diff --git a/src/CSFML/Graphics/Shader.cpp b/src/CSFML/Graphics/Shader.cpp index d3fddae..29dbe14 100644 --- a/src/CSFML/Graphics/Shader.cpp +++ b/src/CSFML/Graphics/Shader.cpp @@ -195,6 +195,7 @@ void sfShader_destroy(const sfShader* shader) void sfShader_setFloatUniform(sfShader* shader, const char* name, float x) { assert(shader); + assert(name); shader->This.setUniform(name, x); } @@ -203,6 +204,7 @@ void sfShader_setFloatUniform(sfShader* shader, const char* name, float x) void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)); } @@ -211,6 +213,7 @@ void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vect void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)); } @@ -219,6 +222,7 @@ void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vect void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)); } @@ -239,6 +243,7 @@ void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color) void sfShader_setIntUniform(sfShader* shader, const char* name, int x) { assert(shader); + assert(name); shader->This.setUniform(name, x); } @@ -247,6 +252,7 @@ void sfShader_setIntUniform(sfShader* shader, const char* name, int x) void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)); } @@ -255,6 +261,7 @@ void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 ve void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)); } @@ -263,6 +270,7 @@ void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 ve void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)); } @@ -283,6 +291,7 @@ void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor col void sfShader_setBoolUniform(sfShader* shader, const char* name, bool x) { assert(shader); + assert(name); shader->This.setUniform(name, x); } @@ -291,6 +300,7 @@ void sfShader_setBoolUniform(sfShader* shader, const char* name, bool x) void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y)); } @@ -299,6 +309,7 @@ void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 ve void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z)); } @@ -307,6 +318,7 @@ void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 ve void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w)); } @@ -315,6 +327,7 @@ void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 ve void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Mat3(matrix->array)); } @@ -323,6 +336,7 @@ void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Glsl::Mat4(matrix->array)); } @@ -331,6 +345,7 @@ void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture) { assert(shader); + assert(name); shader->This.setUniform(name, *texture->This); } @@ -339,6 +354,7 @@ void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfText void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name) { assert(shader); + assert(name); shader->This.setUniform(name, sf::Shader::CurrentTexture); } @@ -347,6 +363,7 @@ void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name) void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, scalarArray, length); } @@ -355,6 +372,7 @@ void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const flo void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, reinterpret_cast(vectorArray), length); } @@ -363,6 +381,7 @@ void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGl void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, reinterpret_cast(vectorArray), length); } @@ -371,6 +390,7 @@ void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGl void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, reinterpret_cast(vectorArray), length); } @@ -379,6 +399,7 @@ void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGl void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, reinterpret_cast(matrixArray), length); } @@ -387,6 +408,7 @@ void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGl void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length) { assert(shader); + assert(name); shader->This.setUniformArray(name, reinterpret_cast(matrixArray), length); } @@ -395,6 +417,7 @@ void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGl void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture) { assert(shader); + assert(name); assert(texture); shader->This.setUniform(name, *texture->This); }