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-rw-r--r--src/renderer.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index c2b37d2..d50901b 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -363,7 +363,7 @@ GLFWwindow* initRenderer()
363 std::vector<glm::vec3> mesh_vertices; 363 std::vector<glm::vec3> mesh_vertices;
364 std::vector<glm::vec2> mesh_uvs; 364 std::vector<glm::vec2> mesh_uvs;
365 std::vector<glm::vec3> mesh_normals; 365 std::vector<glm::vec3> mesh_normals;
366 loadMesh("../res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals); 366 loadMesh("res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals);
367 367
368 mesh_numvertices = mesh_vertices.size(); 368 mesh_numvertices = mesh_vertices.size();
369 369
@@ -396,7 +396,7 @@ GLFWwindow* initRenderer()
396 glGenTextures(1, &artifactsTex); 396 glGenTextures(1, &artifactsTex);
397 glBindTexture(GL_TEXTURE_2D, artifactsTex); 397 glBindTexture(GL_TEXTURE_2D, artifactsTex);
398 int atdw, atdh; 398 int atdw, atdh;
399 unsigned char* artifactsTex_data = stbi_load("../res/artifacts.bmp", &atdw, &atdh, 0, 3); 399 unsigned char* artifactsTex_data = stbi_load("res/artifacts.bmp", &atdw, &atdh, 0, 3);
400 flipImageData(artifactsTex_data, atdw, atdh, 3); 400 flipImageData(artifactsTex_data, atdw, atdh, 3);
401 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, artifactsTex_data); 401 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, artifactsTex_data);
402 stbi_image_free(artifactsTex_data); 402 stbi_image_free(artifactsTex_data);
@@ -407,7 +407,7 @@ GLFWwindow* initRenderer()
407 glGenTextures(1, &scanlinesTex); 407 glGenTextures(1, &scanlinesTex);
408 glBindTexture(GL_TEXTURE_2D, scanlinesTex); 408 glBindTexture(GL_TEXTURE_2D, scanlinesTex);
409 int stdw, stdh; 409 int stdw, stdh;
410 unsigned char* scanlinesTex_data = stbi_load("../res/scanlines_333.bmp", &stdw, &stdh, 0, 3); 410 unsigned char* scanlinesTex_data = stbi_load("res/scanlines_333.bmp", &stdw, &stdh, 0, 3);
411 flipImageData(scanlinesTex_data, stdw, stdh, 3); 411 flipImageData(scanlinesTex_data, stdw, stdh, 3);
412 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, scanlinesTex_data); 412 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, atdw, atdh, 0, GL_RGB, GL_UNSIGNED_BYTE, scanlinesTex_data);
413 stbi_image_free(scanlinesTex_data); 413 stbi_image_free(scanlinesTex_data);
@@ -416,12 +416,12 @@ GLFWwindow* initRenderer()
416 glGenerateMipmap(GL_TEXTURE_2D); 416 glGenerateMipmap(GL_TEXTURE_2D);
417 417
418 // Load the shaders 418 // Load the shaders
419 ntscShader = LoadShaders("../shaders/ntsc.vertex", "../shaders/ntsc.fragment"); 419 ntscShader = LoadShaders("shaders/ntsc.vertex", "shaders/ntsc.fragment");
420 finalShader = LoadShaders("../shaders/final.vertex", "../shaders/final.fragment"); 420 finalShader = LoadShaders("shaders/final.vertex", "shaders/final.fragment");
421 blitShader = LoadShaders("../shaders/blit.vertex", "../shaders/blit.fragment"); 421 blitShader = LoadShaders("shaders/blit.vertex", "shaders/blit.fragment");
422 fillShader = LoadShaders("../shaders/fill.vertex", "../shaders/fill.fragment"); 422 fillShader = LoadShaders("shaders/fill.vertex", "shaders/fill.fragment");
423 bloom1Shader = LoadShaders("../shaders/bloom1.vertex", "../shaders/bloom1.fragment"); 423 bloom1Shader = LoadShaders("shaders/bloom1.vertex", "shaders/bloom1.fragment");
424 bloom2Shader = LoadShaders("../shaders/bloom2.vertex", "../shaders/bloom2.fragment"); 424 bloom2Shader = LoadShaders("shaders/bloom2.vertex", "shaders/bloom2.fragment");
425 425
426 rendererInitialized = true; 426 rendererInitialized = true;
427 427