OpenGL_Clock/shader.c
2018-02-07 23:18:21 +01:00

107 lines
2.8 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "shader.h"
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
load_code(vertex_file_path, &vertex_code);
// Read the Fragment Shader code from the file
load_code(fragment_file_path, &fragment_code);
GLint Result = GL_FALSE;
// Compile Vertex Shader
compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result);
// Compile Fragment Shader
compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result);
// Link the program
printf("Linking program\n");
GLuint 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);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}