From 8adc28fc6f22d43c9e734683e1faa045a2baed94 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Fri, 20 Feb 2015 19:36:27 -0500 Subject: [PATCH] Fix indentation --- src/tools/graphtool.cpp | 70 ++++++++++++++++++++--------------------- 1 file changed, 34 insertions(+), 36 deletions(-) diff --git a/src/tools/graphtool.cpp b/src/tools/graphtool.cpp index f3b2f7c5..a639cde6 100644 --- a/src/tools/graphtool.cpp +++ b/src/tools/graphtool.cpp @@ -48,46 +48,44 @@ static void register_main_patterns(); void init_graph_tool(){ fs::path shaderPath = progDir/"data"/"shaders"; fs::path fragPath = shaderPath/"mask.frag", vertPath = shaderPath/"mask.vert"; - std::ifstream fin; do { + std::ifstream fin; + std::cerr << "Loading fragment shader from " << fragPath.string() << std::endl; + fin.open(fragPath.string().c_str()); + if(!fin.good()) { + std::cerr << std_fmterr << ": Error loading fragment shader" << std::endl; + break; + } + fin.seekg(0, std::ios::end); + int size = fin.tellg(); + fin.seekg(0); + char* fbuf = new char[size + 1]; + fbuf[size] = 0; + fin.read(fbuf, size); + fbuf[fin.gcount()] = 0; + fin.close(); - std::cerr << "Loading fragment shader from " << fragPath.string() << std::endl; - fin.open(fragPath.string().c_str()); - if(!fin.good()) { - std::cerr << std_fmterr << ": Error loading fragment shader" << std::endl; - break; - } - fin.seekg(0, std::ios::end); - int size = fin.tellg(); - fin.seekg(0); - char* fbuf = new char[size + 1]; - fbuf[size] = 0; - fin.read(fbuf, size); - fbuf[fin.gcount()] = 0; - fin.close(); - - std::cerr << "Loading vertex shader from " << vertPath.string() << std::endl; - fin.open(vertPath.string().c_str()); - if(!fin.good()) { - std::cerr << std_fmterr << ": Error loading vertex shader" << std::endl; - delete[] fbuf; - break; - } - fin.seekg(0, std::ios::end); - size = fin.tellg(); - fin.seekg(0); - char* vbuf = new char[size + 1]; - vbuf[size] = 0; - fin.read(vbuf, size); - vbuf[fin.gcount()] = 0; + std::cerr << "Loading vertex shader from " << vertPath.string() << std::endl; + fin.open(vertPath.string().c_str()); + if(!fin.good()) { + std::cerr << std_fmterr << ": Error loading vertex shader" << std::endl; + delete[] fbuf; + break; + } + fin.seekg(0, std::ios::end); + size = fin.tellg(); + fin.seekg(0); + char* vbuf = new char[size + 1]; + vbuf[size] = 0; + fin.read(vbuf, size); + vbuf[fin.gcount()] = 0; - if(!maskShader.loadFromMemory(vbuf, fbuf)) { - std::cerr << "Error: Failed to load shaders from " << shaderPath << "\nVertex:\n" << vbuf << "\nFragment:\n" << fbuf << std::endl; - } - delete[] fbuf; - delete[] vbuf; - + if(!maskShader.loadFromMemory(vbuf, fbuf)) { + std::cerr << "Error: Failed to load shaders from " << shaderPath << "\nVertex:\n" << vbuf << "\nFragment:\n" << fbuf << std::endl; + } + delete[] fbuf; + delete[] vbuf; } while(false); int i; // TODO: The duplication of location here shouldn't be necessary