OpenGL_Clock/shader.c

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C
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2018-02-07 00:24:12 +00:00
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "shader.h"
GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path) {
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
FILE *vertex_file;
char *vertex_code = malloc(256 * sizeof(char));
unsigned int cursor = 0;
vertex_file = fopen(vertex_file_path, "r");
if (vertex_file == NULL) {
fprintf(stderr, "Could not open %s.\n", vertex_file_path);
free(vertex_code);
return 0;
}
while (!feof(vertex_file)) {
vertex_code[cursor] = getc(vertex_file);
cursor++;
}
// Read the Fragment Shader code from the file
FILE *fragment_file;
char *fragment_code = malloc(256 * sizeof(char));
cursor = 0;
fragment_file = fopen(fragment_file_path, "r");
if (fragment_file == NULL) {
fprintf(stderr, "Could not open %s.\n", fragment_file_path);
free(vertex_code);
free(fragment_code);
return 0;
}
while (!feof(fragment_file)) {
fragment_code[cursor] = getc(fragment_file);
cursor++;
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
glShaderSource(VertexShaderID, 1, (const char **)&vertex_code, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
//if ( InfoLogLength > 0 ){
// std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
// glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
// printf("%s\n", &VertexShaderErrorMessage[0]);
//}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
glShaderSource(FragmentShaderID, 1, (const char **)&fragment_code, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
//if ( InfoLogLength > 0 ){
// std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
// glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
// printf("%s\n", &FragmentShaderErrorMessage[0]);
//}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
//if ( InfoLogLength > 0 ){
// std::vector<char> ProgramErrorMessage(InfoLogLength+1);
// glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
// printf("%s\n", &ProgramErrorMessage[0]);
//}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}