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authorsanine-a <sanine.not@pm.me>2020-10-18 12:10:48 -0500
committersanine-a <sanine.not@pm.me>2020-10-18 12:10:48 -0500
commit225167461d754b476b4fcc7726c492cc972ca654 (patch)
treed0a8060fe28a94b6fb24c002aa9744706e496b18 /src/shader.c
parent1bc1f216e5682cd7918240f37f3709b642e08e2b (diff)
clear out old files, add basic scripting
Diffstat (limited to 'src/shader.c')
-rw-r--r--src/shader.c224
1 files changed, 0 insertions, 224 deletions
diff --git a/src/shader.c b/src/shader.c
deleted file mode 100644
index 898a7fc..0000000
--- a/src/shader.c
+++ /dev/null
@@ -1,224 +0,0 @@
-#include "../include/shader.h"
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-static honey_result read_file(char** destination, char* file_path) {
- FILE* f = fopen(file_path, "r");
- if (f == NULL) {
- honey_error_set_string1(file_path);
- return HONEY_FILE_READ_ERROR;
- }
-
- fseek(f, 0, SEEK_END);
- long fsize = ftell(f);
- fseek(f, 0, SEEK_SET);
-
- *destination = malloc(fsize + 1);
- if (*destination == NULL) {
- return HONEY_MEMORY_ALLOCATION_ERROR;
- }
- fread(*destination, 1, fsize, f);
- fclose(f);
-
- (*destination)[fsize] = 0;
-
- return HONEY_OK;
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-honey_result honey_shader_load(honey_shader* shader,
- char* vertex_shader_path,
- char* fragment_shader_path) {
- /* load vertex shader code */
- char* vertex_shader_code;
- honey_result result = read_file(&vertex_shader_code,
- vertex_shader_path);
- if (result != HONEY_OK)
- return result;
-
- /* load fragment shader code */
- char* fragment_shader_code;
- result = read_file(&fragment_shader_code,
- fragment_shader_path);
- if (result != HONEY_OK)
- return result;
-
- result = honey_shader_new(shader,
- vertex_shader_code,
- fragment_shader_code);
-
- if (result == HONEY_VERTEX_SHADER_COMPILATION_ERROR)
- honey_error_set_string2(vertex_shader_path);
-
- if (result == HONEY_FRAGMENT_SHADER_COMPILATION_ERROR)
- honey_error_set_string2(fragment_shader_path);
-
- free(vertex_shader_code);
- free(fragment_shader_code);
-
- return result;
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-honey_result honey_shader_new(honey_shader* shader,
- char* vertex_shader_code,
- char* fragment_shader_code) {
- /* compile shaders */
- int success;
- char error[512];
-
- int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex_shader, 1, ((const char**)&vertex_shader_code), NULL);
- glCompileShader(vertex_shader);
- glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- honey_error_clear_strings();
- char compiler_error[HONEY_ERROR_DATA_STRING_LENGTH];
- glGetShaderInfoLog(vertex_shader, HONEY_ERROR_DATA_STRING_LENGTH, NULL, compiler_error);
- honey_error_set_string1(compiler_error);
- return HONEY_VERTEX_SHADER_COMPILATION_ERROR;
- }
-
- int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment_shader, 1, ((const char**)&fragment_shader_code), NULL);
- glCompileShader(fragment_shader);
- glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- honey_error_clear_strings();
- char compiler_error[HONEY_ERROR_DATA_STRING_LENGTH];
- glGetShaderInfoLog(fragment_shader, HONEY_ERROR_DATA_STRING_LENGTH, NULL, compiler_error);
- honey_error_set_string1(compiler_error);
- return HONEY_FRAGMENT_SHADER_COMPILATION_ERROR;
- }
-
- /* link shaders */
- *shader = glCreateProgram();
- glAttachShader(*shader, vertex_shader);
- glAttachShader(*shader, fragment_shader);
- glLinkProgram(*shader);
- glGetShaderiv(*shader, GL_LINK_STATUS, &success);
- if (!success) {
- honey_error_clear_strings();
- char compiler_error[HONEY_ERROR_DATA_STRING_LENGTH];
- glGetShaderInfoLog(vertex_shader, HONEY_ERROR_DATA_STRING_LENGTH, NULL, compiler_error);
- honey_error_set_string1(compiler_error);
- return HONEY_SHADER_LINK_ERROR;
- }
-
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
-
- return HONEY_OK;
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_int(honey_shader shader,
- char* int_name,
- int value) {
- honey_shader_use(shader);
- unsigned int int_location = glGetUniformLocation(shader, int_name);
- glUniform1i(int_location, value);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_float(honey_shader shader,
- char* float_name,
- float value) {
- honey_shader_use(shader);
- unsigned int float_location = glGetUniformLocation(shader, float_name);
- glUniform1f(float_location, value);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_vec3(honey_shader shader,
- char* vector_name,
- vec3 value) {
- honey_shader_use(shader);
- unsigned int vector_location = glGetUniformLocation(shader, vector_name);
- glUniform3fv(vector_location, 1, (float*) value);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_mat3(honey_shader shader,
- char* matrix_name,
- mat3 value) {
- glUseProgram(shader);
- unsigned int matrix_location = glGetUniformLocation(shader, matrix_name);
- glUniformMatrix3fv(matrix_location, 1, GL_FALSE, (float*) value);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_mat4(honey_shader shader,
- char* matrix_name,
- mat4 value) {
- glUseProgram(shader);
- unsigned int matrix_location = glGetUniformLocation(shader, matrix_name);
- glUniformMatrix4fv(matrix_location, 1, GL_FALSE, (float*) value);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_point_light(honey_shader shader,
- int point_light_index,
- honey_point_light light) {
- char name[HONEY_MAX_LIGHT_NAME_LENGTH];
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "point_lights[%d].position",
- point_light_index);
- honey_shader_set_vec3(shader, name, light.position);
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "point_lights[%d].color",
- point_light_index);
- honey_shader_set_vec3(shader, name, light.color);
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "point_lights[%d].constant",
- point_light_index);
- honey_shader_set_float(shader, name, light.constant);
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "point_lights[%d].linear",
- point_light_index);
- honey_shader_set_float(shader, name, light.linear);
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "point_lights[%d].quadratic",
- point_light_index);
- honey_shader_set_float(shader, name, light.quadratic);
-}
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-void honey_shader_set_directional_light(honey_shader shader,
- int directional_light_index,
- honey_directional_light light) {
- char name[HONEY_MAX_LIGHT_NAME_LENGTH];
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "directional_lights[%d].direction",
- directional_light_index);
- honey_shader_set_vec3(shader, name, light.direction);
-
- snprintf(name,
- HONEY_MAX_LIGHT_NAME_LENGTH,
- "directional_lights[%d].color",
- directional_light_index);
- honey_shader_set_vec3(shader, name, light.color);
-}
-
-