diff --git a/src/graphics/graphics.c b/src/graphics/graphics.c index ece38a2..8a354bd 100644 --- a/src/graphics/graphics.c +++ b/src/graphics/graphics.c @@ -30,8 +30,8 @@ #include "../../include/grid.h" #include "../../include/shaders_study.h" -#define VERTEX_SHADER_FILE "src/shaders/shader.vert" -#define FRAG_SHADER_FILE "src/shaders/shader.frag" +// #define VERTEX_SHADER_FILE "src/shaders/shader.vert" +// #define FRAG_SHADER_FILE "src/shaders/shader.frag" static GLfloat *buffer_vertex_origin = NULL; static GLfloat *buffer_colors_origin = NULL; @@ -238,116 +238,14 @@ void graphics_init_buffers(const void *gl_area) } } -/* - * Initializes the shaders of a gl_area and link them to a program - * - * @param gl_area, ptr to the gl_area widget - * - * @return true if initialized - */ -/* bool graphics_init_shaders(const void *gl_area) */ -/* { */ -/* char *vertex_shader; */ -/* char *fragment_shader; */ -/* struct gl_area_entry *entry; */ -/* int status; */ -/* GLuint vertex, fragment; */ -/* GLuint program = 0; */ -/* GLuint m = 0; */ -/* GLuint v = 0; */ -/* GLuint p = 0; */ -/* entry = graphics_find_glarea_from_ptr(gl_area); */ -/* if (entry == NULL) { */ -/* errno = EFAULT; */ -/* perror("gl_area_array entry not found"); */ -/* return false; */ -/* } */ -/* // Load vertex shader file */ -/* vertex_shader = read_file(VERTEX_SHADER_FILE); */ -/* if (vertex_shader == NULL) */ -/* return false; */ -/* vertex = create_shader(GL_VERTEX_SHADER, vertex_shader); */ +/* 28-9-2023 Je déplace la fonction : "bool graphics_init_shaders(const void *gl_area)" + * dans un nouveau fichier "shaders_study.c" pour alléger graphics.c */ -/* // ! WARNING ! l'instruction suivante (ou un autre 'free') a pu provoquer un 'double free' (Abandon) */ -/* if(vertex == 0) { */ -/* entry->program = 0; */ -/* g_free(vertex_shader); */ -/* return false; */ -/* } */ -/* // Load fragment shader file */ -/* fragment_shader = read_file(FRAG_SHADER_FILE); */ -/* if (fragment_shader == NULL) */ -/* return false; */ -/* fragment = create_shader(GL_FRAGMENT_SHADER, fragment_shader); */ -/* if(fragment == 0) { */ -/* glDeleteShader(vertex); */ -/* entry->program = 0; */ -/* g_free(vertex_shader); */ -/* g_free(fragment_shader); */ -/* return false; */ -/* } */ - -/* // Link shaders to program */ -/* program = glCreateProgram(); */ -/* glAttachShader(program, vertex); */ -/* glAttachShader(program, fragment); */ - -/* glLinkProgram(program); */ - -/* glGetProgramiv(program, GL_LINK_STATUS, &status); */ - -/* if(status == GL_FALSE) { */ -/* int log_len; */ -/* char *buffer; */ - -/* glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); */ - -/* buffer = g_malloc(log_len + 1); */ -/* assert(buffer); */ -/* glGetProgramInfoLog(program, log_len, NULL, buffer); */ - -/* g_warning("Linking failure:\n%s", buffer); */ - -/* g_free(buffer); */ - -/* glDeleteProgram(program); */ -/* program = 0; */ - -/* glDeleteShader(vertex); */ -/* glDeleteShader(fragment); */ - -/* g_free(vertex_shader); */ -/* g_free(fragment_shader); */ - -/* return false; */ -/* } */ - - /* Get the location of the "mvp" uniform */ -/* m = glGetUniformLocation(program, "model_matrix"); */ -/* v = glGetUniformLocation(program, "view_matrix"); */ -/* p = glGetUniformLocation(program, "projection_matrix"); */ - -/* glDetachShader(program, vertex); */ -/* glDetachShader(program, fragment); */ - -/* glDeleteShader(vertex); */ -/* glDeleteShader(fragment); */ - -/* entry->program = program; */ -/* entry->m = m; */ -/* entry->v = v; */ -/* entry->p = p; */ - -/* g_free(vertex_shader); */ -/* g_free(fragment_shader); */ - -/* return true; */ -/* } */ /* * Draws the current buffer to a gl_area diff --git a/src/graphics/shaders_study.c b/src/graphics/shaders_study.c index 0508042..c86d60d 100644 --- a/src/graphics/shaders_study.c +++ b/src/graphics/shaders_study.c @@ -31,6 +31,12 @@ #define VERTEX_SHADER_FILE "src/shaders/shader.vert" #define FRAG_SHADER_FILE "src/shaders/shader.frag" +// Que fait l'instruction suivante (ligne 397 de graphics.c) +// dans "bool graphics_init(const char *gl_area)" ? +// +// if (!graphics_init_shaders(gl_area)) return false; + + static volatile int buffer_vertex_size = 0; static volatile int buffer_lines_size = 0; static volatile int buffer_colors_size = 0;