Code refactoring from C++ to C

This commit is contained in:
Marcel Plch 2018-02-07 23:18:00 +01:00
parent a3ae4702da
commit d8e4055ae3
2 changed files with 65 additions and 70 deletions

4
main.c
View file

@ -58,7 +58,7 @@ 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 = LoadShaders("../shaders/SimpleVertexShader.vertexshader", "../shaders/SimpleFragmentShader.fragmentshader");
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
@ -88,7 +88,7 @@ int main(void) {
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
NULL // array buffer offset
);
// Draw the triangle !

131
shader.c
View file

@ -6,82 +6,76 @@
#include "shader.h"
GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path) {
static int load_code(const char *filepath, char **code) {
FILE *file;
int cursor;
char c;
file = fopen(filepath, "r");
if (file == NULL) {
fprintf(stderr, "Could not open %s.\n", filepath);
return 1;
}
*code = malloc(256 * sizeof(char));
if (code == NULL) {
fprintf(stderr, "Out of memory", filepath);
return 1;
}
cursor = 0;
while ((c = fgetc(file)) != EOF) {
(*code)[cursor] = c;
cursor++;
}
return 0;
}
static int compile_code(const char *filepath, const char *code,
GLuint ShaderID, GLuint *Result) {
int InfoLogLength;
// Compile Shader
printf("Compiling shader : %s\n", filepath);
glShaderSource(ShaderID, 1, (const char **)&code, NULL);
glCompileShader(ShaderID);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ShaderErrorMessage = malloc(InfoLogLength+1);
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s\n", ShaderErrorMessage);
free(ShaderErrorMessage);
return -1;
}
return 0;
}
GLuint
LoadShaders(const char *vertex_file_path,
const char *fragment_file_path) {
char *vertex_code;
char *fragment_code;
// 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++;
}
load_code(vertex_file_path, &vertex_code);
// 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++;
}
load_code(fragment_file_path, &fragment_code);
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 Vertex Shader
compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result);
// 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]);
//}
compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result);
// Link the program
printf("Linking program\n");
@ -90,14 +84,15 @@ GLuint LoadShaders(const char *vertex_file_path, const char *fragment_file_path)
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
GLuint InfoLogLength;
// 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]);
//}
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(ProgramID, VertexShaderID);