Another shader tab/whitespace fix.

This commit is contained in:
Joey de Vries
2017-05-28 08:58:38 +02:00
parent d78752800f
commit bc718162b1
3 changed files with 25 additions and 28 deletions

View File

@@ -43,15 +43,15 @@ public:
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// if geometry shader path is present, also load a geometry shader
if(geometryPath != nullptr)
{
// if geometry shader path is present, also load a geometry shader
if(geometryPath != nullptr)
{
gShaderFile.open(geometryPath);
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::ifstream::failure e)
{
@@ -72,30 +72,30 @@ public:
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if(geometryPath != nullptr)
{
const char * gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if(geometryPath != nullptr)
{
const char * gShaderCode = geometryCode.c_str();
geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &gShaderCode, NULL);
glCompileShader(geometry);
checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if(geometryPath != nullptr)
glAttachShader(ID, geometry);
if(geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
if(geometryPath != nullptr)
glDeleteShader(geometry);
if(geometryPath != nullptr)
glDeleteShader(geometry);
}
// activate the shader
@@ -190,5 +190,4 @@ private:
}
}
};
#endif

View File

@@ -60,7 +60,7 @@ public:
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
@@ -164,5 +164,4 @@ private:
}
}
};
#endif

View File

@@ -59,7 +59,7 @@ public:
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
checkCompileErrors(fragment, "FRAGMENT");
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
@@ -120,5 +120,4 @@ private:
}
}
};
#endif
#endif