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

View File

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

View File

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