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#include "shader.h"
#include <stdio.h>
static GLuint create_shader(GLenum shader_type, const char *src);
static GLuint create_program(GLuint vertex_shader, GLuint fragment_shader);
int
shader_init(Shader *s, const char *vertex_src, const char *fragment_src)
{
const GLuint vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_src);
if (vertex_shader == 0) {
fprintf(stderr, "create_shader vertex failed\n");
return -1;
}
const GLuint fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_src);
if (fragment_shader == 0) {
fprintf(stderr, "create_shader fragment failed\n");
glDeleteShader(vertex_shader);
return -1;
}
const GLuint program = create_program(vertex_shader, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
if (program == 0) {
fprintf(stderr, "create_program failed\n");
return -1;
}
s->id = program;
return 0;
}
void
shader_deinit(Shader *s)
{
if (s->id) {
glDeleteProgram(s->id);
s->id = 0;
}
}
void
shader_use(const Shader *s)
{
glUseProgram(s->id);
}
int
shader_uniform_location(const Shader *s, const char *name)
{
const GLint location = glGetUniformLocation(s->id, name);
if (location < -1) {
fprintf(stderr, "glGetUniformLocation failed with '%s'\n", name);
return -1;
}
return location;
}
static GLuint
create_shader(GLenum shader_type, const char *src)
{
const GLuint shader = glCreateShader(shader_type);
if (shader == 0) {
fprintf(stderr, "glCreateShader failed\n");
return 0;
}
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char info_log[512];
glGetShaderInfoLog(shader, 512, NULL, info_log);
fprintf(stderr, "glCompileShader failed:\n%s\n", info_log);
glDeleteShader(shader_type);
return 0;
}
return shader;
}
static GLuint
create_program(GLuint vertex_shader, GLuint fragment_shader)
{
const GLuint program = glCreateProgram();
if (program == 0) {
fprintf(stderr, "glCreateProgram failed\n");
return 0;
}
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char info_log[512];
glGetProgramInfoLog(program, 512, NULL, info_log);
fprintf(stderr, "glLinkProgram failed:\n%s\n", info_log);
glDeleteProgram(program);
return 0;
}
return program;
}
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