85 lines
2.6 KiB
C
85 lines
2.6 KiB
C
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int buildShaders(int foo, const char *vertexShaderSourceParam, const char *fragmentShaderSourceParam){
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printf("building shaders...\n");
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// build and compile our shader program
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// ------------------------------------
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// open file and convert it to string for vs:
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char * vbuffer = 0;
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long vlength;
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FILE * vertex_file = fopen (vertexShaderSourceParam, "rb");
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if (vertex_file)
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{
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fseek (vertex_file, 0, SEEK_END);
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vlength = ftell (vertex_file);
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fseek (vertex_file, 0, SEEK_SET);
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vbuffer = malloc (vlength + 1);
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if (vbuffer)
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{
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fread (vbuffer, 1, vlength, vertex_file);
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}
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fclose (vertex_file);
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vbuffer[vlength] = '\0';
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}
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char * fbuffer = 0;
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long flength;
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FILE * fragment_file = fopen (fragmentShaderSourceParam, "rb");
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if (fragment_file)
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{
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fseek (fragment_file, 0, SEEK_END);
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flength = ftell (fragment_file);
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fseek (fragment_file, 0, SEEK_SET);
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fbuffer = malloc (flength + 1);
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if (fbuffer)
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{
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fread (fbuffer, 1, flength, fragment_file);
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}
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fclose (fragment_file);
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fbuffer[flength] = '\0';
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}
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// vertex shader
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int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vbuffer, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infoLog);
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return 1;
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}
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// fragment shader
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int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fbuffer, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infoLog);
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return 2;
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}
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// link shaders
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// int shaderProgram = glCreateProgram();
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glAttachShader(foo, vertexShader);
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glAttachShader(foo, fragmentShader);
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glLinkProgram(foo);
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// check for linking errors
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glGetProgramiv(foo, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(foo, 512, NULL, infoLog);
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printf("ERROR::SHADER::PROGRAM::LINKING_FAILED\n %s", infoLog);
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return 3;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return 0;
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}
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