Render pipeline working.

This commit is contained in:
2021-05-20 22:47:26 -07:00
parent 06facdbba6
commit 8f124b04bd
11 changed files with 53 additions and 41 deletions

View File

@ -7,7 +7,7 @@
#include "shader.h"
void shaderCompile(shader_t *shader,
void shaderInit(shader_t *shader,
char *vertexShaderSource, char* fragmentShaderSource
) {
int isSuccess, maxLength;
@ -27,7 +27,7 @@ void shaderCompile(shader_t *shader,
glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
printf("Failed to compile vertex shader %s\n", error);
free(error);
return NULL;
return;
}
// Now load the Frag shader
@ -42,7 +42,7 @@ void shaderCompile(shader_t *shader,
printf("Failed to compile fragment shader %s\n", error);
free(error);
glDeleteShader(shaderVertex);
return NULL;
return;
}
// Now create the shader program.
@ -61,7 +61,7 @@ void shaderCompile(shader_t *shader,
free(error);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
return;
}
// Everything is okay, let's create the encapsulated shader.
@ -79,9 +79,6 @@ void shaderCompile(shader_t *shader,
// Reset position
shaderUsePosition(shader, 0, 0, 0, 0, 0, 0);
// Fetch the uniforms.
return shader;
}
void shaderDispose(shader_t *shader) {