Capsulation of shader compilation (linking and runtime adjustments WIP)
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parent
3b5f9816f4
commit
20fcc2af63
57
src/main.c
57
src/main.c
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@ -140,51 +140,48 @@ void renderNode(SceneNode* node) {
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draw_object(node->model->objectData);
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}
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void init(void) {
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// create and compile vertex shader
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const GLchar *vertexTextConst = vertexShader_glsl;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
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glCompileShader(vertexShader);
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void compileShader(const GLchar *shaderSource, GLuint* shader, GLenum shaderType) {
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// Create the shader object
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*shader = glCreateShader(shaderType);
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// Attach the shader source code to the shader object
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glShaderSource(*shader, 1, &shaderSource, NULL);
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// Compile the shader
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glCompileShader(*shader);
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// Check the compile status
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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// If compilation failed, retrieve and print the error log
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if (!status) {
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printf("Error compiling vertex shader: ");
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printf("Error compiling shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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glGetShaderInfoLog(*shader, 1024, NULL, infoLog);
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printf("%s\n", infoLog);
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exit(1);
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}
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}
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vertexTextConst = NULL;
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void init(void) {
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//IDEE: shader in array speichern und dann so kompilieren etc
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GLuint vertexShader;
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GLuint fragmentShader;
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GLint status;
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// create and compile fragment shader
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const GLchar *fragmentTextConst = fragmentShader_glsl;
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (!status) {
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printf("Error compiling fragment shader: ");
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GLchar infoLog[1024];
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glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
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printf("%s",infoLog);
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exit(1);
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}
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compileShader(vertexShader_glsl, &vertexShader, GL_VERTEX_SHADER);
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compileShader(fragmentShader_glsl, &fragmentShader, GL_FRAGMENT_SHADER);
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// create and link shader program
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program = glCreateProgram();
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//das müsste evtl noch angepasst werden
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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