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#include "include/shader.h"
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
static char* read_file(char* file_path) {
FILE* f = fopen(file_path, "r");
if (f == NULL) {
return NULL;
}
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
char* file_string = malloc(fsize + 1);
if (file_string == NULL) {
return NULL;
}
fread(file_string, 1, fsize, f);
fclose(f);
file_string[fsize] = 0;
return file_string;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
enum honey_shader_result honey_shader_load(honey_shader* shader,
char* vertex_shader_path,
char* fragment_shader_path) {
enum honey_shader_result result;
/* load vertex shader code */
char* vertex_shader_code = read_file(vertex_shader_path);
/* load fragment shader code */
char* fragment_shader_code = read_file(fragment_shader_path);
/* 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) {
glGetShaderInfoLog(vertex_shader, 512, NULL, error);
printf("Failed to compile vertex shader: %s\n", error);
result = VERTEX_SHADER_FAILED;
return result;
}
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) {
glGetShaderInfoLog(fragment_shader, 512, NULL, error);
printf("Failed to compile fragment shader: %s\n", error);
result = FRAGMENT_SHADER_FAILED;
return result;
}
/* link shaders */
*shader = glCreateProgram();
glAttachShader(*shader, vertex_shader);
glAttachShader(*shader, fragment_shader);
glLinkProgram(*shader);
glGetShaderiv(*shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(*shader, 512, NULL, error);
printf("Failed to link shaders: %s\n", error);
result = SHADER_LINK_FAILED;
return result;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
free(vertex_shader_code);
free(fragment_shader_code);
result = SHADER_OK;
return result;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_shader_set_int(honey_shader shader,
char* int_name,
int number) {
honey_shader_use(shader);
unsigned int int_location = glGetUniformLocation(shader, int_name);
glUniform1i(int_location, number);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
void honey_shader_set_mat4(honey_shader shader,
char* matrix_name,
mat4 matrix) {
glUseProgram(shader);
unsigned int matrix_location = glGetUniformLocation(shader, matrix_name);
glUniformMatrix4fv(matrix_location, 1, GL_FALSE, (float*) matrix);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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