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-rw-r--r--src/shader.c73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/shader.c b/src/shader.c
new file mode 100644
index 0000000..478c93b
--- /dev/null
+++ b/src/shader.c
@@ -0,0 +1,73 @@
+#include "mandel.h"
+
+#define MANDEL_SHADER_VERT_FILE "shader/vertex.glsl"
+#define MANDEL_SHADER_FRAG_FILE "shader/fragment.glsl"
+
+static unsigned int st_compile(char *filepath, unsigned int type);
+
+bool shader_init(Shader *shader)
+{
+ unsigned int shader_vert;
+ unsigned int shader_frag;
+
+ shader_vert = st_compile(MANDEL_SHADER_VERT_FILE, GL_VERTEX_SHADER);
+ if (shader_vert == 0)
+ return false;
+ shader_frag = st_compile(MANDEL_SHADER_FRAG_FILE, GL_FRAGMENT_SHADER);
+ if (shader_frag == 0)
+ return false;
+
+ GL_CALL(shader->id = glCreateProgram());
+ GL_CALL(glAttachShader(shader->id, shader_vert));
+ GL_CALL(glAttachShader(shader->id, shader_frag));
+ GL_CALL(glLinkProgram(shader->id));
+ GL_CALL(glValidateProgram(shader->id));
+ GL_CALL(glDeleteShader(shader_vert));
+ GL_CALL(glDeleteShader(shader_frag));
+ return (true);
+}
+
+static unsigned int st_compile(char *filepath, unsigned int type)
+{
+ unsigned int id;
+ int result;
+ FILE *file;
+ char *source;
+
+ if ((file = fopen(filepath, "r")) == NULL)
+ return 0;
+ fseek(file, 0, SEEK_END);
+ long file_size = ftell(file);
+ rewind(file);
+
+ if ((source = malloc(sizeof(char) * (file_size + 1))) == NULL
+ || fread(source, sizeof(char), file_size, file) != (unsigned long)file_size)
+ {
+ free(source);
+ fclose(file);
+ return 0;
+ }
+ fclose(file);
+ source[file_size] = '\0';
+
+ GL_CALL(id = glCreateShader(type));
+ GL_CALL(glShaderSource(id, 1, (const char**)&source, (int*)&file_size));
+ free(source);
+ GL_CALL(glCompileShader(id));
+
+ GL_CALL(glGetShaderiv(id, GL_COMPILE_STATUS, &result));
+ if (result == GL_FALSE)
+ {
+ int len;
+ char *msg;
+ GL_CALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len));
+ if ((msg = malloc(sizeof(char) * (len + 1))) == NULL)
+ return 0;
+ GL_CALL(glGetShaderInfoLog(id, len, &len, msg));
+ fputs(msg, stderr);
+ free(msg);
+ GL_CALL(glDeleteShader(id));
+ return 0;
+ }
+ return id;
+}