wip extract to files
This commit is contained in:
@@ -0,0 +1,74 @@
|
||||
#include <stddef.h>
|
||||
|
||||
#include <linmath.h>
|
||||
|
||||
#include "constants.h"
|
||||
#include "glfw.h"
|
||||
#include "types.h"
|
||||
|
||||
// TODO split into smaller functions
|
||||
ShaderProgram init_program(File fragment_shader) {
|
||||
ShaderProgram program = {};
|
||||
GLint status_params;
|
||||
|
||||
glGenBuffers(1, &program.vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL);
|
||||
glCompileShader(program.vertex_shader);
|
||||
|
||||
glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
|
||||
if (status_params == GL_FALSE) {
|
||||
program.error = true;
|
||||
// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
|
||||
// maxLength, GLsizei *length, GLchar *infoLog);
|
||||
}
|
||||
|
||||
program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(program.fragment_shader, 1,
|
||||
(const GLchar *const *)&fragment_shader.content, NULL);
|
||||
glCompileShader(program.fragment_shader);
|
||||
|
||||
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
|
||||
if (status_params == GL_FALSE) {
|
||||
program.error = true;
|
||||
}
|
||||
|
||||
if (program.error) {
|
||||
return program;
|
||||
}
|
||||
|
||||
program.program = glCreateProgram();
|
||||
glAttachShader(program.program, program.vertex_shader);
|
||||
glAttachShader(program.program, program.fragment_shader);
|
||||
glLinkProgram(program.program);
|
||||
|
||||
program.mvp_location = glGetUniformLocation(program.program, "mvp");
|
||||
program.itime_location = glGetUniformLocation(program.program, "iTime");
|
||||
program.ires_location = glGetUniformLocation(program.program, "iResolution");
|
||||
program.vpos_location = glGetAttribLocation(program.program, "vPos");
|
||||
|
||||
glGenVertexArrays(1, &program.vertex_array);
|
||||
glBindVertexArray(program.vertex_array);
|
||||
glEnableVertexAttribArray(program.vpos_location);
|
||||
glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
|
||||
sizeof(Vertex), (void *)offsetof(Vertex, pos));
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
void update_program(ShaderProgram program, File fragment_shader) {
|
||||
GLint status_params;
|
||||
glShaderSource(program.fragment_shader, 1,
|
||||
(const GLchar *const *)&fragment_shader.content, NULL);
|
||||
glCompileShader(program.fragment_shader);
|
||||
|
||||
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
|
||||
if (status_params == GL_FALSE) {
|
||||
fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
|
||||
return;
|
||||
}
|
||||
glLinkProgram(program.program);
|
||||
}
|
||||
Reference in New Issue
Block a user