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#include "M_shader.h"
unsigned int M_loadShader(const char* filename, unsigned int shadertype)
{
void* shader_source = SDL_LoadFile(filename, NULL);
unsigned int shader = glCreateShader(shadertype);
glShaderSource(shader, 1, (const char**)&shader_source, NULL);
glCompileShader(shader);
SDL_free(shader_source);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
printf("Couldn't compile shader\n");
return 0;
}
return shader;
}
M_ShaderProgram M_createShaderProgram(const char *vertex_shader_file, const char* fragment_shader_file)
{
unsigned int vertex_shader = M_loadShader(vertex_shader_file, GL_VERTEX_SHADER);
unsigned int fragment_shader = M_loadShader(fragment_shader_file, GL_FRAGMENT_SHADER);
return M_compileShaderProgram(vertex_shader, fragment_shader);
}
M_ShaderProgram M_compileShaderProgram(unsigned int vertex_shader, unsigned int fragment_shader)
{
M_ShaderProgram shader_program;
shader_program.prog = glCreateProgram();
glAttachShader(shader_program.prog, vertex_shader);
glAttachShader(shader_program.prog, fragment_shader);
glLinkProgram(shader_program.prog);
shader_program.vertex_shader = vertex_shader;
shader_program.fragment_shader = fragment_shader;
int success;
glGetProgramiv(shader_program.prog, GL_LINK_STATUS, &success);
if (!success) {
printf("Couldn't link shader program\n");
}
shader_program.transform_loc = glGetUniformLocation(shader_program.prog, "model");
shader_program.view_loc = glGetUniformLocation(shader_program.prog, "view");
shader_program.projection_loc = glGetUniformLocation(shader_program.prog, "projection");
return shader_program;
}
void M_killShaderProgram(M_ShaderProgram *shader_program)
{
glDeleteShader(shader_program->vertex_shader);
glDeleteShader(shader_program->fragment_shader);
}
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