ShaderTool/shaders.c

125 lines
3.6 KiB
C

#include <GL/glew.h>
#include <stdio.h>
#include <stdlib.h>
#include "log.h"
/**
* @brief Reads a file in a heap-allocated buffer.
*
* This function computes the length of the file, allocate a buffer of
* the correct size, and reads the file in the buffer. Returns `NULL`
* on error.
*
* @param filename The file to read.
* @return A buffer containing the contents of the file, or `NULL` if
* there was an error.
*/
char *read_file(const char *const filename) {
FILE *fd = fopen(filename, "r");
if (fd == NULL) {
log_error("Could not open file %s", filename);
return NULL;
}
if (fseek(fd, 0, SEEK_END) == -1) {
perror("fseek");
return NULL;
}
long size = ftell(fd);
if (size == -1) {
perror("ftell");
return NULL;
}
rewind(fd);
char *buf = calloc(size + 1, 1);
if (buf == NULL) {
log_error("Failed to allocate memory to read file %s", filename);
return NULL;
}
long bytes_read = fread(buf, 1, size, fd);
if (bytes_read != size) {
log_error("Failed to read file %s (%ld bytes read out of %ld total)",
filename, bytes_read, size);
return NULL;
}
fclose(fd);
return buf;
}
/**
* @brief Compile shaders from source files.
*
* This function reads the source files of the vertex and fragment
* shaders, compiles them, and links them together in a shader
* program.
*
* @param shader_program Pointer to the ID of the shader program
* where the shaders will be stored.
* @param fragment_shader_file File name of the fragment shader.
* @return 0 on success, 1 on error.
*/
int compile_shaders(unsigned int *shader_program,
const char *const fragment_shader_file) {
/* Compile vertex shader */
const char *const vertex_shader_source =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
"}\n";
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
int success = 0;
char info_log[512];
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
log_error("Vertex shader compilation failed: %s", info_log);
}
/* Compile fragment shader */
const char *const fragment_shader_source = read_file(fragment_shader_file);
if (fragment_shader_source == NULL) {
log_error("Could not load fragment shader from file %s",
fragment_shader_file);
return 1;
}
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
log_error("Fragment shader compilation failed: %s", info_log);
return 1;
}
/* Link shaders */
unsigned int new_shader_program = glCreateProgram();
glAttachShader(new_shader_program, vertex_shader);
glAttachShader(new_shader_program, fragment_shader);
glLinkProgram(new_shader_program);
glGetShaderiv(new_shader_program, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(new_shader_program, 512, NULL, info_log);
log_error("Shader program linking failed: %s", info_log);
return 1;
}
glDeleteProgram(*shader_program);
*shader_program = new_shader_program;
free((void *)fragment_shader_source);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
log_debug("Shaders compiled successfully");
return 0;
}