#include "shader.hpp" #include "common.hpp" #include "vendor/glad/glad.h" #include #include #include #include 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; }