refactor shaders.c and print error logs

This commit is contained in:
2025-09-13 18:04:00 +02:00
parent 4753e79853
commit db2645a1b5
7 changed files with 70 additions and 51 deletions
+49 -29
View File
@@ -6,50 +6,66 @@
#include "constants.h"
#include "types.h"
// TODO split into smaller functions
ShaderProgram init_program(File fragment_shader) {
ShaderProgram program = {};
bool compile_shader(GLuint shader_id, char *name, char *source_code) {
GLint status_params;
char log[1024];
// update shader source code
glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL);
// compile shader
glCompileShader(shader_id);
// get compilation status
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
if (status_params == GL_FALSE) {
fprintf(stderr, "Failed to compile shader '%s'\n%s\n", name, log);
} else {
fprintf(stdout, "Compiled shader '%s'\n", name);
}
return status_params == GL_TRUE;
}
ShaderProgram init_program(File fragment_shader) {
ShaderProgram program = {0};
// create vertex buffer and setup vertices
glGenBuffers(1, &program.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// compile vertex shader
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.error |= !compile_shader(
program.vertex_shader, "internal vertex shader", vertex_shader_text);
// compile fragment shader
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;
}
program.error |= !compile_shader(
program.fragment_shader, fragment_shader.path, fragment_shader.content);
if (program.error) {
return program;
}
// create and link full shader program
program.program = glCreateProgram();
glAttachShader(program.program, program.vertex_shader);
glAttachShader(program.program, program.fragment_shader);
glLinkProgram(program.program);
// create uniforms pointers
program.mvp_location = glGetUniformLocation(program.program, "mvp");
program.itime_location = glGetUniformLocation(program.program, "iTime");
program.ires_location = glGetUniformLocation(program.program, "iResolution");
// create attribute pointer
program.vpos_location = glGetAttribLocation(program.program, "vPos");
// create vertex array and bind to vPos attribute
glGenVertexArrays(1, &program.vertex_array);
glBindVertexArray(program.vertex_array);
glEnableVertexAttribArray(program.vpos_location);
@@ -60,35 +76,39 @@ ShaderProgram init_program(File fragment_shader) {
}
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);
bool result;
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;
result = compile_shader(program.fragment_shader, fragment_shader.path,
fragment_shader.content);
if (result) {
// re-link program
glLinkProgram(program.program);
}
glLinkProgram(program.program);
}
void apply_program(ShaderProgram program, Context context) {
mat4x4 m, p, mvp;
// update viewport
glViewport(0, 0, context.width, context.height);
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
// create model-view-projection matrix
mat4x4_identity(m);
mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
mat4x4_mul(mvp, p, m);
vec2 resolution = {(float)context.width, (float)context.height};
// update uniforms
glUseProgram(program.program);
glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glUniform1f(program.itime_location, (const GLfloat)context.time);
glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
// start vertex handling
glBindVertexArray(program.vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
}