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1 #include <GL/glew.h>
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2 #include <GL/gl.h>
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3
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4 #include <errno.h>
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5 #include <stdio.h>
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6 #include <stdlib.h>
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7 #include <string.h>
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8
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9 #include "sdr.h"
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10
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11 char* sdr_load(const char* fname)
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12 {
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13 if(!fname) {
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14 return 0;
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15 }
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16
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17 FILE *fp;
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18 int ctr = 0;
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19
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20 if(!(fp = fopen(fname, "rb"))) {
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21 fprintf(stderr, "Failed to open file %s: %s\n", fname, strerror(errno));
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22 return 0;
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23 }
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24 fseek(fp, 0, SEEK_END);
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25 ctr = ftell(fp);
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26 rewind(fp);
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27
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28 char *glsl;
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29 if(!(glsl = (char*) malloc(ctr + 1))) {
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30 perror("Failed to allocate memory");
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31 return 0;
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32 }
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33 fread(glsl, 1, ctr, fp);
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34 fclose(fp);
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35
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36 glsl[ctr] = 0;
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37
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38 return glsl;
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39 }
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40
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41 bool sdr_compile(unsigned int sdr)
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42 {
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43 int status, loglen;
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44 char infolog[512];
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45
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46 glCompileShader(sdr);
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47 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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48 glGetShaderInfoLog(sdr, sizeof infolog, &loglen, infolog);
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49 if(status == GL_FALSE) {
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50 fprintf(stderr, "Failed to compile shader: %s\n", infolog);
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51 return false;
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52 } else if(loglen) {
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53 fprintf(stderr, "%s\n", infolog);
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54 }
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55 return true;
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56 }
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57
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58 unsigned int sdr_getprog(const char* vfname, const char* ffname)
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59 {
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60 char *vsdr_glsl = NULL;
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61 char *fsdr_glsl = NULL;
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62
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63 GLuint vsdr; GLuint fsdr;
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64 vsdr = glCreateShader(GL_VERTEX_SHADER);
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65 fsdr = glCreateShader(GL_FRAGMENT_SHADER);
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66
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67 if(!(vsdr_glsl = sdr_load(vfname)))
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68 return 0;
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69 if(!(fsdr_glsl = sdr_load(ffname)))
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70 return 0;
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71
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72 glShaderSource(vsdr, 1, (const GLchar**)&vsdr_glsl, NULL);
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73 glShaderSource(fsdr, 1, (const GLchar**)&fsdr_glsl, NULL);
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74
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75 free(vsdr_glsl);
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76 free(fsdr_glsl);
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77
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78 if(!sdr_compile(vsdr)) {
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79 fprintf(stderr, "Shader %s failed to compile.\n", vfname);
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80 return 0;
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81 }
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82 if(!sdr_compile(fsdr)) {
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83 fprintf(stderr, "Shader %s failed to compile.\n", ffname);
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84 return 0;
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85 }
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86
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87 unsigned int sprog;
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88 int status, loglen;
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89 char infolog[512];
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90
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91 sprog = glCreateProgram();
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92 glAttachShader(sprog, vsdr);
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93 glAttachShader(sprog, fsdr);
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94 glLinkProgram(sprog);
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95 glGetProgramiv(sprog, GL_LINK_STATUS, &status);
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96 glGetProgramInfoLog(sprog, sizeof infolog, &loglen, infolog);
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97 if(status == GL_FALSE) {
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98 fprintf(stderr, "Error while linking shader program:\n%s\n", infolog);
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99 return 0;
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100 } else if(loglen) {
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101 fprintf(stderr, "%s\n", infolog);
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102 }
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103 return sprog;
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104 }
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