]> git.lizzy.rs Git - dragonblocks_alpha.git/blobdiff - src/client/sky.c
Client: unify error handling
[dragonblocks_alpha.git] / src / client / sky.c
index 2268f51147a8c8a14f03f8d8e863d183005a2491..101782dd0fd538b76385dbf48d954f22e5f05484 100644 (file)
@@ -70,7 +70,7 @@ static GLint clouds_loc_VP;
 static GLint clouds_loc_daylight;
 static Mesh clouds_mesh;
 
-bool sky_init()
+void sky_init()
 {
        clouds_mesh = skybox_mesh;
        SkyboxVertex skybox_vertices[6][6], clouds_vertices[6][6];
@@ -86,13 +86,8 @@ bool sky_init()
 
        // skybox
 
-       if (!shader_program_create(RESSOURCE_PATH "shaders/sky/skybox", &skybox_prog, NULL)) {
-               fprintf(stderr, "[error] failed to create skybox shader program\n");
-               return false;
-       }
-
+       skybox_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/skybox", NULL);
        glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1}); GL_DEBUG
-
        skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP"); GL_DEBUG
        skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight"); GL_DEBUG
        skybox_texture_day = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/day", true)->txo;
@@ -102,27 +97,17 @@ bool sky_init()
 
        // sun
 
-       if (!shader_program_create(RESSOURCE_PATH "shaders/sky/sun", &sun_prog, NULL)) {
-               fprintf(stderr, "[error] failed to create sun shader program\n");
-               return false;
-       }
-
+       sun_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/sun", NULL);
        sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP"); GL_DEBUG
        sun_texture = texture_load(RESSOURCE_PATH "textures/sun.png", false)->txo;
 
        // clouds
 
-       if (!shader_program_create(RESSOURCE_PATH "shaders/sky/clouds", &clouds_prog, NULL)) {
-               fprintf(stderr, "[error] failed to create clouds shader program\n");
-               return false;
-       }
-
+       clouds_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/clouds", NULL);
        clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP"); GL_DEBUG
        clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight"); GL_DEBUG
        clouds_mesh.data = clouds_vertices;
        mesh_upload(&clouds_mesh);
-
-       return true;
 }
 
 void sky_deinit()