rewritten one of the shader load functions
This commit is contained in:
@@ -121,6 +121,7 @@ int main(int argc, char** argv) {
|
||||
}
|
||||
|
||||
game->isWindowClosed = true;
|
||||
~simpleShader()
|
||||
SDL_GL_DeleteContext(game->glContext);
|
||||
SDL_DestroyWindow(game->window);
|
||||
SDL_Quit();
|
||||
|
||||
@@ -34,38 +34,37 @@ Shader& Shader::load(GLenum type, std::string sourceLoc) {
|
||||
const char* source = readShader(sourceLoc).c_str();
|
||||
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &source, NULL);
|
||||
glCompileShader(vertexShader);
|
||||
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(vertexShader, 512, NULL, buf);
|
||||
std::cerr << buf << std::endl;
|
||||
}
|
||||
|
||||
m_vert = vertexShader;
|
||||
m_vertLoc = sourceLoc;
|
||||
m_vertSource = (std::string)source;
|
||||
std::cout << "Vertex shader at '" << sourceLoc << "' compiled..." << std::endl;
|
||||
} else if (type == GL_FRAGMENT_SHADER) {
|
||||
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &source, NULL);
|
||||
glCompileShader(fragmentShader);
|
||||
m_vert = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(m_vert, 1, &source, NULL);
|
||||
glCompileShader(m_vert);
|
||||
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &m_status);
|
||||
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(fragmentShader, 512, NULL, buf);
|
||||
glGetShaderInfoLog(m_vert, 512, NULL, buf);
|
||||
std::cerr << buf << std::endl;
|
||||
}
|
||||
|
||||
m_frag = fragmentShader;
|
||||
std::cout << "Vertex shader at '" << sourceLoc << "' compiled..." << std::endl;
|
||||
} else if (type == GL_FRAGMENT_SHADER) {
|
||||
m_fragLoc = sourceLoc;
|
||||
m_fragSource = (std::string)source;
|
||||
std::cout << "Fragment shader at '" << sourceLoc << "' compiled..." << std::endl;
|
||||
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(m_frag, 1, &source, NULL);
|
||||
glCompileShader(m_frag);
|
||||
|
||||
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
|
||||
if (m_status == GL_FALSE) {
|
||||
char buf[512];
|
||||
glGetShaderInfoLog(m_frag, 512, NULL, buf);
|
||||
std::cerr << buf << std::endl;
|
||||
}
|
||||
|
||||
std::cout << "Vertex shader at '" << sourceLoc << "' compiled..." << std::endl;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user