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shader.c
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shader.c
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// ----------------------------------------------------------------------------
// OpenGL Anti-Grain Geometry (GL-AGG) - Version 0.1
// A high quality OpenGL rendering engine for C
// Copyright (C) 2012 Nicolas P. Rougier. All rights reserved.
// Contact: [email protected]
// http://code.google.com/p/gl-agg/
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are
// those of the authors and should not be interpreted as representing official
// policies, either expressed or implied, of Nicolas P. Rougier.
// ----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "opengl.h"
#include "shader.h"
// ------------------------------------------------------------ shader_read ---
char *
shader_read( const char *filename )
{
FILE * file;
char * buffer;
size_t size;
file = fopen( filename, "rb" );
if( !file )
{
fprintf( stderr, "Unable to open file \"%s\".\n", filename );
return 0;
}
fseek( file, 0, SEEK_END );
size = ftell( file );
fseek(file, 0, SEEK_SET );
buffer = (char *) malloc( (size+1) * sizeof( char *) );
fread( buffer, sizeof(char), size, file );
buffer[size] = 0;
fclose( file );
return buffer;
}
// --------------------------------------------------------- shader_compile ---
GLuint
shader_compile( const char* source,
const GLenum type )
{
GLint compile_status;
GLuint handle = glCreateShader( type );
glShaderSource( handle, 1, &source, 0 );
glCompileShader( handle );
glGetShaderiv( handle, GL_COMPILE_STATUS, &compile_status );
if( compile_status == GL_FALSE )
{
GLchar messages[256];
glGetShaderInfoLog( handle, sizeof(messages), 0, &messages[0] );
fprintf( stderr, "%s\n", messages );
exit( EXIT_FAILURE );
}
return handle;
}
// ------------------------------------------------------------ shader_load ---
GLuint
shader_load( const char * vert_filename,
const char * frag_filename )
{
GLuint handle = glCreateProgram( );
GLint link_status;
if( vert_filename && strlen( vert_filename ) )
{
char *vert_source = shader_read( vert_filename );
GLuint vert_shader = shader_compile( vert_source, GL_VERTEX_SHADER);
glAttachShader( handle, vert_shader);
glDeleteShader( vert_shader );
free( vert_source );
}
if( frag_filename && strlen( frag_filename ) )
{
char *frag_source = shader_read( frag_filename );
GLuint frag_shader = shader_compile( frag_source, GL_FRAGMENT_SHADER);
glAttachShader( handle, frag_shader);
glDeleteShader( frag_shader );
free( frag_source );
}
glLinkProgram( handle );
glGetProgramiv( handle, GL_LINK_STATUS, &link_status );
if (link_status == GL_FALSE)
{
GLchar messages[256];
glGetProgramInfoLog( handle, sizeof(messages), 0, &messages[0] );
fprintf( stderr, "%s\n", messages );
exit(1);
}
return handle;
}