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#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include "shader.h"
static char *getShaderSource(const char *shaderPath);
static void checkShaderCompile(unsigned int shader, const char *shaderPath);
static void checkProgramLink(unsigned int shader);
char *
getShaderSource(const char *shaderPath)
{
long fileSize;
char *shaderSource;
FILE *shaderFile = fopen(shaderPath, "r");
if (!shaderFile) {
perror("getShaderSource() ERROR");
exit(1);
}
fseek(shaderFile, 0L, SEEK_END);
fileSize = ftell(shaderFile);
if (!fileSize) {
fprintf(stderr, "getShaderSource() ERROR: %s file is empty\n", shaderPath);
exit(1);
}
rewind(shaderFile);
shaderSource = malloc(fileSize * sizeof(char));
if (!fscanf(shaderFile, "%[^\\]", shaderSource)) {
perror("getShaderSource() ERROR");
exit(1);
}
fclose(shaderFile);
return shaderSource;
}
void
checkShaderCompile(unsigned int shader, const char *shaderPath)
{
int success;
char infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 512, NULL, infoLog);
fprintf(stderr, "shaderCompile() ERROR\n%s %s\n", shaderPath, infoLog);
exit(1);
}
}
void
checkProgramLink(unsigned int shaderProgram)
{
int success;
char infoLog[512];
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
fprintf(stderr, "shaderProgramLink() ERROR\n%s\n", infoLog);
exit(1);
}
}
unsigned int
shaderCreateProgram(const char *vertexShaderPath, const char *fragmentShaderPath)
{
unsigned int vertexShader, fragmentShader, shaderProgram;
char *vertexShaderSource, *fragmentShaderSource;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
vertexShaderSource = getShaderSource(vertexShaderPath);
fragmentShaderSource = getShaderSource(fragmentShaderPath);
glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
glCompileShader(vertexShader);
checkShaderCompile(vertexShader, vertexShaderPath);
glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
checkShaderCompile(fragmentShader, fragmentShaderPath);
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
checkProgramLink(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
free(vertexShaderSource);
free(fragmentShaderSource);
return shaderProgram;
}
void
shaderSetfv(
unsigned int program,
char *uniformVariable,
float *data,
void (*uniform_callback)(int, int, const float *))
{
unsigned int varLoc = glGetUniformLocation(program, uniformVariable);
uniform_callback(varLoc, 1, data);
}
void
shaderSetMatrixfv(
unsigned int program,
char *uniformVariable,
float *data,
void (*uniform_callback)(int, int, unsigned char, const float *))
{
unsigned int varLoc = glGetUniformLocation(program, uniformVariable);
uniform_callback(varLoc, 1, GL_TRUE, data);
}
void
shaderSet1f(unsigned int program, char *uniformVariable, float data)
{
unsigned int varLoc = glGetUniformLocation(program, uniformVariable);
glUniform1f(varLoc, data);
}
void
shaderSet1i(unsigned int program, char *uniformVariable, int data)
{
unsigned int varLoc = glGetUniformLocation(program, uniformVariable);
glUniform1i(varLoc, data);
}
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