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@@ -193,28 +193,39 @@ void simple_renderer_init(Simple_Renderer *sr)
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void simple_renderer_reload_shaders(Simple_Renderer *sr)
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{
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- for (int i = 0; i < COUNT_SIMPLE_SHADERS; ++i) {
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- glDeleteProgram(sr->programs[i]);
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- }
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-
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+ GLuint programs[COUNT_SIMPLE_SHADERS];
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GLuint shaders[2] = {0};
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+ bool ok = true;
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+
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if (!compile_shader_file(vert_shader_file_path, GL_VERTEX_SHADER, &shaders[0])) {
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- exit(1);
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+ ok = false;
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}
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for (int i = 0; i < COUNT_SIMPLE_SHADERS; ++i) {
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if (!compile_shader_file(frag_shader_file_paths[i], GL_FRAGMENT_SHADER, &shaders[1])) {
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- exit(1);
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+ ok = false;
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}
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- sr->programs[i] = glCreateProgram();
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- attach_shaders_to_program(shaders, sizeof(shaders) / sizeof(shaders[0]), sr->programs[i]);
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- if (!link_program(sr->programs[i], __FILE__, __LINE__)) {
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- exit(1);
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+ programs[i] = glCreateProgram();
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+ attach_shaders_to_program(shaders, sizeof(shaders) / sizeof(shaders[0]), programs[i]);
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+ if (!link_program(programs[i], __FILE__, __LINE__)) {
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+ ok = false;
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}
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glDeleteShader(shaders[1]);
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}
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glDeleteShader(shaders[0]);
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+
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+ if (ok) {
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+ for (int i = 0; i < COUNT_SIMPLE_SHADERS; ++i) {
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+ glDeleteProgram(sr->programs[i]);
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+ sr->programs[i] = programs[i];
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+ }
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+ printf("Reloaded shaders successfully!\n");
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+ } else {
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+ for (int i = 0; i < COUNT_SIMPLE_SHADERS; ++i) {
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+ glDeleteProgram(programs[i]);
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+ }
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+ }
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}
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// TODO: Don't render triples of verticies that form a triangle that is completely outside of the screen
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