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Diffstat (limited to 'src')
-rw-r--r--src/rendering/src/gl.c18
1 files changed, 6 insertions, 12 deletions
diff --git a/src/rendering/src/gl.c b/src/rendering/src/gl.c
index e9d986f..d998dd0 100644
--- a/src/rendering/src/gl.c
+++ b/src/rendering/src/gl.c
@@ -55,12 +55,12 @@ compile_shader(const GladGLContext *gl, const char* file_path, const GLenum shad
fclose(file);
} else {
- ERROR("Cannot open %s.\n", file_path);
+ ERROR("Cannot open \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET"\".", file_path);
return 0;
}
// Compile shader
- INFO("Compiling shader: %s\n", file_path);
+ INFO("Compiling shader \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET"\".", file_path);
char const * src_ptr = source;
gl->ShaderSource(shaderID, 1, &src_ptr , NULL);
gl->CompileShader(shaderID);
@@ -71,7 +71,7 @@ compile_shader(const GladGLContext *gl, const char* file_path, const GLenum shad
if ( InfoLogLength > 0 ) {
char* msg = calloc(InfoLogLength + 1, sizeof(char));
gl->GetShaderInfoLog(shaderID, InfoLogLength, NULL, msg);
- ERROR("Failed to compile shader: %s\n", msg);
+ ERROR("Failed to compile shader: " TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET, msg);
free(msg);
}
free(source);
@@ -91,10 +91,10 @@ GLuint LoadShaders(
// Create the shaders
const GLuint vertexShader = compile_shader(gl, vertex_file_path, GL_VERTEX_SHADER);
- const GLuint fragmentShader = compile_shader(gl, vertex_file_path, GL_FRAGMENT_SHADER);
+ const GLuint fragmentShader = compile_shader(gl, fragment_file_path, GL_FRAGMENT_SHADER);
// Link the program
- INFO("Linking program\n");
+ INFO("Linking program");
GLuint ProgramID = gl->CreateProgram();
if (vertex_file_path != NULL) gl->AttachShader(ProgramID, vertexShader);
@@ -108,7 +108,7 @@ GLuint LoadShaders(
if ( InfoLogLength > 0 ){
char* msg = calloc(InfoLogLength + 1, sizeof(char));
gl->GetShaderInfoLog(ProgramID, InfoLogLength, NULL, msg);
- ERROR("Compiling shader: %s\n", msg);
+ ERROR("Compiling shader: " TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET, msg);
free(msg);
}
@@ -121,12 +121,6 @@ GLuint LoadShaders(
return ProgramID;
}
-/* Prototype it for now, */
-GLuint LoadShaders(
- const GladGLContext* gl,
- const char * vertex_file_path,
- const char * fragment_file_path);
-
RenderObject RenderObject_new() {
GladGLContext *gl = GLOBAL_PLATFORM->window->context;
RenderObject o;