79 lines
2.7 KiB
C
79 lines
2.7 KiB
C
#include "shader.h"
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#include "SDL3/SDL_iostream.h"
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#include "SDL3/SDL_log.h"
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#include "arena_allocator.h"
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#include <GLES2/gl2.h>
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wn_shader *wn_shader_init(Arena *arena,
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wn_shader_code_location shader_code_location) {
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wn_shader *shader = arena_alloc(arena, sizeof(wn_shader));
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*shader = (wn_shader){.shaderProgram = 0, .success = false};
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const char *vertexShaderSource =
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SDL_LoadFile(shader_code_location.vertex_shader_source_path, NULL);
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const char *fragmentShaderSource =
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SDL_LoadFile(shader_code_location.fragment_shader_source_path, NULL);
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to compile vertex shader: %s", infoLog);
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return shader;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to compile fragment shader: %s", infoLog);
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return shader;
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}
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// Free source code memory
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SDL_free((void *)vertexShaderSource);
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SDL_free((void *)fragmentShaderSource);
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to link shader program: %s", infoLog);
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return shader;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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shader->shaderProgram = shaderProgram;
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shader->success = true;
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arena_deinit_task_push(arena, (ArenaDeinitTask){.func_ptr = *wn_shader_deinit,
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.func_param = shader,
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.next = NULL});
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return shader;
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}
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void wn_shader_deinit(void *shader) {
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wn_shader *cast_shader = (wn_shader *)shader;
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glDeleteProgram(cast_shader->shaderProgram);
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}
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