Fix loading shader fragments by path relative to list file
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parent
865fa558e9
commit
df48698ab7
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@ -2,9 +2,11 @@
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#define _SHADERLOADER_H_
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#define _SHADERLOADER_H_
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#include <fstream>
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#include <fstream>
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#include <libgen.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <sstream>
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#include <sstream>
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#include <unistd.h>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@ -149,6 +151,9 @@ int loadShadersFromFile(const char* file_path, struct ShaderRegistry *registry)
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char *name;
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char *name;
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char *type;
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char *type;
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char *path;
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char *path;
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char *file_path_copy = (char*) calloc(strlen(file_path), sizeof(char));
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strncpy(file_path_copy, file_path, strlen(file_path));
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char *base = dirname((char*) file_path_copy);
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while((size = getline(&line, &size, fp)) != -1) {
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while((size = getline(&line, &size, fp)) != -1) {
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if(size == 0) {
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if(size == 0) {
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// Skipping, line length 0
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// Skipping, line length 0
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@ -172,6 +177,17 @@ int loadShadersFromFile(const char* file_path, struct ShaderRegistry *registry)
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continue;
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continue;
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}
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}
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// Strip trailing new lines from the path.
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path[strcspn(path, "\n")] = 0;
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// Convert any paths as relative to the basename of the file_path they
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// were loaded from.
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int real_path_size = strlen(base) + 1 + strlen(path) + 1;
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char *shader_path = (char*) calloc(real_path_size, sizeof(char));
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strncat(shader_path, base, strlen(base));
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strcat(shader_path + strlen(base), "/");
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strncat(shader_path + strlen(base) + 1, path, strlen(path));
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// Validate type
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// Validate type
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enum ShaderType shader_type;
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enum ShaderType shader_type;
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if(strcmp("fragment", type) == 0) {
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if(strcmp("fragment", type) == 0) {
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@ -188,18 +204,26 @@ int loadShadersFromFile(const char* file_path, struct ShaderRegistry *registry)
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// Invalid line, unknown type.
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// Invalid line, unknown type.
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// @TODO Inform the user.
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// @TODO Inform the user.
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free(line_copy);
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free(line_copy);
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free(shader_path);
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name = type = path = NULL;
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name = type = path = NULL;
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continue;
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continue;
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}
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}
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GLuint shader_id = compile_shader(path, shader_type);
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GLuint shader_id = compile_shader(shader_path, shader_type);
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if(shader_id == 0) {
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if(shader_id == 0) {
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// Error in compilation of the shader
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// Error in compilation of the shader
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// @TODO Inform the user.
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// @TODO Inform the user.
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free(line_copy);
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free(line_copy);
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free(shader_path);
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name = type = path = NULL;
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name = type = path = NULL;
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continue;
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continue;
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}
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}
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// Add to registry
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// Cleanup
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free(line_copy);
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free(shader_path);
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}
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}
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return 0;
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return 0;
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}
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}
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