Added shader loading, added glad
This commit is contained in:
81
src/display/render.c
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81
src/display/render.c
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#include "render.h"
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render_t *RENDER_CURRENT = NULL;
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render_t * renderInit(char *name) {
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// Can't contextualize twice
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if(RENDER_CURRENT != NULL) return NULL;
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// Attempt to init GLFW
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if(!glfwInit()) return NULL;
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// Initialize the renderer
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render_t *render = malloc(sizeof(render_t));
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if(!render) return NULL;
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render->width = WINDOW_WIDTH_DEFAULT;
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render->height = WINDOW_HEIGHT_DEFAULT;
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// Create the window.
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render->window = glfwCreateWindow(render->width, render->height,
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name, NULL, NULL
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);
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if(!render->window) {
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free(render);
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glfwTerminate();
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return NULL;
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}
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// Make the window the context current
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glfwMakeContextCurrent(render->window);
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// Load GLAD
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gladLoadGL((GLADloadproc)glfwGetProcAddress);
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RENDER_CURRENT = render;
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// Listeners
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glfwSetWindowSizeCallback(render->window, &renderOnResize);
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//GLEnable Things
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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return render;
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}
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void renderFrame(render_t *render) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_TRIANGLES);
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glColor3f(1, 0, 0);
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glVertex3f(-1, -1, 0);
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glColor3f(0, 1, 0);
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glVertex3f(0, 1, 0);
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glColor3f(0, 0, 1);
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glVertex3f(1, -1, 0);
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glEnd();
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}
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bool renderDispose(render_t *render) {
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// Cleanup the callback
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glfwSetWindowSizeCallback(render->window, NULL);
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// Free up the renderer
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free(render);
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RENDER_CURRENT = NULL;
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// Terminate the GLFW context.
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glfwTerminate();
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return true;
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}
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void renderOnResize(GLFWwindow *window, int32_t width, int32_t height) {
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RENDER_CURRENT->width = width;
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RENDER_CURRENT->height = height;
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glViewport(0, 0, width, height);
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}
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65
src/display/render.h
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65
src/display/render.h
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#pragma once
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <malloc.h>
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// I load GLAD and GLFW Here because they need to be included in specific orders
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cglm/call.h>
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#define WINDOW_WIDTH_DEFAULT 480
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#define WINDOW_HEIGHT_DEFAULT 270
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/**
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* Contains information about the current render state, can be used for querying
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* how the renderer is currently set up.
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*/
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typedef struct {
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/** The GLFW Window Context Pointer */
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GLFWwindow *window;
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/** Resolution (in pixels) */
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int32_t width, height;
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} render_t;
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/** Current active renderer. */
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extern render_t *RENDER_CURRENT;
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/**
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* Initialize the renderer.
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*
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* @param width Width (in pixels) of the window.
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* @param height Height (in pixels) of the window.
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* @param name String of the windows' name.
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* @return Rendering Context information.
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*/
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render_t * renderInit(char *name);
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/**
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* Render a single frame of the render loop. The renderer is not (currently)
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* responsible for render looping.
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*
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* @param render The renderer to loop for.
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*/
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void renderFrame(render_t *render);
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/**
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* Cleanup a render context.
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*
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* @param render Renderer to cleanup.
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* @return True or False if Successful/Not.
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*/
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bool renderDispose(render_t *render);
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/**
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* Resize callbacks.
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*
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* @param window Window that was resized.
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* @param width New window width.
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* @param height New window height.
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*/
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void renderOnResize(GLFWwindow *window, int32_t width, int32_t height);
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88
src/display/shader.c
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88
src/display/shader.c
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#include "shader.h"
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shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource) {
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int isSuccess, maxLength;
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char *error;
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GLuint shaderVertex, shaderFragment, shaderProgram;
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// Load the vertex shader first
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shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(shaderVertex, 1, &vertexShaderSource, 0);
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glCompileShader(shaderVertex);
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// Validate
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glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
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printf("Failed to compile vertex shader %s\n", error);
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free(error);
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return NULL;
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}
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// Now load the Frag shader
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shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shaderFragment, 1, &fragmentShaderSource, 0);
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glCompileShader(shaderFragment);
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glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
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printf("Failed to compile fragment shader %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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return NULL;
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}
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// Now create the shader program.
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, shaderVertex);
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glAttachShader(shaderProgram, shaderFragment);
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//Bind, Verify & Use the shader program
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
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printf("Failed to load shader program %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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}
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// Everything is okay, let's create the encapsulated shader.
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shader_t *shader = malloc(sizeof(shader_t));
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if(shader == NULL) {
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glDeleteProgram(shaderProgram);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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}
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shader->shaderVertex = shaderVertex;
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shader->shaderFrag = shaderFragment;
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shader->shaderProgram = shaderProgram;
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// Bind the shader
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shaderUse(shader);
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// Fetch the uniforms.
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return shader;
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}
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bool shaderDipose(shader_t *shader) {
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glDeleteProgram(shader->shaderProgram);
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glDeleteShader(shader->shaderVertex);
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glDeleteShader(shader->shaderFrag);
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free(shader);
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return true;
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}
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void shaderUse(shader_t *shader) {
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glUseProgram(shader->shaderProgram);
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}
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43
src/display/shader.h
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43
src/display/shader.h
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#pragma once
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#include <glad/glad.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <malloc.h>
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/**
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* Structure containing information about an OpenGL Shader. For simplicity sake
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* we demand certain uninforms to be present on the shader target.
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*/
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typedef struct {
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/** Pointer to an uploaded vertex shader program */
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GLuint shaderVertex;
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/** Pointer to an uploaded fragment shader program */
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GLuint shaderFrag;
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/** Pointer to an uploaded shader program linked */
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GLuint shaderProgram;
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} shader_t;
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/**
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* Create a shader from vertex and fragment shader code.
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*
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* @param vertexShaderSource The raw vertex shader code.
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* @param fragmentShaderSource The raw fragment shader code.
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* @return Pointer to the loaded shader.
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*/
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shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource);
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/**
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* Cleanup and unload a previously loaded shader.
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*
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* @param shader The shader to unload
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* @return True if successfully disposed.
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*/
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bool shaderDipose(shader_t *shader);
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/**
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* Attaches the supplied shader as the current shader.
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* @param shader The shader to attach
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*/
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void shaderUse(shader_t *shader);
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