Files
cudoku/shader.c
T
2023-11-24 23:21:08 +02:00

104 lines
2.8 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <glad/gl.h>
#include "shader.h"
void read_shader_file(const char *path, char **buf) {
FILE *fp = fopen(path, "rb");
if (!fp) {
printf("Could not open file \"%s\"\n", path);
exit(1);
}
fseek(fp, 0, SEEK_END);
long filesize = ftell(fp);
fseek(fp, 0, SEEK_SET);
*buf = malloc(filesize + 1);
(*buf)[filesize] = '\0';
fread(*buf, filesize, 1, fp);
fclose(fp);
}
Shader create_shader(const char *vertex_path, const char *fragment_path) {
Shader shader;
char *v_shader_source = NULL;
char *f_shader_source = NULL;
read_shader_file(vertex_path, &v_shader_source);
read_shader_file(fragment_path, &f_shader_source);
int v_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v_shader, 1, (const char **)&v_shader_source, NULL);
glCompileShader(v_shader);
int success0 = 0;
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &success0);
printf("vertex shader %s compiled with status: %d\n", vertex_path, success0);
if (!success0) {
char info_buf[512];
glGetShaderInfoLog(v_shader, 512, NULL, info_buf);
printf("vertex shader info: %s\n", info_buf);
}
int f_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(f_shader, 1, (const char **)&f_shader_source, NULL);
glCompileShader(f_shader);
int success1 = 0;
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &success1);
printf("frag shader %s compiled with status: %d\n", fragment_path, success1);
if (!success1) {
char info_buf[512];
glGetShaderInfoLog(f_shader, 512, NULL, info_buf);
printf("frag shader info: %s\n", info_buf);
}
int program = glCreateProgram();
glAttachShader(program, v_shader);
glAttachShader(program, f_shader);
glLinkProgram(program);
glDeleteShader(v_shader);
glDeleteShader(f_shader);
free(v_shader_source);
free(f_shader_source);
shader.program = program;
return shader;
}
void use_shader(Shader shader) {
glUseProgram(shader.program);
}
void set_mat4f(Shader shader, const char *name, float *mat4) {
int loc = glGetUniformLocation(shader.program, name);
glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
}
void set_float(Shader shader, const char *name, float val) {
int loc = glGetUniformLocation(shader.program, name);
glUniform1f(loc, val);
}
void set_vec2f(Shader shader, const char *name, float val1, float val2) {
int loc = glGetUniformLocation(shader.program, name);
glUniform2f(loc, val1, val2);
}
void set_vec3f(Shader shader, const char *name, float val1, float val2, float val3) {
int loc = glGetUniformLocation(shader.program, name);
glUniform3f(loc, val1, val2, val3);
}
void set_vec4f(Shader shader, const char *name, float val1, float val2, float val3, float val4) {
int loc = glGetUniformLocation(shader.program, name);
glUniform4f(loc, val1, val2, val3, val4);
}