Clean up ghost file and move shader functions into a new file
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82
shader.cpp
Normal file
82
shader.cpp
Normal file
@@ -0,0 +1,82 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.h"
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int create_shader(const char *filename, int shadertype) {
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FILE* fp = fopen(filename, "r");
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if (!fp) {
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printf("failed to open vertex shader!\n");
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return -1;
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}
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fseek(fp, 0L, SEEK_END);
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unsigned int buffer_sz = ftell(fp);
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rewind(fp);
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char *buffer = (char *)calloc(sizeof(char), buffer_sz + 1);
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if (fread(buffer, buffer_sz, 1, fp) != 1) {
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printf("failed to read vertex shader!\n");
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return -1;
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}
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fclose(fp);
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int shader = glCreateShader(shadertype);
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glShaderSource(shader, 1, &buffer, NULL);
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free(buffer);
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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 info_log[1024];
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glGetShaderInfoLog(shader, 1024, NULL, info_log);
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printf("Shader compile error for %s: %s\n", filename, info_log);
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glfwTerminate();
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return -1;
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}
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return shader;
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}
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int create_shader_program(const char *vertex_filename, const char *fragment_filename) {
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int vertex_shader = create_shader(vertex_filename, GL_VERTEX_SHADER);
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if (vertex_shader < 0) {
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return -1;
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}
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int fragment_shader = create_shader(fragment_filename, GL_FRAGMENT_SHADER);
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if (fragment_shader < 0) {
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return -1;
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}
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int program = glCreateProgram();
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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 infoLog[1024];
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glGetProgramInfoLog(program, 1024, NULL, infoLog);
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printf("Shader wall_program link error: %s\n", infoLog);
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return -1;
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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void set_uniform(int program, const char *key, float value) {
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glUniform1f(glGetUniformLocation(program, key), value);
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}
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void set_uniform(int program, const char *key, const glm::vec3 &value) {
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glUniform3fv(glGetUniformLocation(program, key), 1, &value[0]);
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}
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void set_uniform(int program, const char *key, const glm::mat4 &value) {
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glUniformMatrix4fv(glGetUniformLocation(program, key), 1, GL_FALSE, &value[0][0]);
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}
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