Splitting the program of fragment C files

And odd header files
This commit is contained in:
CRy386i 2025-02-21 15:29:37 +02:00
parent c646198aa8
commit f6bb22bb05
6 changed files with 238 additions and 210 deletions

View file

@ -2,12 +2,13 @@ CC=gcc
CFLAGS=-O1 -DDEBUG -g -ggdb -std=c23 CFLAGS=-O1 -DDEBUG -g -ggdb -std=c23
LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW -lm LIBS=`pkg-config sdl3 --cflags --libs` -lGL -lGLEW -lm
OBJ = main.o HEADER = opengl.h readfile.h
OBJ = main.o opengl.o readfile.o
all: mobiground all: mobiground
%.o: %.c # Add all .o and .c files to compiler %.o: %.c $(HEADER)
$(CC) -c -o $@ $< $(CFLAGS) # compile, generate, all output, prerequisite implicit rule, compile flags. $(CC) -c -o $@ $< $(CFLAGS)
mobiground: $(OBJ) mobiground: $(OBJ)
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) $(CC) -o $@ $^ $(CFLAGS) $(LIBS)

230
main.c
View file

@ -6,24 +6,15 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3/SDL_opengl.h> #include <SDL3/SDL_opengl.h>
#include <SDL3/SDL_main.h> // only include this one in the source file with main()! #include <SDL3/SDL_main.h> // only include this one in the source file with main()!
#include "opengl.h"
#define INITIAL_FPS 60 #define INITIAL_FPS 60
SDL_Window* window = NULL;
SDL_GLContext glcontext = NULL;
GLuint program;
GLuint vbo;
GLuint ibo;
GLuint projMatrLoc;
static double FPS = INITIAL_FPS; static double FPS = INITIAL_FPS;
static double FrameTime = 1.0 / INITIAL_FPS; static double FrameTime = 1.0 / INITIAL_FPS;
static double PerformancePeriod; static double PerformancePeriod;
static void panicError ( void ) __attribute__((noreturn));
static double GetTime( void ) static double GetTime( void )
{ {
return PerformancePeriod * SDL_GetPerformanceCounter(); return PerformancePeriod * SDL_GetPerformanceCounter();
@ -45,6 +36,7 @@ float toRad ( float deg )
void resizeWindow ( int width, int height ) void resizeWindow ( int width, int height )
{ {
shaderProgram_t sp;
float n = 1.0f; // near float n = 1.0f; // near
float f = 3.0f; // far float f = 3.0f; // far
float fov = toRad(90); // 90 or 65 for console float fov = toRad(90); // 90 or 65 for console
@ -55,196 +47,20 @@ void resizeWindow ( int width, int height )
float projMatr[] = { float projMatr[] = {
n/r, 0, 0, 0, n/r, 0, 0, 0,
0, n/t, 0, 0, 0, n/t, 0, 0,
0, 0, (f+n)/(n-f), -1, 0, 0, (f+n)/(n-f), -1,
0, 0, 2.0f*n*f/(n-f), 0 0, 0, 2.0f*n*f/(n-f), 0
}; // it's not rows, it's columns, 'GL_FALSE' }; // it's not rows, it's columns, 'GL_FALSE'
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "n=%.1f f=%.1f fov=%.2f aspect=%.2f t=%.2f r=%.2f\n", n, f, fov, aspect, t, r); SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "n=%.1f f=%.1f fov=%.2f aspect=%.2f t=%.2f r=%.2f\n", n, f, fov, aspect, t, r);
glUseProgram(program); glUseProgram(sp.program);
glUniformMatrix4fv(projMatrLoc, 1, GL_FALSE, projMatr); glUniformMatrix4fv(sp.projMatrLoc, 1, GL_FALSE, projMatr);
glUseProgram(0); glUseProgram(0);
glViewport(0, 0, (GLsizei)width, (GLsizei)height); glViewport(0, 0, (GLsizei)width, (GLsizei)height);
} }
void panicError ( void )
{
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();
exit(EXIT_FAILURE);
}
char *readFile ( const char *fileName )
{
SDL_IOStream *ioStream = SDL_IOFromFile(fileName, "rb");
if (!ioStream) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "ioStream: %s.", SDL_GetError());
panicError();
}
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_END) == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_SeekIO_END: %s.", SDL_GetError());
panicError();
}
long len = SDL_TellIO(ioStream);
if (len == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_TellIO: %s.", SDL_GetError());
panicError();
}
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_SET) == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_IO_SEEK_SET: %s.", SDL_GetError());
panicError();
}
char *res = SDL_malloc(len + 1);
if (!res) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_malloc: %s.", SDL_GetError());
panicError();
}
if (SDL_ReadIO(ioStream, res, len) != (size_t)len) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_ReadIO: %s.", SDL_GetError());
panicError();
}
if (!SDL_CloseIO(ioStream)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CloseIO: %s.", SDL_GetError());
panicError();
}
res[len] = 0;
return res;
}
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 {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Unrecognized shader type.");
panicError();
}
GLuint shader = glCreateShader(shaderType);
if (!shader) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Error create shader type %s.", strShaderType);
panicError();
}
GLchar *content = readFile(shaderFile);
glShaderSource(shader, 1, (const GLchar **)&content, NULL);
SDL_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 = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
glGetShaderInfoLog(shader, infoLen, NULL, info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Filed to compile %s shader:\n%s.", strShaderType, info);
panicError();
}
return shader;
}
void createProgram ( GLuint *shaders, int len )
{
program = glCreateProgram();
if (!program) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Can't to create shader program.");
panicError();
}
for (int i = 0; i < len; i++) {
glAttachShader(program, shaders[i]);
}
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLen;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
glGetProgramInfoLog(program, infoLen, NULL, info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s", info);
panicError();
}
}
void createBuffer ( void )
{
GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
float vertices[] = {
-1.0f, -1.0f, -2.0f, 1.0f, // left-bottom
-1.0f, 1.0f, -2.0f, 1.0f, // left-top
1.0f, 1.0f, -2.0f, 1.0f, // right-top
1.0f, -1.0f, -2.0f, 1.0f, // right-bottom
// colours
1.0f, 0.0f, 0.0f, 1.0f, // red
0.0f, 1.0f, 0.0f, 1.0f, // green
1.0f, 0.0f, 1.0f, 1.0f, // purple
1.0f, 1.0f, 0.0f, 1.0f // yellow
};
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void setUniformLocation ( void )
{
projMatrLoc = glGetUniformLocation(program, "projMatr");
}
void startShaderProg ( void )
{
createBuffer();
GLuint shaders[] = {
createShader("vertex.glsl", GL_VERTEX_SHADER),
createShader("fragment.glsl", GL_FRAGMENT_SHADER)
};
int len = sizeof(shaders) / sizeof(shaders[0]);
createProgram(shaders, len);
for (int i = 0; i < len; i++) {
glDeleteShader(shaders[i]);
}
setUniformLocation();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
}
void _GLBuffer( void )
{
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void *) (4*4*sizeof(float)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}
int main( int argc, char* argv[] ) int main( int argc, char* argv[] )
{ {
_glWindows_t glW;
const int WIDTH = 640; const int WIDTH = 640;
const int HEIGHT = 480; const int HEIGHT = 480;
int delayThreshold = 2; int delayThreshold = 2;
@ -256,12 +72,12 @@ int main( int argc, char* argv[] )
SDL_SetHint(SDL_HINT_RENDER_VSYNC, 0); SDL_SetHint(SDL_HINT_RENDER_VSYNC, 0);
if (!SDL_Init(SDL_INIT_VIDEO)) { if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s", SDL_GetError()); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_Init failed: %s", SDL_GetError());
panicError(); exit(EXIT_FAILURE);
} }
if (!SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE)) { if (!SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Set atrribute SDL_GL_CONTEXT_PROFILE_MASK: %s", SDL_GetError()); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Set atrribute SDL_GL_CONTEXT_PROFILE_MASK: %s", SDL_GetError());
panicError(); exit(EXIT_FAILURE);
} }
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
@ -277,19 +93,19 @@ int main( int argc, char* argv[] )
PerformancePeriod = 1.0 / SDL_GetPerformanceFrequency(); PerformancePeriod = 1.0 / SDL_GetPerformanceFrequency();
timeCounter = GetTime(); timeCounter = GetTime();
window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); glW.window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) { if (!glW.window) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s", SDL_GetError()); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CreateWindow: %s", SDL_GetError());
panicError(); exit(EXIT_FAILURE);
} }
glcontext = SDL_GL_CreateContext(window); glW.glcontext = SDL_GL_CreateContext(glW.window);
if (!glcontext) { if (!glW.glcontext) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s", SDL_GetError()); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_CreateContext: %s", SDL_GetError());
panicError(); exit(EXIT_FAILURE);
} }
SetTitle(window); SetTitle(glW.window);
SDL_HideCursor(); SDL_HideCursor();
@ -297,7 +113,7 @@ int main( int argc, char* argv[] )
GLenum err = glewInit(); GLenum err = glewInit();
if (err != GLEW_OK) { if (err != GLEW_OK) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s", glewGetErrorString(err)); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "glewInit: %s", glewGetErrorString(err));
panicError(); exit(EXIT_FAILURE);
} }
SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION)); SDL_LogVerbose(SDL_LOG_CATEGORY_RENDER, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
@ -337,11 +153,11 @@ int main( int argc, char* argv[] )
FPS = 1; FPS = 1;
} }
FrameTime = 1.0 / FPS; FrameTime = 1.0 / FPS;
SetTitle(window); SetTitle(glW.window);
} else if (e.key.key == SDLK_C) { } else if (e.key.key == SDLK_C) {
FPS += 0.1; FPS += 0.1;
FrameTime = 1.0 / FPS; FrameTime = 1.0 / FPS;
SetTitle(window); SetTitle(glW.window);
} }
if (e.key.key == SDLK_ESCAPE) if (e.key.key == SDLK_ESCAPE)
loopShouldStop = true; loopShouldStop = true;
@ -349,9 +165,9 @@ int main( int argc, char* argv[] )
} }
_GLBuffer(); _GLBuffer();
if (!SDL_GL_SwapWindow(window)) { if (!SDL_GL_SwapWindow(glW.window)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s", SDL_GetError()); SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_GL_SwapWwindow: %s", SDL_GetError());
panicError(); exit(EXIT_FAILURE);
} }
sleepTime = timeCounter - GetTime(); sleepTime = timeCounter - GetTime();
@ -370,8 +186,8 @@ int main( int argc, char* argv[] )
timeCounter += FrameTime; timeCounter += FrameTime;
} }
SDL_DestroyWindow(window); SDL_DestroyWindow(glW.window);
SDL_GL_DestroyContext(glcontext); SDL_GL_DestroyContext(glW.glcontext);
SDL_Quit(); SDL_Quit();
exit(EXIT_SUCCESS); exit(EXIT_SUCCESS);
} }

143
opengl.c Normal file
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@ -0,0 +1,143 @@
#include <stdlib.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_opengl.h>
#include "opengl.h"
#include "readfile.h"
shaderProgram_t sp;
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 {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Unrecognized shader type.");
exit(EXIT_FAILURE);
}
GLuint shader = glCreateShader(shaderType);
if (!shader) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Error create shader type %s.", strShaderType);
exit(EXIT_FAILURE);
}
GLchar *content = readFile(shaderFile);
glShaderSource(shader, 1, (const GLchar **)&content, NULL);
SDL_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 = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
glGetShaderInfoLog(shader, infoLen, NULL, info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Filed to compile %s shader:\n%s.", strShaderType, info);
exit(EXIT_FAILURE);
}
return shader;
}
void createProgram ( GLuint *shaders, int len )
{
sp.program = glCreateProgram();
if (!sp.program) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Can't to create shader program.");
exit(EXIT_FAILURE);
}
for (int i = 0; i < len; i++) {
glAttachShader(sp.program, shaders[i]);
}
glLinkProgram(sp.program);
GLint status;
glGetProgramiv(sp.program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLen;
glGetProgramiv(sp.program, GL_INFO_LOG_LENGTH, &infoLen);
GLchar *info = SDL_malloc(sizeof(GLchar) * (infoLen + 1));
glGetProgramInfoLog(sp.program, infoLen, NULL, info);
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "Link failed: %s", info);
exit(EXIT_FAILURE);
}
}
void createBuffer ( void )
{
GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
float vertices[] = {
-1.0f, -1.0f, -2.0f, 1.0f, // left-bottom
-1.0f, 1.0f, -2.0f, 1.0f, // left-top
1.0f, 1.0f, -2.0f, 1.0f, // right-top
1.0f, -1.0f, -2.0f, 1.0f, // right-bottom
// colours
1.0f, 0.0f, 0.0f, 1.0f, // red
0.0f, 1.0f, 0.0f, 1.0f, // green
1.0f, 0.0f, 1.0f, 1.0f, // purple
1.0f, 1.0f, 0.0f, 1.0f // yellow
};
glGenBuffers(1, &sp.vbo);
glBindBuffer(GL_ARRAY_BUFFER, sp.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &sp.ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sp.ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void setUniformLocation ( void )
{
sp.projMatrLoc = glGetUniformLocation(sp.program, "projMatr");
}
void startShaderProg ( void )
{
createBuffer();
GLuint shaders[] = {
createShader("vertex.glsl", GL_VERTEX_SHADER),
createShader("fragment.glsl", GL_FRAGMENT_SHADER)
};
int len = sizeof(shaders) / sizeof(shaders[0]);
createProgram(shaders, len);
for (int i = 0; i < len; i++) {
glDeleteShader(shaders[i]);
}
setUniformLocation();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
}
void _GLBuffer( void )
{
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(sp.program);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, sp.vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sp.ibo);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void *) (4*4*sizeof(float)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}

22
opengl.h Normal file
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@ -0,0 +1,22 @@
#ifndef OPENGL_H
#define OPENGL_H
typedef struct {
SDL_Window* window;
SDL_GLContext glcontext;
} _glWindows_t;
typedef struct {
GLuint program;
GLuint vbo;
GLuint ibo;
GLuint projMatrLoc;
} shaderProgram_t;
GLuint createShader ( const char *shaderFile, GLenum shaderType );
void createProgram ( GLuint *shaders, int len );
void createBuffer ( void );
void startShaderProg ( void );
void _GLBuffer( void );
#endif

40
readfile.c Normal file
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@ -0,0 +1,40 @@
#include <stdlib.h>
#include <SDL3/SDL.h>
#include "readfile.h"
char *readFile ( const char *fileName )
{
SDL_IOStream *ioStream = SDL_IOFromFile(fileName, "rb");
if (!ioStream) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "ioStream: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_END) == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_SeekIO_END: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
long len = SDL_TellIO(ioStream);
if (len == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_TellIO: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
if (SDL_SeekIO(ioStream, 0, SDL_IO_SEEK_SET) == -1) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_IO_SEEK_SET: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
char *res = SDL_malloc(len + 1);
if (!res) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_malloc: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
if (SDL_ReadIO(ioStream, res, len) != (size_t)len) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_ReadIO: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
if (!SDL_CloseIO(ioStream)) {
SDL_LogCritical(SDL_LOG_CATEGORY_ASSERT, "SDL_CloseIO: %s.", SDL_GetError());
exit(EXIT_FAILURE);
}
res[len] = 0;
return res;
}

6
readfile.h Normal file
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@ -0,0 +1,6 @@
#ifndef READFILE_H
#define READFILE_H
char *readFile ( const char *fileName );
#endif