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util.c
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util.c
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#include "util.h"
#include <stdio.h>
#include <stdlib.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint prog;
char *readFile(const char *fileName) {
FILE *f = fopen(fileName, "rb");
if (!f) {
perror("fopen failed");
exit(1);
}
if (fseek(f, 0, SEEK_END) == -1) {
perror("fseek failed");
exit(1);
}
long len = ftell(f);
if (len == -1) {
perror("ftell failed");
exit(1);
}
if (fseek(f, 0, SEEK_SET) == -1) {
perror("fseek failed");
exit(1);
}
char *res = malloc(len + 1);
if (!res) {
fprintf(stderr, "malloc failed\n");
exit(1);
}
if (fread(res, 1, len, f) != (size_t)len) {
fprintf(stderr, "fread failed for file %s\n", fileName);
exit(1);
}
if (fclose(f) == EOF) {
perror("fclose failed");
exit(1);
}
res[len] = 0;
return res;
}
int getLinesCount(char *content) {
int res = 0;
char *p = content;
while (*p) {
if (*p == '\n') {
res++;
}
p++;
}
return res + 1;
}
void fillLines(char *content, char **lines) {
char *p = content;
int ind = 0;
lines[ind++] = p;
while (*p) {
if (*p == '\r') {
*p = '\0';
} else if (*p == '\n') {
*p = '\0';
lines[ind++] = p + 1;
}
p++;
}
}
GLuint createShader(const char *shaderFile, GLenum shaderType) {
const char *strShaderType;
if (shaderType == GL_VERTEX_SHADER) {
strShaderType = "vertex";
} else if (shaderType == GL_GEOMETRY_SHADER) {
strShaderType = "geometry";
} else if (shaderType == GL_FRAGMENT_SHADER) {
strShaderType = "fragment";
} else {
fprintf(stderr, "Unrecognized shader type\n");
exit(1);
}
GLuint shader = glCreateShader(shaderType);
if (!shader) {
fprintf(stderr, "Error creating shader of type %s\n", strShaderType);
exit(1);
}
//char nothing = '\0';
char *content = readFile(shaderFile);
/*
int linesCount = getLinesCount(content);
char **lines = (char**) malloc(sizeof(char*) * linesCount);
for (int i = 0; i < linesCount; i++) {
lines[i] = ¬hing;
}
fillLines(content, lines);
for (int i = 0; i < linesCount; i++) {
printf("line #%d: %s\n", i, lines[i]);
}
*/
// glShaderSource(shader, linesCount, (const GLchar **)lines, NULL);
glShaderSource(shader, 1, (const GLchar **)&content, NULL);
// free(lines);
free(content);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
GLchar *info = malloc(sizeof(GLchar) * (infoLen + 1));
glGetShaderInfoLog(shader, infoLen, NULL, info);
fprintf(stderr, "Compile failure in %s shader:\n%s\n", strShaderType, info);
exit(1);
}
return shader;
}
void createProg(GLuint *shaders, int len) {
int i = 0;
prog = glCreateProgram();
if (!prog) {
fprintf(stderr, "Failed to create shader program\n");
exit(1);
}
for (; i < len; i++) {
glAttachShader(prog, shaders[i]);
}
glLinkProgram(prog);
GLint status;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLen;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &infoLen);
GLchar *info = malloc(sizeof(GLchar) * (infoLen + 1));
glGetProgramInfoLog(prog, infoLen, NULL, info);
fprintf(stderr, "Linker failure: %s\n", info);
exit(1);
}
}
void createArrayBufferAndFill(GLuint *buffer, const void *data, GLsizeiptr size, GLenum usage) {
glGenBuffers(1, buffer);
glBindBuffer(GL_ARRAY_BUFFER, *buffer);
glBufferData(GL_ARRAY_BUFFER, size, data, usage);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void createIndexBufferAndFill(GLuint *buffer, const void *data, GLsizeiptr size, GLenum usage) {
glGenBuffers(1, buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, usage);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void createProgFromDefaultShaders() {
GLuint shaders[] = {
createShader("shader.vs", GL_VERTEX_SHADER),
createShader("shader.fs", GL_FRAGMENT_SHADER)
};
int len = sizeof(shaders) / sizeof(shaders[0]);
createProg(shaders, len);
int i = 0;
for (; i < len; i++) {
glDeleteShader(shaders[i]);
}
}
void im_init() {
stbi_set_flip_vertically_on_load(1);
}
GLuint im_load(const char *image_file_path) {
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char *data = stbi_load(image_file_path, &width, &height, &nrChannels, STBI_rgb_alpha);
if (!data) {
fprintf(stderr, "Failed to load image %s\n", image_file_path);
exit(EXIT_FAILURE);
}
if (nrChannels < 3 || nrChannels > 4) {
fprintf(stderr, "Number of channels should be 3 or 4 for %s\n", image_file_path);
exit(EXIT_FAILURE);
}
// for (int i = 0; i < width*height*4; i++) {
// printf("%d ", data[i]);
// }
// printf("\n");
glTexImage2D(GL_TEXTURE_2D,
0, // level of detail
GL_RGB, // result
width,
height,
0, // should be always 0
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
// color: use [0.0, 1.0f, 0.0f, 1.0f] for green color
GLuint createEmptyTexture(int width, int height, /*unsigned char *color, */float *borderColor) {
GLuint res;
glGenTextures(1, &res);
glBindTexture(GL_TEXTURE_2D, res);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
//unsigned char *data = (unsigned char *) malloc(width*height*4);
//for (int i = 0; i < width*height; i++) {
// int start = i * 4;
// data[start] = color[0];
// data[start + 1] = color[1];
// data[start + 2] = color[2];
// data[start + 3] = color[3];
//}
//int width2, height2, nrChannels;
//unsigned char *data = stbi_load("black2.png", &width2, &height2, &nrChannels, STBI_rgb_alpha);
//if (!data) {
// fprintf(stderr, "Failed to load image %s\n", "black2.png");
// exit(EXIT_FAILURE);
//}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
//stbi_image_free(data);
//free(data);
glBindTexture(GL_TEXTURE_2D, 0);
return res;
}