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#include <renderer/opengl/GlShader.hpp>
#include <GL/glew.h>
#include <stdio.h>
static const char *s_vertex_shader_src =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"\n"
"out vec4 vertexColor;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.xy, 0.0, 1.0);\n"
" vertexColor = vec4(aColor, 1.0);\n"
"}\n"
;
static const char *s_fragment_shader_src =
"#version 330 core\n"
"in vec4 vertexColor;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"void main()\n"
"{\n"
" FragColor = vertexColor;\n"
"}\n"
;
bool GlShader::InitProgram() {
GLuint vertex_shader;
GLuint fragment_shader;
if (!CompileShader(&vertex_shader, s_vertex_shader_src, GL_VERTEX_SHADER) ||
!CompileShader(&fragment_shader, s_fragment_shader_src, GL_FRAGMENT_SHADER)) {
return false;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
int success;
char info_log[512];
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
printf("error linking shader program\n%s\n", info_log);
return false;
}
m_ProgramId = program;
return true;
}
void GlShader::UseProgram() {
glUseProgram(m_ProgramId);
}
bool GlShader::CompileShader(GLuint *id, const char *src, GLenum type) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, 0);
glCompileShader(shader);
int success;
char info_log[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(shader, 512, 0, info_log);
printf("error %s shader compilation failed\n%s\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment", info_log);
glDeleteShader(shader);
return false;
}
*id = shader;
return true;
}
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