refactor shaders.c and print error logs
This commit is contained in:
+49
-29
@@ -6,50 +6,66 @@
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#include "constants.h"
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#include "types.h"
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// TODO split into smaller functions
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ShaderProgram init_program(File fragment_shader) {
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ShaderProgram program = {};
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bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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GLint status_params;
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char log[1024];
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// update shader source code
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glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL);
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// compile shader
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glCompileShader(shader_id);
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// get compilation status
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
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glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
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if (status_params == GL_FALSE) {
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fprintf(stderr, "Failed to compile shader '%s'\n%s\n", name, log);
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} else {
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fprintf(stdout, "Compiled shader '%s'\n", name);
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}
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return status_params == GL_TRUE;
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}
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ShaderProgram init_program(File fragment_shader) {
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ShaderProgram program = {0};
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// create vertex buffer and setup vertices
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// compile vertex shader
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program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(program.vertex_shader);
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glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
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// maxLength, GLsizei *length, GLchar *infoLog);
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}
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program.error |= !compile_shader(
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program.vertex_shader, "internal vertex shader", vertex_shader_text);
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// compile fragment shader
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program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(program.fragment_shader, 1,
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(const GLchar *const *)&fragment_shader.content, NULL);
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glCompileShader(program.fragment_shader);
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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}
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program.error |= !compile_shader(
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program.fragment_shader, fragment_shader.path, fragment_shader.content);
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if (program.error) {
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return program;
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}
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// create and link full shader program
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program.program = glCreateProgram();
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glAttachShader(program.program, program.vertex_shader);
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glAttachShader(program.program, program.fragment_shader);
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glLinkProgram(program.program);
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// create uniforms pointers
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program.mvp_location = glGetUniformLocation(program.program, "mvp");
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program.itime_location = glGetUniformLocation(program.program, "iTime");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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// create attribute pointer
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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// create vertex array and bind to vPos attribute
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glGenVertexArrays(1, &program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glEnableVertexAttribArray(program.vpos_location);
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@@ -60,35 +76,39 @@ ShaderProgram init_program(File fragment_shader) {
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}
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void update_program(ShaderProgram program, File fragment_shader) {
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GLint status_params;
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glShaderSource(program.fragment_shader, 1,
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(const GLchar *const *)&fragment_shader.content, NULL);
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glCompileShader(program.fragment_shader);
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bool result;
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
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return;
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result = compile_shader(program.fragment_shader, fragment_shader.path,
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fragment_shader.content);
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if (result) {
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// re-link program
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glLinkProgram(program.program);
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}
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glLinkProgram(program.program);
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}
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void apply_program(ShaderProgram program, Context context) {
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mat4x4 m, p, mvp;
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// update viewport
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glViewport(0, 0, context.width, context.height);
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// create model-view-projection matrix
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mat4x4_identity(m);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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vec2 resolution = {(float)context.width, (float)context.height};
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// update uniforms
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glUseProgram(program.program);
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glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(program.itime_location, (const GLfloat)context.time);
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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// start vertex handling
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glBindVertexArray(program.vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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