Skip to content

Commit

Permalink
fixing typos
Browse files Browse the repository at this point in the history
  • Loading branch information
Prtm2110 committed Jan 10, 2025
1 parent 232b100 commit dd473c5
Show file tree
Hide file tree
Showing 3 changed files with 65 additions and 60 deletions.
111 changes: 57 additions & 54 deletions Spraky-core/x64/src/graphics/shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -19,60 +19,63 @@ namespace sparky {
glDeleteProgram(m_ShaderID);
}

GLuint Shader::load()
{
GLuint program = glCreateProgram();
GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);

const char* vertSource = read_file(m_VertPath).c_str();
const char* fragSource = read_file(m_FragPath).c_str();

// Vertex Shader
glShaderSource(vertex, 1, &vertSource, NULL);
glCompileShader(vertex);

GLint result;
glGetShaderiv(vertex, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLint length;
glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetShaderInfoLog(vertex, length, &length, &error[0]);
std::cout << "Failed to compile vertex shader!" << std::endl << &error[0] << std::endl;
glDeleteShader(vertex);
return 0;
}

// Fragment Shader
glShaderSource(fragment, 1, &fragSource, NULL);
glCompileShader(fragment);

glGetShaderiv(fragment, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLint length;
glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetShaderInfoLog(fragment, length, &length, &error[0]);
std::cout << "Failed to compile fragment shader!" << std::endl << &error[0] << std::endl;
glDeleteShader(fragment);
return 0;
}

// Attach shaders to program
glAttachShader(program, vertex);
glAttachShader(program, fragment);

glLinkProgram(program);
glValidateProgram(program);

glDeleteShader(vertex);
glDeleteShader(fragment);

return program;
}
GLuint Shader::load()
{
GLuint program = glCreateProgram();
GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);

std::string vertSourceStr = read_file(m_VertPath);
const char* vertSource = vertSourceStr.c_str();

std::string fragSourceStr = read_file(m_FragPath);
const char* fragSource = fragSourceStr.c_str();

// Vertex Shader
glShaderSource(vertex, 1, &vertSource, NULL);
glCompileShader(vertex);

GLint result;
glGetShaderiv(vertex, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLint length;
glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetShaderInfoLog(vertex, length, &length, &error[0]);
std::cout << "Failed to compile vertex shader!" << std::endl << &error[0] << std::endl;
glDeleteShader(vertex);
return 0;
}

// Fragment Shader
glShaderSource(fragment, 1, &fragSource, NULL);
glCompileShader(fragment);

glGetShaderiv(fragment, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLint length;
glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &length);
std::vector<char> error(length);
glGetShaderInfoLog(fragment, length, &length, &error[0]);
std::cout << "Failed to compile fragment shader!" << std::endl << &error[0] << std::endl;
glDeleteShader(fragment);
return 0;
}

// Attach shaders to program
glAttachShader(program, vertex);
glAttachShader(program, fragment);

glLinkProgram(program);
glValidateProgram(program);

glDeleteShader(vertex);
glDeleteShader(fragment);

return program;
}

void Shader::enable() const
{
Expand Down
9 changes: 6 additions & 3 deletions Spraky-core/x64/src/shaders/basic.frag
Original file line number Diff line number Diff line change
@@ -1,8 +1,11 @@
#version 330 core

layout (location = 0) in vec4 color;
in vec4 position; // Remove location qualifier

out vec4 color;

void main()
{
color = vec4(1.0f, 0.0f, 1.0f, 1.0f);
}
color = vec4(1.0, 0.0, 0.0, 1.0); // Set the fragment color to red
}

5 changes: 2 additions & 3 deletions Spraky-core/x64/src/shaders/basic.vert
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,7 @@ uniform mat4 pr_matrix;
uniform mat4 vw_matrix = mat4(1.0);
uniform mat4 ml_matrix = mat4(1.0);


void main()
{
gl_Position = positon;
}
gl_Position = position;
}

0 comments on commit dd473c5

Please sign in to comment.