#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); 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; } GLuint shader_init() { 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); return shader_program; }