Added shader loading, added glad
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88
src/display/shader.c
Normal file
88
src/display/shader.c
Normal file
@ -0,0 +1,88 @@
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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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