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85f87152ad
...
f1cfe964a8
12 changed files with 99 additions and 416 deletions
3
.gitmodules
vendored
3
.gitmodules
vendored
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@ -1,3 +0,0 @@
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[submodule "src/vendor/glm"]
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path = src/vendor/glm
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url = https://github.com/g-truc/glm
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@ -9,9 +9,6 @@ incdir = include_directories(['src', 'src/vendor'])
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executable(
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'game',
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'./src/common.cpp',
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'./src/shader.cpp',
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'./src/camera.cpp',
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'./src/main.cpp',
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'./src/vendor/glad/glad.c',
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include_directories : incdir,
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@ -1,14 +0,0 @@
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D tex;
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void main()
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{
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FragColor = texture(tex, TexCoord);
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}
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@ -1,18 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoord = aTexCoord;
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}
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@ -1,78 +0,0 @@
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#include "camera.hpp"
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#include "vendor/glm/glm/mat4x4.hpp"
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#include "vendor/glm/glm/geometric.hpp"
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#include "vendor/glm/glm/gtc/type_ptr.hpp"
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void Camera::process_mouse(double x, double y)
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{
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bool dirty = last_mouse_x != x || last_mouse_y != y;
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if (!mouse_moved_once) {
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mouse_moved_once = true;
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last_mouse_x = x;
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last_mouse_y = y;
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dirty = true;
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}
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if (!dirty) {
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return;
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}
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double x_offset = (x - last_mouse_x) * turn_speed;
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double y_offset = (last_mouse_y - y) * turn_speed;
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yaw += x_offset;
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pitch += y_offset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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double pitch_factor = cos(glm::radians(pitch));
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front = (glm::vec3){
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cos(glm::radians(yaw)) * pitch_factor,
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sin(glm::radians(pitch)),
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sin(glm::radians(yaw)) * pitch_factor
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};
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last_mouse_x = x;
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last_mouse_y = y;
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view = compute_view();
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}
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void Camera::movement(float delta_time, CameraMovement movement)
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{
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const float factor = movement_speed * delta_time;
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switch (movement) {
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case MovementUp:
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position += factor * up;
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break;
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case MovementDown:
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position += factor * down;
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break;
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case MovementLeft:
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position -= factor * glm::normalize(glm::cross(front, up));
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break;
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case MovementRight:
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position += factor * glm::normalize(glm::cross(front, up));
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break;
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case MovementBack:
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position -= factor * front;
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break;
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case MovementForward:
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position += factor * front;
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break;
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}
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view = compute_view();
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}
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const glm::mat4 Camera::compute_view(void)
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{
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return glm::lookAt(position, position + front, up);
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}
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@ -1,33 +0,0 @@
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#pragma once
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#include "vendor/glm/glm/mat4x4.hpp"
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#include "vendor/glm/glm/vec3.hpp"
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struct Camera {
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enum CameraMovement {
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MovementUp,
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MovementDown,
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MovementLeft,
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MovementRight,
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MovementBack,
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MovementForward,
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};
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double yaw = -90.0f;
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double pitch = 0.0f;
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double movement_speed = 2.0f;
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double turn_speed = 0.1f;
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double last_mouse_x, last_mouse_y = 0.0f;
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bool mouse_moved_once = false;
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glm::vec3 position { 0.0f, 0.0f, 3.0f };
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glm::vec3 front { 0.0f, 0.0f, -1.0f };
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glm::vec3 up { 0.0f, 1.0f, 0.0f };
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glm::vec3 down = { 0.0f, -1.0f, 0.0f };
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glm::mat4 view { 1.0f };
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void process_mouse(double x, double y);
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void movement(float delta_time, CameraMovement movement);
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const glm::mat4 compute_view(void);
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};
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@ -1,31 +0,0 @@
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#include "common.hpp"
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#include <cstdlib>
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#include <cstdio>
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#include <cerrno>
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Errno read_entire_file(FILE *f, char **out_data)
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{
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long saved = ftell(f);
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if (saved < 0) return errno;
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if (fseek(f, 0, SEEK_END) < 0) return errno;
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long size = ftell(f);
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if (size < 0) return errno;
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if (fseek(f, saved, SEEK_SET) < 0) return errno;
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char *data = (char*)malloc(size + 1);
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if (!data) {
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return errno;
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}
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fread(data, 1, size, f);
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if (ferror(f)) {
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free(data);
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return errno;
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}
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data[size] = 0;
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*out_data = data;
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return 0;
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}
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@ -1,8 +0,0 @@
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#pragma once
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#include <cstdio>
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typedef int Errno;
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Errno read_entire_file(FILE *f, char **out_data);
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217
src/main.cpp
217
src/main.cpp
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@ -1,25 +1,72 @@
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#include <cstdio>
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#include <iostream>
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#include <functional>
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#include "camera.hpp"
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#include "shader.hpp"
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#include "vendor/glad/glad.h"
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#include "vendor/glm/glm/ext/matrix_transform.hpp"
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#define QOI_IMPLEMENTATION
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#include "vendor/qoi.h"
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#include "vendor/glm/glm/vec3.hpp"
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#include "vendor/glm/glm/vec4.hpp"
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#include "vendor/glm/glm/trigonometric.hpp"
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#include "vendor/glm/glm/geometric.hpp"
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#include "vendor/glm/glm/mat4x4.hpp"
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#include "vendor/glm/glm/gtc/type_ptr.hpp"
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unsigned int create_shader(unsigned int type, const char **source)
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{
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unsigned int shader = glCreateShader(type);
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if (!shader) {
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printf("err: create_shader: glCreateShader returned 0\n");
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return 0;
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}
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glShaderSource(shader, 1, source, NULL);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[512];
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glGetShaderInfoLog(shader, 512, NULL, log);
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printf("err: create_shader: compilation failed, log: %s\n", log);
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return 0;
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}
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std::function<void(int width, int height)> framebuffer_size_callback = nullptr;
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std::function<void(double x, double y)> cursor_position_callback = nullptr;
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return shader;
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}
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unsigned int create_program(const char *vertex_shader_source, const char *fragment_shader_source)
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{
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unsigned int program = glCreateProgram();
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if (!program) {
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printf("err: create_program: glCreateProgram returned 0\n");
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return 0;
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}
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unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
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if (!vertex_shader) {
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printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
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return 0;
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}
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unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
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if (!fragment_shader) {
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printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
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return 0;
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}
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char log[512];
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glGetProgramInfoLog(program, 512, NULL, log);
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printf("err: create_program: link failed, log: %s\n", log);
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return 0;
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}
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return program;
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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int main()
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{
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@ -44,66 +91,42 @@ int main()
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gladLoadGL();
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glfwSwapInterval(1);
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glfwSetFramebufferSizeCallback(window, [](GLFWwindow *_, int width, int height) {
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if (framebuffer_size_callback) {
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framebuffer_size_callback(width, height);
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}
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});
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, [](GLFWwindow *_, double x, double y) {
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if (cursor_position_callback) {
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cursor_position_callback(x, y);
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}
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});
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glEnable(GL_DEPTH_TEST);
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float verts[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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// position // color // texture coords
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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};
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unsigned int program = create_program("shaders/vertex.glsl", "shaders/fragment.glsl");
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static const char *vertex_shader_source = ""
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"#version 330 core\n"
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"layout (location = 0) in vec2 aPos;\n"
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"layout (location = 1) in vec3 aColor;\n"
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"layout (location = 2) in vec2 aTexCoord;\n"
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"out vec3 fragColor;\n"
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"out vec2 TexCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
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" fragColor = aColor;\n"
|
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" TexCoord = aTexCoord;\n"
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"}\0";
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static const char *fragment_shader_source = ""
|
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"#version 330 core\n"
|
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"in vec3 fragColor;\n"
|
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"in vec2 TexCoord;\n"
|
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"out vec4 FragColor;\n"
|
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"uniform sampler2D tex;\n"
|
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"void main()\n"
|
||||
"{\n"
|
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" FragColor = texture(tex, TexCoord);\n"
|
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"}\0";
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|
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unsigned int program = create_program(vertex_shader_source, fragment_shader_source);
|
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|
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unsigned int texture;
|
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glGenTextures(1, &texture);
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|
@ -120,68 +143,26 @@ int main()
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_STATIC_DRAW);
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// position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)0);
|
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// 2D position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (const void*)0);
|
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glEnableVertexAttribArray(0);
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|
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// texture coords
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)(3 * sizeof(float)));
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// RGB color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (const void*)(2 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
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glm::mat4 projection = glm::mat4(1.0f);
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Camera camera;
|
||||
|
||||
framebuffer_size_callback = [&projection, program](int width, int height) {
|
||||
projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
|
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glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glViewport(0, 0, width, height);
|
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};
|
||||
|
||||
cursor_position_callback = [&camera](double x, double y) {
|
||||
camera.process_mouse(x, y);
|
||||
};
|
||||
|
||||
float delta_time = 0.0f;
|
||||
float last_frame_time = 0.0f;
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// texture coords
|
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 7 * sizeof(float), (const void*)(5 * sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
float current_frame_time = glfwGetTime();
|
||||
delta_time = current_frame_time - last_frame_time;
|
||||
last_frame_time = current_frame_time;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
|
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camera.movement(delta_time, Camera::MovementForward);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
|
||||
camera.movement(delta_time, Camera::MovementBack);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
camera.movement(delta_time, Camera::MovementLeft);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
camera.movement(delta_time, Camera::MovementRight);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
|
||||
camera.movement(delta_time, Camera::MovementUp);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
|
||||
camera.movement(delta_time, Camera::MovementDown);
|
||||
}
|
||||
|
||||
glClearColor(0.5, 0.5, 0.5, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(program);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, glm::value_ptr(camera.view));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glBindVertexArray(vertex_array);
|
||||
|
||||
for (int i = 0; i < 12; i++) {
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(2 * i, 0.0f, 0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
|
105
src/shader.cpp
105
src/shader.cpp
|
@ -1,105 +0,0 @@
|
|||
#include "shader.hpp"
|
||||
#include "common.hpp"
|
||||
#include "vendor/glad/glad.h"
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <cerrno>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
unsigned int create_shader(unsigned int type, const char **source)
|
||||
{
|
||||
unsigned int shader = glCreateShader(type);
|
||||
if (!shader) {
|
||||
printf("err: create_shader: glCreateShader returned 0\n");
|
||||
return 0;
|
||||
}
|
||||
glShaderSource(shader, 1, source, NULL);
|
||||
glCompileShader(shader);
|
||||
|
||||
int success;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
char log[512];
|
||||
glGetShaderInfoLog(shader, 512, NULL, log);
|
||||
printf("err: create_shader: compilation failed, log: %s\n", log);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
unsigned int create_program_source(const char *vertex_shader_source, const char *fragment_shader_source)
|
||||
{
|
||||
unsigned int program = glCreateProgram();
|
||||
if (!program) {
|
||||
printf("err: create_program: glCreateProgram returned 0\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
|
||||
if (!vertex_shader) {
|
||||
printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
|
||||
return 0;
|
||||
}
|
||||
unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
|
||||
if (!fragment_shader) {
|
||||
printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
glLinkProgram(program);
|
||||
|
||||
int success;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
char log[512];
|
||||
glGetProgramInfoLog(program, 512, NULL, log);
|
||||
printf("err: create_program: link failed, log: %s\n", log);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path)
|
||||
{
|
||||
FILE *vertex_shader_file, *fragment_shader_file = NULL;
|
||||
char *vertex_shader_source = NULL;
|
||||
char *fragment_shader_source = NULL;
|
||||
Errno err = 0;
|
||||
unsigned int ret = 0;
|
||||
|
||||
vertex_shader_file = fopen(vertex_shader_path, "r");
|
||||
if (!vertex_shader_file) {
|
||||
fprintf(stderr, "create_program: failed to open vertex shader file (%s): %s\n", vertex_shader_path, strerror(errno));
|
||||
goto done;
|
||||
}
|
||||
err = read_entire_file(vertex_shader_file, &vertex_shader_source);
|
||||
if (err) {
|
||||
fprintf(stderr, "create_program: failed to read vertex shader file (%s): %s\n", vertex_shader_path, strerror(err));
|
||||
goto done;
|
||||
}
|
||||
|
||||
fragment_shader_file = fopen(fragment_shader_path, "r");
|
||||
if (!fragment_shader_file) {
|
||||
fprintf(stderr, "create_program: failed to open fragment shader file (%s): %s\n", fragment_shader_path, strerror(errno));
|
||||
goto done;
|
||||
}
|
||||
err = read_entire_file(fragment_shader_file, &fragment_shader_source);
|
||||
if (err) {
|
||||
fprintf(stderr, "create_program: failed to read fragment shader file (%s): %s\n", fragment_shader_path, strerror(err));
|
||||
goto done;
|
||||
}
|
||||
|
||||
ret = create_program_source(vertex_shader_source, fragment_shader_source);
|
||||
|
||||
done:
|
||||
if (vertex_shader_file) fclose(vertex_shader_file);
|
||||
if (fragment_shader_file) fclose(fragment_shader_file);
|
||||
if (vertex_shader_source) free(vertex_shader_source);
|
||||
if (fragment_shader_source) free(fragment_shader_source);
|
||||
return ret;
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path);
|
1
src/vendor/glm
vendored
1
src/vendor/glm
vendored
|
@ -1 +0,0 @@
|
|||
Subproject commit 5c46b9c07008ae65cb81ab79cd677ecc1934b903
|
Loading…
Reference in a new issue