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authorHampusM <hampus@hampusmat.com>2024-08-24 13:02:33 +0200
committerHampusM <hampus@hampusmat.com>2024-08-24 13:02:33 +0200
commit4e4a9d763d7bfd575c7e6c7f447be34b4429deee (patch)
tree69cf94d85cce47f23a3a1e982f95c5959c210f4d /engine/src/renderer/opengl.rs
parentcff2575a32219d4294ab05d69ad37eb6bd7a7b2d (diff)
refactor(engine): use C string literals instead of cstr macro
Diffstat (limited to 'engine/src/renderer/opengl.rs')
-rw-r--r--engine/src/renderer/opengl.rs39
1 files changed, 16 insertions, 23 deletions
diff --git a/engine/src/renderer/opengl.rs b/engine/src/renderer/opengl.rs
index 888f760..463e654 100644
--- a/engine/src/renderer/opengl.rs
+++ b/engine/src/renderer/opengl.rs
@@ -5,7 +5,6 @@ use std::ffi::{c_void, CString};
use std::ops::Deref;
use std::process::abort;
-use cstr::cstr;
use ecs::actions::Actions;
use ecs::component::local::Local;
use ecs::query::options::{Not, With};
@@ -427,14 +426,12 @@ fn apply_transformation_matrices(
window_size: Dimens<u32>,
)
{
- gl_shader_program.set_uniform_matrix_4fv(
- cstr!("model"),
- &create_transformation_matrix(transformation),
- );
+ gl_shader_program
+ .set_uniform_matrix_4fv(c"model", &create_transformation_matrix(transformation));
let view = create_view(camera, camera_pos);
- gl_shader_program.set_uniform_matrix_4fv(cstr!("view"), &view);
+ gl_shader_program.set_uniform_matrix_4fv(c"view", &view);
#[allow(clippy::cast_precision_loss)]
let projection = match &camera.projection {
@@ -444,7 +441,7 @@ fn apply_transformation_matrices(
),
};
- gl_shader_program.set_uniform_matrix_4fv(cstr!("projection"), &projection);
+ gl_shader_program.set_uniform_matrix_4fv(c"projection", &projection);
}
fn apply_light<PointLightHolder>(
@@ -488,10 +485,8 @@ fn apply_light<PointLightHolder>(
// There probably won't be more than 2147483648 directional lights
#[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
- gl_shader_program.set_uniform_1i(
- cstr!("directional_light_cnt"),
- directional_lights.len() as i32,
- );
+ gl_shader_program
+ .set_uniform_1i(c"directional_light_cnt", directional_lights.len() as i32);
for (point_light_index, point_light) in point_lights.iter().enumerate() {
gl_shader_program.set_uniform_vec_3fv(
@@ -516,10 +511,10 @@ fn apply_light<PointLightHolder>(
// There probably won't be more than 2147483648 point lights
#[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
- gl_shader_program.set_uniform_1i(cstr!("point_light_cnt"), point_lights.len() as i32);
+ gl_shader_program.set_uniform_1i(c"point_light_cnt", point_lights.len() as i32);
gl_shader_program.set_uniform_vec_3fv(
- cstr!("material.ambient"),
+ c"material.ambient",
&if material_flags.use_ambient_color {
material.ambient.clone()
} else {
@@ -529,35 +524,33 @@ fn apply_light<PointLightHolder>(
);
gl_shader_program
- .set_uniform_vec_3fv(cstr!("material.diffuse"), &material.diffuse.clone().into());
+ .set_uniform_vec_3fv(c"material.diffuse", &material.diffuse.clone().into());
#[allow(clippy::cast_possible_wrap)]
- gl_shader_program.set_uniform_vec_3fv(
- cstr!("material.specular"),
- &material.specular.clone().into(),
- );
+ gl_shader_program
+ .set_uniform_vec_3fv(c"material.specular", &material.specular.clone().into());
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
- cstr!("material.ambient_map"),
+ c"material.ambient_map",
material.ambient_map.into_inner() as i32,
);
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
- cstr!("material.diffuse_map"),
+ c"material.diffuse_map",
material.diffuse_map.into_inner() as i32,
);
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
- cstr!("material.specular_map"),
+ c"material.specular_map",
material.specular_map.into_inner() as i32,
);
- gl_shader_program.set_uniform_1fv(cstr!("material.shininess"), material.shininess);
+ gl_shader_program.set_uniform_1fv(c"material.shininess", material.shininess);
- gl_shader_program.set_uniform_vec_3fv(cstr!("view_pos"), &camera_pos.position);
+ gl_shader_program.set_uniform_vec_3fv(c"view_pos", &camera_pos.position);
}
fn set_light_attenuation_uniforms(