Testing framework. Shader creation function. More dynstring functions

This commit is contained in:
2026-07-02 11:57:35 +03:00
parent 94ea46a320
commit 4a155d66ee
12 changed files with 7388 additions and 71 deletions

88
src/shader.c Normal file
View File

@@ -0,0 +1,88 @@
#include <string.h>
#include <stdio.h>
#include <errno.h>
#include "DynString.h"
#include "pltf/gl_funcs.h"
#include "log.h"
static char read_buf[512] = { 0 };
static const size_t read_buf_len = sizeof(read_buf) / sizeof(read_buf[0]);
static DynString read_shader_source(const char* path) {
const DynString full_path = DynString_alloc_concat_c_strs(
SHADERS_PATH,
strlen(SHADERS_PATH),
path,
strlen(path)
);
DynString source = DynString_alloc("", 0);
FILE* shader_file = fopen(DynString_c_str(&full_path), "r");
if (shader_file == NULL) {
LOG_ERRORF("Failed to open file %.*s. Errno: %d", DYN_STRING_FMT(full_path), errno);
return source;
}
size_t bytes_read = 0;
do {
bytes_read = fread(read_buf, 1, read_buf_len - 1, shader_file);
read_buf[bytes_read] = '\0';
DynString_concat_c_str(&source, read_buf, bytes_read);
} while (bytes_read == read_buf_len - 1);
if (fclose(shader_file) == EOF) {
LOG_ERRORF("Failed to close file %s. Errno: %d", path, errno);
}
return source;
}
static unsigned int compile_shader(const DynString* shader_src, const GLenum shader_type) {
const unsigned int shader = glCreateShader(shader_type);
const char* shader_src_c_str = DynString_c_str(shader_src);
const int len = (int) shader_src->len;
glShaderSource(shader, 1, &shader_src_c_str, &len);
glCompileShader(shader);
int compile_status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
if (compile_status != GL_TRUE) {
int info_log_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_len);
char* err_str = (char*) malloc(sizeof(char) * info_log_len);
glGetShaderInfoLog(shader, info_log_len - 1, NULL, err_str);
LOG_FATALF("Failed to compile vertex shader: %s", err_str);
}
return shader;
}
unsigned int shader_create(
const char* vertex_shader_path,
const char* fragment_shader_path
) {
DynString vert_source = read_shader_source(vertex_shader_path);
DynString frag_source = read_shader_source(fragment_shader_path);
const unsigned int vert_shader = compile_shader(&vert_source, GL_VERTEX_SHADER);
const unsigned int frag_shader = compile_shader(&frag_source, GL_FRAGMENT_SHADER);
DynString_free(&vert_source);
DynString_free(&frag_source);
const unsigned int shader_program = glCreateProgram();
glAttachShader(shader_program, vert_shader);
glAttachShader(shader_program, frag_shader);
glLinkProgram(shader_program);
int compile_status = 0;
glGetProgramiv(shader_program, GL_LINK_STATUS, &compile_status);
if (compile_status != GL_TRUE) {
LOG_FATAL("Failed to link shader program.");
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
return shader_program;
}