_size, shader_file);
-    fclose(shader_file);
-    
-    shader_buffer[shader_file_size] = 0;
-    
-    glShaderSource(shader, 1, (const char* const*) &shader_buffer, NULL);
-    glCompileShader(shader);
-    
-    GLint successful;
-    glGetShaderiv(shader, GL_COMPILE_STATUS, &successful);
-    if (successful != GL_TRUE)
+namespace gl_util {
+    internal GLuint
+        load_shader(GLenum shader_type, const char* shader_loc)
     {
-        GLsizei log_length = 0;
-        GLchar shader_log[1024];
-        glGetShaderInfoLog(shader, 1023, &log_length, shader_log);
-        shader_log[log_length] = 0;
+        logprint(LOG_LEVEL_INFO, "Loading shader: %s", shader_loc);
+        
+        GLuint shader = glCreateShader(shader_type);
+        
+        FILE* shader_file = fopen(shader_loc, "rb");
+        if (shader_file == NULL) panic_and_die("Shader file not found: %s\n", shader_loc);
+        
+        fseek(shader_file, 0, SEEK_END);
+        i32 shader_file_size = ftell(shader_file);
+        fseek(shader_file, 0, SEEK_SET);
+        
+        char* shader_buffer = (char *) malloc(shader_file_size + 1);
+        fread(shader_buffer, 1, shader_file_size, shader_file);
+        fclose(shader_file);
+        
+        shader_buffer[shader_file_size] = 0;
+        
+        glShaderSource(shader, 1, (const char* const*) &shader_buffer, NULL);
+        glCompileShader(shader);
+        
+        GLint successful;
+        glGetShaderiv(shader, GL_COMPILE_STATUS, &successful);
+        if (successful != GL_TRUE)
+        {
+            GLsizei log_length = 0;
+            GLchar shader_log[1024];
+            glGetShaderInfoLog(shader, 1023, &log_length, shader_log);
+            shader_log[log_length] = 0;
+            
+            panic_and_die("Error compiling shader %s:\n%s\n",
+                          shader_loc,
+                          shader_log);
+        }
         
-        panic_and_die("Error compiling shader %s:\n%s\n",
-                      shader_loc,
-                      shader_log);
+        free(shader_buffer);
+        
+        return shader;
     }
     
-    free(shader_buffer);
-    
-    return shader;
-}
-
-internal GLuint
-create_program(GLuint vertex_shader, GLuint fragment_shader)
-{
-    logprint(LOG_LEVEL_INFO, "Linking GL program");
-    
-    GLuint program = glCreateProgram();
-    glAttachShader(program, vertex_shader);
-    glAttachShader(program, fragment_shader);
-    glLinkProgram(program);
-    
-    GLint successful;
-    glGetProgramiv(program, GL_LINK_STATUS, &successful);
-    if (successful != GL_TRUE)
+    internal GLuint
+        create_program(GLuint vertex_shader, GLuint fragment_shader)
     {
-        GLsizei log_length = 0;
-        GLchar program_log[1024];
-        glGetProgramInfoLog(program, 1023, &log_length, program_log);
-        program_log[log_length] = 0;
+        logprint(LOG_LEVEL_INFO, "Linking GL program");
+        
+        GLuint program = glCreateProgram();
+        glAttachShader(program, vertex_shader);
+        glAttachShader(program, fragment_shader);
+        glLinkProgram(program);
+        
+        GLint successful;
+        glGetProgramiv(program, GL_LINK_STATUS, &successful);
+        if (successful != GL_TRUE)
+        {
+            GLsizei log_length = 0;
+            GLchar program_log[1024];
+            glGetProgramInfoLog(program, 1023, &log_length, program_log);
+            program_log[log_length] = 0;
+            
+            panic_and_die("Error linking program:\n%s", program_log);
+        }
         
-        panic_and_die("Error linking program:\n%s", program_log);
+        return program;
     }
-    
-    return program;
 }
 
 
@@ -146,7 +148,6 @@ create_program(GLuint vertex_shader, GLuint fragment_shader)
 
 
 
-
 #define CIRCLE_POINT_COUNT 36 // NOTE(Brendan): Treat a circle as a many-sided polygon.
 
 // NOTE(Brendan): Returns the VAO where the mesh data was bound.
@@ -242,9 +243,9 @@ main(i32 argc, char* argv[])
     
     circle_mesh = create_circle_mesh();
     
-    GLuint v_shader = load_shader(GL_VERTEX_SHADER, "res/shaders/planet_vert.glsl");
-    GLuint f_shader = load_shader(GL_FRAGMENT_SHADER, "res/shaders/planet_frag.glsl");
-    GLuint program create_program(v_shader, f_shader);
+    GLuint v_shader = gl_util::load_shader(GL_VERTEX_SHADER, "res/shaders/planet_vert.glsl");
+    GLuint f_shader = gl_util::load_shader(GL_FRAGMENT_SHADER, "res/shaders/planet_frag.glsl");
+    GLuint program  = gl_util::create_program(v_shader, f_shader);
     glUseProgram(program);
     
     mat4 ortho_mat;
@@ -253,7 +254,7 @@ main(i32 argc, char* argv[])
     GLuint ortho_mat_loc = glGetUniformLocation(program, "u_proj");
     glUniformMatrix4fv(ortho_mat_loc, 1, false, (f32 *) ortho_mat);
     
-    auto bodies = make_bodies(128);
+    auto bodies = alloc_bodies(128);
     foreach(i, 0, 128)
     {
         bodies[i].pos = V2f{ randf(0, 800), randf(0, 800) };