mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
89 lines
2.2 KiB
C
89 lines
2.2 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <glad/gl.h>
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#include "shader.h"
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void read_shader_file(const char *path, char **buf) {
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FILE *fp = fopen(path, "rb");
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if (!fp) {
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printf("Could not open file %s", path);
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exit(1);
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}
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fseek(fp, 0, SEEK_END);
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long filesize = ftell(fp);
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fseek(fp, 0, SEEK_SET);
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*buf = malloc(filesize + 1);
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size_t bytes_read = fread(*buf, filesize, 1, fp);
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if (bytes_read != sizeof(**buf)) {
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printf("Failed to fully read file %s", path);
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exit(1);
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}
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fclose(fp);
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}
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Shader create_shader(const char *vertex_path, const char *fragment_path) {
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Shader shader;
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char *v_shader_source = NULL;
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char *f_shader_source = NULL;
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read_shader_file(vertex_path, &v_shader_source);
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read_shader_file(fragment_path, &f_shader_source);
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int v_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v_shader, 1, (const char **)&v_shader_source, NULL);
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glCompileShader(v_shader);
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int success0 = 0;
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glGetShaderiv(v_shader, GL_COMPILE_STATUS, &success0);
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printf("vertex shader %s compiled with status: %d\n", vertex_path, success0);
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if (!success0) {
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char info_buf[512];
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glGetShaderInfoLog(v_shader, 512, NULL, info_buf);
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printf("vertex shader info: %s\n", info_buf);
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}
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int f_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f_shader, 1, (const char **)&f_shader_source, NULL);
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glCompileShader(f_shader);
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int success1 = 0;
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glGetShaderiv(f_shader, GL_COMPILE_STATUS, &success1);
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printf("frag shader %s compiled with status: %d\n", fragment_path, success1);
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if (!success1) {
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char info_buf[512];
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glGetShaderInfoLog(f_shader, 512, NULL, info_buf);
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printf("frag shader info: %s\n", info_buf);
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}
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int program = glCreateProgram();
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glAttachShader(program, v_shader);
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glAttachShader(program, f_shader);
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glLinkProgram(program);
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glDeleteShader(v_shader);
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glDeleteShader(f_shader);
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free(v_shader_source);
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free(f_shader_source);
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shader.program = program;
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return shader;
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}
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void use_shader(Shader shader) {
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glUseProgram(shader.program);
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}
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void set_mat4(Shader shader, const char *name, float *mat4) {
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int loc = glGetUniformLocation(shader.program, name);
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glUniformMatrix4fv(loc, 1, GL_FALSE, mat4);
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}
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