Code refactoring from C++ to C
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a3ae4702da
commit
d8e4055ae3
2 changed files with 65 additions and 70 deletions
4
main.c
4
main.c
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@ -58,7 +58,7 @@ int main(void) {
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glBindVertexArray(VertexArrayID);
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// Create and compile our GLSL program from the shaders
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GLuint programID = LoadShaders("shaders/SimpleVertexShader.vertexshader", "shaders/SimpleFragmentShader.fragmentshader");
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GLuint programID = LoadShaders("../shaders/SimpleVertexShader.vertexshader", "../shaders/SimpleFragmentShader.fragmentshader");
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f,
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@ -88,7 +88,7 @@ int main(void) {
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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NULL // array buffer offset
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NULL // array buffer offset
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);
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// Draw the triangle !
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131
shader.c
131
shader.c
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@ -6,82 +6,76 @@
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#include "shader.h"
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GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path) {
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static int load_code(const char *filepath, char **code) {
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FILE *file;
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int cursor;
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char c;
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file = fopen(filepath, "r");
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if (file == NULL) {
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fprintf(stderr, "Could not open %s.\n", filepath);
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return 1;
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}
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*code = malloc(256 * sizeof(char));
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if (code == NULL) {
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fprintf(stderr, "Out of memory", filepath);
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return 1;
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}
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cursor = 0;
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while ((c = fgetc(file)) != EOF) {
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(*code)[cursor] = c;
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cursor++;
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}
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return 0;
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}
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static int compile_code(const char *filepath, const char *code,
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GLuint ShaderID, GLuint *Result) {
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int InfoLogLength;
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// Compile Shader
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printf("Compiling shader : %s\n", filepath);
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glShaderSource(ShaderID, 1, (const char **)&code, NULL);
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glCompileShader(ShaderID);
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// Check Shader
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glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
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glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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char *ShaderErrorMessage = malloc(InfoLogLength+1);
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glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
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printf("%s\n", ShaderErrorMessage);
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free(ShaderErrorMessage);
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return -1;
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}
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return 0;
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}
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GLuint
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LoadShaders(const char *vertex_file_path,
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const char *fragment_file_path) {
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char *vertex_code;
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char *fragment_code;
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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FILE *vertex_file;
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char *vertex_code = malloc(256 * sizeof(char));
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unsigned int cursor = 0;
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vertex_file = fopen(vertex_file_path, "r");
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if (vertex_file == NULL) {
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fprintf(stderr, "Could not open %s.\n", vertex_file_path);
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free(vertex_code);
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return 0;
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}
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while (!feof(vertex_file)) {
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vertex_code[cursor] = getc(vertex_file);
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cursor++;
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}
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load_code(vertex_file_path, &vertex_code);
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// Read the Fragment Shader code from the file
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FILE *fragment_file;
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char *fragment_code = malloc(256 * sizeof(char));
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cursor = 0;
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fragment_file = fopen(fragment_file_path, "r");
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if (fragment_file == NULL) {
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fprintf(stderr, "Could not open %s.\n", fragment_file_path);
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free(vertex_code);
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free(fragment_code);
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return 0;
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}
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while (!feof(fragment_file)) {
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fragment_code[cursor] = getc(fragment_file);
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cursor++;
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}
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load_code(fragment_file_path, &fragment_code);
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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printf("Compiling shader : %s\n", vertex_file_path);
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glShaderSource(VertexShaderID, 1, (const char **)&vertex_code, NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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//if ( InfoLogLength > 0 ){
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// std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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// glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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// printf("%s\n", &VertexShaderErrorMessage[0]);
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//}
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// Compile Vertex Shader
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compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result);
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// Compile Fragment Shader
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printf("Compiling shader : %s\n", fragment_file_path);
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glShaderSource(FragmentShaderID, 1, (const char **)&fragment_code, NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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//if ( InfoLogLength > 0 ){
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// std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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// glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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// printf("%s\n", &FragmentShaderErrorMessage[0]);
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//}
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compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result);
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// Link the program
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printf("Linking program\n");
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@ -90,14 +84,15 @@ GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path)
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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GLuint InfoLogLength;
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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//if ( InfoLogLength > 0 ){
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// std::vector<char> ProgramErrorMessage(InfoLogLength+1);
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// glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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// printf("%s\n", &ProgramErrorMessage[0]);
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//}
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if (InfoLogLength > 0) {
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char *ProgramErrorMessage = malloc(InfoLogLength+1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
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printf("%s\n", ProgramErrorMessage);
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}
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glDetachShader(ProgramID, VertexShaderID);
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