75 lines
2.5 KiB
C
75 lines
2.5 KiB
C
#include <stddef.h>
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#include <stdio.h>
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#include <glad/gl.h>
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#include <linmath.h>
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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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GLint status_params;
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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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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.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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if (program.error) {
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return program;
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}
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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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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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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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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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glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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return program;
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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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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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}
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glLinkProgram(program.program);
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} |