109 lines
3.3 KiB
C
109 lines
3.3 KiB
C
#include "shaders.h"
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char * load_file(char *path, int *out_len)
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{
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FILE *file = NULL;
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if((file = fopen(path, "r")) != NULL)
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{
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fseek(file, 0, SEEK_END);
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int length = ftell(file);
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fseek(file, 0, SEEK_SET);
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char *content = malloc(length+1);
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fread(content, 1, length, file);
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if(out_len != NULL)
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{
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*out_len = length;
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}
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fclose(file);
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return content;
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}
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return NULL;
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}
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tc_shader_program_s tc_make_shader_program(char *vertex_path, char *fragment_path)
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{
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int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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int len_vertex_source = 0;
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char *vertex_source = load_file(vertex_path, &len_vertex_source);
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const char *const *vsource = (const char *const *) &vertex_source;
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int len_fragment_source = 0;
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char *fragment_source = load_file(fragment_path, &len_fragment_source);
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const char *const *fsource = (const char *const *) &fragment_source;
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glShaderSource(vertex_shader, 1, vsource, &len_vertex_source);
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glShaderSource(fragment_shader, 1, fsource, &len_fragment_source);
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glCompileShader(vertex_shader);
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glCompileShader(fragment_shader);
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free(vertex_source);
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free(fragment_source);
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int vertex_compile_status = 0;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_compile_status);
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if(vertex_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(vertex_shader, log_length, &log_length, info_log);
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printf("VERTEX SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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tc_shader_program_s invalid_program;
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invalid_program.program_id = 0;
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return invalid_program;
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}
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int fragment_compile_status = 0;
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_compile_status);
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if(fragment_compile_status != GL_TRUE)
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{
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int log_length = 0;
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glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
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char *info_log = malloc(log_length+1);
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glGetShaderInfoLog(fragment_shader, log_length, &log_length, info_log);
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printf("FRAGMENT SHADER FAILED COMPILING! ERROR: %s\n", info_log);
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tc_shader_program_s invalid_program;
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invalid_program.program_id = 0;
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return invalid_program;
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}
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int program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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tc_shader_program_s shader_program;
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shader_program.program_id = program;
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return shader_program;
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}
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void tc_shader_uniform_mat4f(tc_shader_program_s *program, char *location, tc_mat4f_s matrix)
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{
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int location_id =
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glGetUniformLocation(program->program_id, location);
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glUniformMatrix4fv(location_id, 1, GL_TRUE, &matrix.values[0][0]);
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}
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