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shader.c
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/*
* Christmas Tree - Brought to you by SDL2 and OpenGL
* Inspired by: https://github.com/anvaka/atree#
*
* Mike Mallin, 2019 - 2020
*/
#include <GLES3/gl3.h>
#include "shader.h"
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
static char *vertex_shader_source;
static char *fragment_shader_source;
static GLuint vertex_shader;
static GLuint vs_uniform_projection_matrix;
static GLuint vs_uniform_modelview_matrix;
static GLuint vs_in_vertex;
static GLuint vs_uniform_color;
static GLuint fragment_shader;
static GLuint shader_program;
GLuint
get_vertex_attribute (void)
{
return vs_in_vertex;
}
GLuint
get_color_uniform_attribute (void)
{
return vs_uniform_color;
}
GLuint
get_vertex_uniform_projection (void)
{
return vs_uniform_projection_matrix;
}
GLuint
get_vertex_uniform_modelview (void)
{
return vs_uniform_modelview_matrix;
}
static char *
file_to_buf (const char *file_name)
{
FILE *f;
size_t length;
char *buffer;
f = fopen(file_name, "rb");
if (f == NULL) {
return NULL;
}
/* Grab length of the file */
fseek(f, 0, SEEK_END);
length = ftell(f);
fseek(f, 0, SEEK_SET);
/* Allocate new buffer and read */
buffer = malloc(length + 1);
assert(buffer);
fread(buffer, length, 1, f);
fclose(f);
buffer[length] = '\0';
return buffer;
}
static void
load_shaders (void)
{
vertex_shader_source = file_to_buf("christmas_tree.vert");
if (vertex_shader_source == NULL) {
fprintf(stderr, "Failed to load vertex shader\n");
exit(EXIT_FAILURE);
}
fragment_shader_source = file_to_buf("christmas_tree.frag");
if (fragment_shader_source == NULL) {
fprintf(stderr, "Failed to load fragment shader\n");
exit(EXIT_FAILURE);
}
}
static void
compile_shaders (void)
{
GLint is_compiled;
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, (const GLchar **)&vertex_shader_source, 0);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &is_compiled);
if (is_compiled == 0) {
int log_length;
char *compile_log;
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
compile_log = malloc(log_length);
assert(compile_log);
glGetShaderInfoLog(vertex_shader, log_length, &log_length, compile_log);
fprintf(stderr, "Vertex shader compilation failure: %s\n", compile_log);
free(compile_log);
exit(EXIT_FAILURE);
}
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, (const GLchar **)&fragment_shader_source, 0);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &is_compiled);
if (is_compiled == 0) {
int log_length;
char *compile_log;
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
compile_log = malloc(log_length);
assert(compile_log);
glGetShaderInfoLog(fragment_shader, log_length, &log_length, compile_log);
fprintf(stderr, "Fragment shader compilation failure: %s\n", compile_log);
free(compile_log);
exit(EXIT_FAILURE);
}
}
static void
link_shaders (void)
{
GLint is_linked;
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &is_linked);
if (is_linked == 0) {
int log_length;
char *compile_log;
glGetProgramiv(shader_program, GL_INFO_LOG_LENGTH, &log_length);
compile_log = malloc(log_length);
assert(compile_log);
glGetProgramInfoLog(shader_program, log_length, &log_length, compile_log);
fprintf(stderr, "Shader program link failure: %s\n", compile_log);
free(compile_log);
exit(EXIT_FAILURE);
}
}
static void
load_shader_to_gpu (void)
{
/* Load to GPU */
glUseProgram(shader_program);
/* Attach inputs to the shader program */
vs_in_vertex = glGetAttribLocation(shader_program, "a_Vertex");
vs_uniform_color = glGetUniformLocation(shader_program, "a_Color");
vs_uniform_modelview_matrix = glGetUniformLocation(shader_program, "modelview_matrix");
vs_uniform_projection_matrix = glGetUniformLocation(shader_program, "projection_matrix");
}
void
initialize_shaders (void)
{
load_shaders();
compile_shaders();
link_shaders();
load_shader_to_gpu();
}
void
deinit_shaders (void)
{
if (shader_program) {
glUseProgram(0);
/* No statically bound vertex attributes in use to cleanup */
glDetachShader(shader_program, vertex_shader);
glDetachShader(shader_program, fragment_shader);
glDeleteProgram(shader_program);
}
if (fragment_shader != 0) {
glDeleteShader(fragment_shader);
}
if (vertex_shader != 0) {
glDeleteShader(vertex_shader);
}
if (fragment_shader_source) {
free(fragment_shader_source);
}
if (vertex_shader_source) {
free(vertex_shader_source);
}
}