mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Another shader tab/whitespace fix.
This commit is contained in:
@@ -43,15 +43,15 @@ public:
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// convert stream into string
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// convert stream into string
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vertexCode = vShaderStream.str();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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fragmentCode = fShaderStream.str();
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// if geometry shader path is present, also load a geometry shader
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// if geometry shader path is present, also load a geometry shader
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if(geometryPath != nullptr)
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if(geometryPath != nullptr)
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{
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{
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gShaderFile.open(geometryPath);
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gShaderFile.open(geometryPath);
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std::stringstream gShaderStream;
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std::stringstream gShaderStream;
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gShaderStream << gShaderFile.rdbuf();
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gShaderStream << gShaderFile.rdbuf();
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gShaderFile.close();
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gShaderFile.close();
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geometryCode = gShaderStream.str();
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geometryCode = gShaderStream.str();
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}
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}
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}
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}
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catch (std::ifstream::failure e)
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catch (std::ifstream::failure e)
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{
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{
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@@ -72,30 +72,30 @@ public:
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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checkCompileErrors(fragment, "FRAGMENT");
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// if geometry shader is given, compile geometry shader
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// if geometry shader is given, compile geometry shader
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unsigned int geometry;
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unsigned int geometry;
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if(geometryPath != nullptr)
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if(geometryPath != nullptr)
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{
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{
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const char * gShaderCode = geometryCode.c_str();
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const char * gShaderCode = geometryCode.c_str();
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glCompileShader(geometry);
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glCompileShader(geometry);
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checkCompileErrors(geometry, "GEOMETRY");
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checkCompileErrors(geometry, "GEOMETRY");
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}
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}
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// shader Program
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// shader Program
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ID = glCreateProgram();
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glAttachShader(ID, fragment);
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if(geometryPath != nullptr)
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if(geometryPath != nullptr)
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glAttachShader(ID, geometry);
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glAttachShader(ID, geometry);
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glLinkProgram(ID);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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// delete the shaders as they're linked into our program now and no longer necessery
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glDeleteShader(vertex);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(fragment);
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if(geometryPath != nullptr)
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if(geometryPath != nullptr)
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glDeleteShader(geometry);
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glDeleteShader(geometry);
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}
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}
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// activate the shader
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// activate the shader
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@@ -190,5 +190,4 @@ private:
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}
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}
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}
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}
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};
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};
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#endif
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#endif
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@@ -60,7 +60,7 @@ public:
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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checkCompileErrors(fragment, "FRAGMENT");
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// shader Program
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// shader Program
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ID = glCreateProgram();
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, vertex);
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@@ -164,5 +164,4 @@ private:
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}
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}
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}
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}
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};
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};
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#endif
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#endif
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@@ -59,7 +59,7 @@ public:
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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checkCompileErrors(fragment, "FRAGMENT");
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// shader Program
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// shader Program
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ID = glCreateProgram();
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, vertex);
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@@ -120,5 +120,4 @@ private:
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}
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}
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}
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}
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};
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};
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#endif
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#endif
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