#include "glad/glad.h" #include "shader.h" #include #include /** * Simple method to read shaders from path and return a string * containing the code. Function allocates memory which needs * to be cleaned up * @param path Path to shader GLSL file * @return buf Contents of shader file as a string */ char* read_shader(char* path) { FILE* file = fopen(path, "r"); fseek(file, 0, SEEK_END); int file_size = ftell(file); rewind(file); char* buf = malloc(file_size); fread(buf, file_size, 1, file); return buf; } /** * Compile some given shader code * @param type The type of shader (GL_VERTEX_SHADER, GL_FRAGMENT_SHADER etc) * @param code The string corresponding to the shader code * @return shader The GLuint pointer to the compiled shader */ GLuint compile_shader(GLuint type, const char* code) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &code, NULL); glCompileShader(shader); GLint out; glGetShaderiv(shader, GL_COMPILE_STATUS, &out); if (out == GL_FALSE) { GLchar buf[100]; glGetShaderInfoLog(shader, 100, NULL, buf); fprintf(stderr, "Failed to compile shader: %s\nLogs:\n%s\n", code, buf); exit(1); } return shader; } /* * Given a vertex and fragment shader, link and compile a shader program, * returning the GLuint pointing to that program * @param vs The vertex shader string, usually returend from read_shader * @param fs The fragment shader string, usually returend from read_shader * @return shader_program The pointer to the compiled shader */ GLuint create_shader_program(const char* vs, const char* fs) { GLuint shader_program = glCreateProgram(); GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vs); GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fs); glAttachShader(shader_program, fragment_shader); glAttachShader(shader_program, vertex_shader); glLinkProgram(shader_program); return shader_program; } int shader_init(struct shader* shader) { char* shaders[2] = { "shaders/fragment.glsl", "shaders/vertex.glsl" }; char* fragment_shader = read_shader(shaders[0]); char* vertex_shader = read_shader(shaders[1]); GLuint shader_program = create_shader_program(vertex_shader, fragment_shader); free(vertex_shader); free(fragment_shader); shader->program = shader_program; return 0; } int set_uniform_mat4(char* var, struct shader* shader, mat4 matrix) { GLuint loc = glGetUniformLocation(shader->program, var); if (loc == -1) { fprintf(stderr, "Invalid var %s for get_uniform_mat4: Does not exist\n", var); exit(1); return -1; } glUniformMatrix4fv(loc, 1, GL_FALSE, (void*)matrix); return 0; } int set_uniform_sampler2d(char* var, struct shader* shader, mat4 matrix) { GLuint loc = glGetUniformLocation(shader->program, var); if (loc == -1) { fprintf(stderr, "Invalid var %s for get_uniform_mat4: Does not exist\n", var); exit(1); return -1; } glUniformMatrix4fv(loc, 1, GL_FALSE, (void*)matrix); return 0; }