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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;
}