Late init

This commit is contained in:
2022-04-06 20:24:56 +02:00
commit 993ec8fdb4
16 changed files with 20369 additions and 0 deletions

155
src/Renderer.c Normal file
View File

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#include "Renderer.h"
GLFWwindow* initOpenGL() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
if(window == NULL) {
printf("Failed to create a window\n");
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, WindowGotResized);
if(!gladLoadGLLoader( (GLADloadproc) glfwGetProcAddress )) {
printf("Failed to initialize GLAD");
exit(-1);
}
// Set Global Texture Parameters
float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnable(GL_DEPTH_TEST);
return window;
}
void WindowGotResized(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
unsigned int compileShaderProgram(const char** vertexSrc, const char** fragmentSrc) {
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, vertexSrc, NULL);
glCompileShader(vertexShader);
int vertexSuccess;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexSuccess);
if(!vertexSuccess) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("SHADER::VERTEX::COMPILATION_FAILED\n %s \n", infoLog);
}
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, fragmentSrc, NULL);
glCompileShader(fragmentShader);
int fragmentSuccess;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentSuccess);
if(!fragmentSuccess){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("SHADER::FRAGMENT::COMPILATION_FAILED\n %s \n", infoLog);
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
int programSuccess;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programSuccess);
if(!programSuccess) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
printf("SHADER::PROGRAM::LINKING_FAILED\n %s \n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
unsigned int createShader(char* vertexPath, char* fragmentPath) {
FILE* vertex_file = fopen(vertexPath, "r");
FILE* fragment_file = fopen(fragmentPath, "r");
if( vertex_file == NULL || fragment_file == NULL ) {
printf("Failed to load shaders.\n");
exit(1);
}
struct stat vertex_stat;
struct stat fragment_stat;
stat(vertexPath, &vertex_stat);
stat(fragmentPath, &fragment_stat);
int vertex_length = vertex_stat.st_size;
int fragment_length = fragment_stat.st_size;
char* vertex_src = (char*)malloc(vertex_length+1);
char* fragment_src = (char*)malloc(fragment_length+1);
memset(vertex_src, 0, vertex_length+1);
memset(fragment_src, 0, fragment_length+1);
fread(vertex_src, sizeof(char), vertex_length, vertex_file );
fread(fragment_src, sizeof(char), fragment_length, fragment_file );
vertex_src[vertex_length+1] = '\0';
fragment_src[fragment_length+1] = '\0';
// printf("%s", vertex_src);
// printf("%s", fragment_src);
const char* vertexSrc = vertex_src;
const char* fragmentSrc = fragment_src;
unsigned int shaderProgram;
shaderProgram = compileShaderProgram(&vertexSrc, &fragmentSrc);
free(fragment_src);
free(vertex_src);
return shaderProgram;
}
unsigned int createTexture(char* path){
// Generate Texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Set Texure Parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load texture image
int width, height, channels;
unsigned char *data = stbi_load(path, &width, &height, &channels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
printf("Failed to load texture %s", path);
}
stbi_image_free(data);
return texture;
}