triangle render (and correct line endings in code)

This commit is contained in:
Marcel Plch 2018-02-16 23:48:04 +01:00
parent d8e4055ae3
commit a21091cad6
4 changed files with 176 additions and 151 deletions

View file

@ -1,6 +1,6 @@
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project (OpenGL_Analog_Clock)
project(OpenGL_Analog_Clock C)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)

View file

@ -1,6 +1,8 @@
#ifndef SHADER_HPP
#define SHADER_HPP
GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path);
#define xfree(p) if (p) free((void *)p)
int LoadShaders(GLuint *, const char *, const char *);
#endif

8
main.c
View file

@ -58,7 +58,13 @@ int main(void) {
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("../shaders/SimpleVertexShader.vertexshader", "../shaders/SimpleFragmentShader.fragmentshader");
GLuint programID;
if (LoadShaders(&programID,
"../shaders/SimpleVertexShader.vertexshader",
"../shaders/SimpleFragmentShader.fragmentshader")) {
fprintf(stderr, "Could not load shaders.\n");
return -1;
}
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,

View file

@ -6,7 +6,8 @@
#include "shader.h"
static int load_code(const char *filepath, char **code) {
static int
load_code(const char *filepath, char **code) {
FILE *file;
int cursor;
char c;
@ -32,7 +33,8 @@ static int load_code(const char *filepath, char **code) {
return 0;
}
static int compile_code(const char *filepath, const char *code,
static int
compile_code(const char *filepath, const char *code,
GLuint ShaderID, GLuint *Result) {
int InfoLogLength;
// Compile Shader
@ -53,55 +55,70 @@ static int compile_code(const char *filepath, const char *code,
return 0;
}
GLuint
LoadShaders(const char *vertex_file_path,
int
LoadShaders(GLuint *programID, const char *vertex_file_path,
const char *fragment_file_path) {
char *vertex_code;
char *fragment_code;
int retval = -1;
const char *vertex_code = NULL;
const char *fragment_code = NULL;
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
load_code(vertex_file_path, &vertex_code);
if (load_code(vertex_file_path, (char **)&vertex_code)) {
goto end;
}
// Read the Fragment Shader code from the file
load_code(fragment_file_path, &fragment_code);
if (load_code(fragment_file_path, (char **)&fragment_code)) {
goto end;
}
GLint Result = GL_FALSE;
// Compile Vertex Shader
compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result);
if (compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result)) {
goto end;
}
// Compile Fragment Shader
compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result);
if (compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result)) {
goto end;
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
*programID = glCreateProgram();
glAttachShader(*programID, VertexShaderID);
glAttachShader(*programID, FragmentShaderID);
glLinkProgram(*programID);
GLuint InfoLogLength;
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
glGetProgramiv(*programID, GL_LINK_STATUS, &Result);
glGetProgramiv(*programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
glGetProgramInfoLog(*programID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDetachShader(*programID, VertexShaderID);
glDetachShader(*programID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
// If code got here, it means it was successful
retval = 0;
end:
xfree(vertex_code);
xfree(fragment_code);
return retval;
}