bibliotheca/src/opengl.c
2026-03-05 21:53:02 -06:00

113 lines
3.2 KiB
C

#include <stdio.h>
#include <assert.h>
#include <errno.h>
#include <string.h>
#include <stdlib.h>
#include "glad/gl.h"
#include "opengl.h"
void * read_file(const char * filename, int * out_size)
{
FILE * f = fopen(filename, "rb");
if (f == NULL) {
fprintf(stderr, "fopen(%s): %s\n", filename, strerror(errno));
return NULL;
}
int fseek_end_ret = fseek(f, 0, SEEK_END);
if (fseek_end_ret < 0) {
fprintf(stderr, "fseek(%s, SEEK_END): %s\n", filename, strerror(errno));
return NULL;
}
long size = ftell(f);
if (size < 0) {
fprintf(stderr, "ftell(%s): %s\n", filename, strerror(errno));
return NULL;
}
int fseek_set_ret = fseek(f, 0, SEEK_SET);
if (fseek_set_ret < 0) {
fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
return NULL;
}
rewind(f);
void * buf = malloc(size);
size_t read_size = fread(buf, 1, size, f);
if (read_size != size) {
fprintf(stderr, "fread(%s): %s\n", filename, strerror(errno));
return NULL;
}
*out_size = size;
return buf;
}
unsigned int compile(const char * vertex_source,
int vertex_source_size,
const char * fragment_source,
int fragment_source_size)
{
int compile_status;
char info_log[512];
// vertex shader
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_source, &vertex_source_size);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compile_status);
if (!compile_status) {
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
fprintf(stderr, "vertex shader compile: %s\n", info_log);
}
// fragment shader
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_source, &fragment_source_size);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compile_status);
if (!compile_status) {
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
fprintf(stderr, "fragment shader compile: %s\n", info_log);
}
// link shaders
unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &compile_status);
if (!compile_status) {
glGetProgramInfoLog(shader_program, 512, NULL, info_log);
fprintf(stderr, "shader link: %s\n", info_log);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return shader_program;
}
unsigned int compile_from_files(const char * vertex_path,
const char * fragment_path)
{
int vertex_source_size;
char * vertex_source = read_file(vertex_path, &vertex_source_size);
assert(vertex_source != NULL);
int fragment_source_size;
char * fragment_source = read_file(fragment_path, &fragment_source_size);
assert(fragment_source != NULL);
unsigned int program = compile(vertex_source, vertex_source_size,
fragment_source, fragment_source_size);
free(vertex_source);
free(fragment_source);
return program;
}