-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathopengl.c
131 lines (105 loc) · 3.07 KB
/
opengl.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
#include "opengl.h"
VBO vbo_init(GLfloat* vertices) {
VBO out;
glGenBuffers(1, &(out.vbo));
glBindBuffer(GL_ARRAY_BUFFER, out.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
vbo_unbind();
return out;
}
void vbo_bind(VBO vbo)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo.vbo);
}
void vbo_unbind()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void vbo_kill(VBO vbo)
{
glDeleteBuffers(1,vbo.vbo);
}
char* read_file(const char* filename){
long n, r;
FILE *fp = fopen(filename, "r");
fseek(fp, 0L, SEEK_END);
n = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char * out = (char*)malloc(n);
r = fread(out, 1, n, fp);
fclose(fp);
out[r-1] = '\0';
return out;
}
GLuint compile(const char* filename, GLenum type)
{
GLint compile_ok = GL_FALSE;
const char *source = read_file(filename);
GLuint id = glCreateShader(type);
glShaderSource(id, 1, &source, NULL);
free((void*)source);
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
GLint log_length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
char* log = (char*)malloc(log_length);
glGetShaderInfoLog(id, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
}
return id;
}
Shader shader_init(const char *vs_filename, const char *fs_filename)
{
GLint link_ok = GL_FALSE;
GLuint vs=compile(vs_filename, GL_VERTEX_SHADER);
GLuint fs=compile(fs_filename, GL_FRAGMENT_SHADER);
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
if (!link_ok) {
GLint log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
char* log = (char*)malloc(log_length);
glGetProgramInfoLog(program, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
}
Shader shader = {.fs=fs,.vs=vs,.program=program};
return shader;
}
void shader_kill(Shader shader)
{
glDeleteProgram(shader.program);
}
/* void get_attribute(const char *name) */
/* { */
/* attributes[name] = glGetAttribLocation(program, name); */
/* if (attributes[name] == -1) { */
/* fprintf(stderr, "Could not get attribute %s\n", name); */
/* } */
/* } */
/* void get_uniform(const char *name) */
/* { */
/* uniforms[name] = glGetUniformLocation(program, name); */
/* if (uniforms[name] == -1) { */
/* fprintf(stderr, "Could not get uniform %s\n", name); */
/* } */
/* } */
/* void bind_attribute(Shader shader, GLuint location, const GLchar* name) */
/* { */
/* shader.attrib[location] = location; */
/* glBindAttribLocation(shader.program, location, name); */
/* } */
void shader_use(Shader shader)
{
glUseProgram(shader.program);
/* map<string, GLint>::iterator p; */
/* for (p = attributes.begin(); p != attributes.end(); ++p) { */
/* glEnableVertexAttribArray(p->second); */
/* } */
}