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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* shader.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: charles <charles.cabergs@gmail.com> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/05/11 09:35:54 by charles #+# #+# */
/* Updated: 2020/05/14 14:02:56 by charles ### ########.fr */
/* */
/* ************************************************************************** */
#include "scop.h"
#define SHADER_VERTEX_FILEPATH "shader/vertex.glsl"
#define SHADER_FRAGMENT_FILEPATH "shader/fragment.glsl"
static unsigned int st_compile(char *filepath, unsigned int type)
{
t_ftmem file;
unsigned int id;
int result;
int len;
char *msg;
if (ft_getfile(open(filepath, O_RDONLY), &file) == -1)
return (0);
GL_CALL(id = glCreateShader(type));
GL_CALL(glShaderSource(id, 1, (const char**)&file.data, (int*)&file.size));
free(file.data);
GL_CALL(glCompileShader(id));
GL_CALL(glGetShaderiv(id, GL_COMPILE_STATUS, &result));
if (result == GL_FALSE)
{
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));
ft_putendl(msg);
free(msg);
GL_CALL(glDeleteShader(id));
return (0);
}
return (id);
}
static bool st_get_uniform_location(unsigned int shader_id, int *location, char *name)
{
GL_CALL(*location = glGetUniformLocation(shader_id, name));
return (*location != -1);
}
bool shader_init(t_shader *shader)
{
unsigned int shader_vertex;
unsigned int shader_fragment;
if ((shader_vertex = st_compile(SHADER_VERTEX_FILEPATH, GL_VERTEX_SHADER)) == 0
|| (shader_fragment = st_compile(SHADER_FRAGMENT_FILEPATH, GL_FRAGMENT_SHADER)) == 0)
return (false);
GL_CALL(shader->id = glCreateProgram());
GL_CALL(glAttachShader(shader->id, shader_vertex));
GL_CALL(glAttachShader(shader->id, shader_fragment));
GL_CALL(glLinkProgram(shader->id));
GL_CALL(glValidateProgram(shader->id));
GL_CALL(glDeleteShader(shader_vertex));
GL_CALL(glDeleteShader(shader_fragment));
if (!st_get_uniform_location(shader->id, &shader->location.model, "u_model")
|| !st_get_uniform_location(shader->id, &shader->location.view, "u_view")
|| !st_get_uniform_location(shader->id, &shader->location.proj, "u_proj"))
return (false);
return (true);
}
void shader_update_mvp(t_shader *shader, t_scene *scene)
{
GL_CALL(glUniformMatrix4fv(shader->location.model, 1, GL_TRUE, scene->transform.model.m));
GL_CALL(glUniformMatrix4fv(shader->location.view, 1, GL_TRUE, scene->transform.view.m));
GL_CALL(glUniformMatrix4fv(shader->location.proj, 1, GL_TRUE, scene->transform.proj.m));
}
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