Added shader loading, added glad

This commit is contained in:
2021-02-17 23:17:19 +11:00
parent 1407d028e8
commit 24218cca63
13 changed files with 178 additions and 393 deletions

81
src/display/render.c Normal file
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#include "render.h"
render_t *RENDER_CURRENT = NULL;
render_t * renderInit(char *name) {
// Can't contextualize twice
if(RENDER_CURRENT != NULL) return NULL;
// Attempt to init GLFW
if(!glfwInit()) return NULL;
// Initialize the renderer
render_t *render = malloc(sizeof(render_t));
if(!render) return NULL;
render->width = WINDOW_WIDTH_DEFAULT;
render->height = WINDOW_HEIGHT_DEFAULT;
// Create the window.
render->window = glfwCreateWindow(render->width, render->height,
name, NULL, NULL
);
if(!render->window) {
free(render);
glfwTerminate();
return NULL;
}
// Make the window the context current
glfwMakeContextCurrent(render->window);
// Load GLAD
gladLoadGL((GLADloadproc)glfwGetProcAddress);
RENDER_CURRENT = render;
// Listeners
glfwSetWindowSizeCallback(render->window, &renderOnResize);
//GLEnable Things
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
return render;
}
void renderFrame(render_t *render) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 1, 0);
glColor3f(0, 0, 1);
glVertex3f(1, -1, 0);
glEnd();
}
bool renderDispose(render_t *render) {
// Cleanup the callback
glfwSetWindowSizeCallback(render->window, NULL);
// Free up the renderer
free(render);
RENDER_CURRENT = NULL;
// Terminate the GLFW context.
glfwTerminate();
return true;
}
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height) {
RENDER_CURRENT->width = width;
RENDER_CURRENT->height = height;
glViewport(0, 0, width, height);
}

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src/display/render.h Normal file
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#pragma once
#include <stdio.h>
#include <stdbool.h>
#include <stdint.h>
#include <malloc.h>
// I load GLAD and GLFW Here because they need to be included in specific orders
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cglm/call.h>
#define WINDOW_WIDTH_DEFAULT 480
#define WINDOW_HEIGHT_DEFAULT 270
/**
* Contains information about the current render state, can be used for querying
* how the renderer is currently set up.
*/
typedef struct {
/** The GLFW Window Context Pointer */
GLFWwindow *window;
/** Resolution (in pixels) */
int32_t width, height;
} render_t;
/** Current active renderer. */
extern render_t *RENDER_CURRENT;
/**
* Initialize the renderer.
*
* @param width Width (in pixels) of the window.
* @param height Height (in pixels) of the window.
* @param name String of the windows' name.
* @return Rendering Context information.
*/
render_t * renderInit(char *name);
/**
* Render a single frame of the render loop. The renderer is not (currently)
* responsible for render looping.
*
* @param render The renderer to loop for.
*/
void renderFrame(render_t *render);
/**
* Cleanup a render context.
*
* @param render Renderer to cleanup.
* @return True or False if Successful/Not.
*/
bool renderDispose(render_t *render);
/**
* Resize callbacks.
*
* @param window Window that was resized.
* @param width New window width.
* @param height New window height.
*/
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height);

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src/display/shader.c Normal file
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#include "shader.h"
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource) {
int isSuccess, maxLength;
char *error;
GLuint shaderVertex, shaderFragment, shaderProgram;
// Load the vertex shader first
shaderVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shaderVertex, 1, &vertexShaderSource, 0);
glCompileShader(shaderVertex);
// Validate
glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
printf("Failed to compile vertex shader %s\n", error);
free(error);
return NULL;
}
// Now load the Frag shader
shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shaderFragment, 1, &fragmentShaderSource, 0);
glCompileShader(shaderFragment);
glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
if(!isSuccess) {
glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
printf("Failed to compile fragment shader %s\n", error);
free(error);
glDeleteShader(shaderVertex);
return NULL;
}
// Now create the shader program.
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, shaderVertex);
glAttachShader(shaderProgram, shaderFragment);
//Bind, Verify & Use the shader program
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
if(!isSuccess) {
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
error = malloc(maxLength);
glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
printf("Failed to load shader program %s\n", error);
free(error);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
}
// Everything is okay, let's create the encapsulated shader.
shader_t *shader = malloc(sizeof(shader_t));
if(shader == NULL) {
glDeleteProgram(shaderProgram);
glDeleteShader(shaderVertex);
glDeleteShader(shaderFragment);
return NULL;
}
shader->shaderVertex = shaderVertex;
shader->shaderFrag = shaderFragment;
shader->shaderProgram = shaderProgram;
// Bind the shader
shaderUse(shader);
// Fetch the uniforms.
return shader;
}
bool shaderDipose(shader_t *shader) {
glDeleteProgram(shader->shaderProgram);
glDeleteShader(shader->shaderVertex);
glDeleteShader(shader->shaderFrag);
free(shader);
return true;
}
void shaderUse(shader_t *shader) {
glUseProgram(shader->shaderProgram);
}

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src/display/shader.h Normal file
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#pragma once
#include <glad/glad.h>
#include <stdio.h>
#include <stdbool.h>
#include <malloc.h>
/**
* Structure containing information about an OpenGL Shader. For simplicity sake
* we demand certain uninforms to be present on the shader target.
*/
typedef struct {
/** Pointer to an uploaded vertex shader program */
GLuint shaderVertex;
/** Pointer to an uploaded fragment shader program */
GLuint shaderFrag;
/** Pointer to an uploaded shader program linked */
GLuint shaderProgram;
} shader_t;
/**
* Create a shader from vertex and fragment shader code.
*
* @param vertexShaderSource The raw vertex shader code.
* @param fragmentShaderSource The raw fragment shader code.
* @return Pointer to the loaded shader.
*/
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource);
/**
* Cleanup and unload a previously loaded shader.
*
* @param shader The shader to unload
* @return True if successfully disposed.
*/
bool shaderDipose(shader_t *shader);
/**
* Attaches the supplied shader as the current shader.
* @param shader The shader to attach
*/
void shaderUse(shader_t *shader);