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#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;
}
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