dragonblocks_alpha/src/client/shader.c

123 lines
2.4 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include "client/client_config.h"
#include "client/opengl.h"
#include "client/shader.h"
static GLuint compile_shader(GLenum type, const char *path, const char *name, GLuint program, const char *def)
{
char full_path[strlen(path) + 1 + strlen(name) + 1 + 4 + 1];
sprintf(full_path, "%s/%s.glsl", path, name);
FILE *file = fopen(full_path, "r");
if (!file) {
perror("fopen");
return 0;
}
if (fseek(file, 0, SEEK_END) == -1) {
perror("fseek");
fclose(file);
return 0;
}
long size = ftell(file);
if (size == 1) {
perror("ftell");
fclose(file);
return 0;
}
if (fseek(file, 0, SEEK_SET) == -1) {
perror("fseek");
fclose(file);
return 0;
}
char code[size];
if (fread(code, 1, size, file) != (size_t) size) {
perror("fread");
fclose(file);
return 0;
}
fclose(file);
GLuint id = glCreateShader(type); GL_DEBUG
const char *version = client_config.texture_batching
? "#version 400 core\n"
: "#version 330 core\n";
const char *code_list[3] = {
version,
def,
code,
};
int size_list[3] = {
18,
strlen(def),
size,
};
glShaderSource(id, 3, code_list, size_list); GL_DEBUG
glCompileShader(id); GL_DEBUG
GLint success;
glGetShaderiv(id, GL_COMPILE_STATUS, &success); GL_DEBUG
if (!success) {
char errbuf[BUFSIZ];
glGetShaderInfoLog(id, BUFSIZ, NULL, errbuf); GL_DEBUG
fprintf(stderr, "[error] failed to compile shader %s: %s", full_path, errbuf);
glDeleteShader(id); GL_DEBUG
return 0;
}
glAttachShader(program, id); GL_DEBUG
return id;
}
GLuint shader_program_create(const char *path, const char *def)
{
GLuint id = glCreateProgram(); GL_DEBUG
if (!def)
def = "";
GLuint vert, frag;
if (!(vert = compile_shader(GL_VERTEX_SHADER, path, "vertex", id, def))) {
glDeleteProgram(id); GL_DEBUG
abort();
}
if (!(frag = compile_shader(GL_FRAGMENT_SHADER, path, "fragment", id, def))) {
glDeleteShader(vert); GL_DEBUG
glDeleteProgram(id); GL_DEBUG
abort();
}
glLinkProgram(id); GL_DEBUG
glDeleteShader(vert); GL_DEBUG
glDeleteShader(frag); GL_DEBUG
GLint success;
glGetProgramiv(id, GL_LINK_STATUS, &success); GL_DEBUG
if (!success) {
char errbuf[BUFSIZ];
glGetProgramInfoLog(id, BUFSIZ, NULL, errbuf); GL_DEBUG
fprintf(stderr, "[error] failed to link shader program %s: %s\n", path, errbuf);
glDeleteProgram(id); GL_DEBUG
return false;
}
return id;
}