{"id":18858059,"url":"https://github.com/kvbc/glez","last_synced_at":"2026-05-18T07:34:40.247Z","repository":{"id":51719047,"uuid":"520573902","full_name":"kvbc/glez","owner":"kvbc","description":"Single-header C/C++ GL/GLES wrapper trading performance for 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unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["opengl","opengl-es","single-header","wrapper"],"created_at":"2024-11-08T04:09:49.046Z","updated_at":"2026-05-18T07:34:40.226Z","avatar_url":"https://github.com/kvbc.png","language":"C","funding_links":[],"categories":[],"sub_categories":[],"readme":"# GLEZ\nSingle-header C/C++ GL/GLES wrapper trading performance for convenience\n\nWraps\n- programs\n- shaders\n- textures\n- vertex arrays (VAO)\n\n# Why\n\nEnough boilerplate for me, sir\n\n# Examples\n\n```c\nstruct glezResource * program = glez_program_create(\"program\", 2,\n    glez_shader_createf(\"vertex shader\", \"shaders/vertex.glsl\", GL_VERTEX_SHADER),\n    glez_shader_createf(\"fragment shader\", \"shaders/fragment.glsl\", GL_FRAGMENT_SHADER)\n);\n```\n\nCorresponding \"raw\" OpenGL code\n\n```c\nchar * read_file (const char * const name) {\n    FILE * const f = fopen(name, \"rb\");\n    fseek(f, 0, SEEK_END);\n    long flen = ftell(f);\n    fseek(f, 0, SEEK_SET);\n    char * buf = malloc(sizeof(char) * (flen + 1));\n    buf[flen] = '\\0';\n    fread(buf, sizeof(char), flen, f);\n    fclose(f);\n    return buf;\n}\n\nGLuint create_shader (const GLenum type, const char * const src) {\n    const GLuint shader = glCreateShader(type);\n    glShaderSource(shader, 1, src, NULL);\n    glCompileShader(shader);\n    GLint compiled;\n    glGetShaderiv(shader, GL_COMPILE_STATUS, \u0026compiled);\n    if (compiled == GL_FALSE) {\n        GLint infologlen;\n        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, \u0026infologlen);\n        if (infologlen != 0) {\n            GLchar * const infolog = malloc(sizeof(GLchar) * infologlen);\n            glGetShaderInfoLog(shader, infologlen, NULL, infolog);\n            printf(\"shader whoopsie!\\n%s\\n\", infolog);\n            free(infolog);\n        }\n    }\n    return shader;\n}\n\nGLuint create_program () {\n    char * src = read_file(\"shaders/vertex.glsl\");\n    const GLuint vertex_shader = create_shader(GL_VERTEX_SHADER, src);\n    free(src);\n    src = read_file(\"shaders/fragment.glsl\");\n    const GLuint fragment_shader = create_shader(GL_FRAGMENT_SHADER, src);\n    free(src);\n\n    const GLuint program = glCreateProgram();\n    glAttachShader(program, vertex_shader);\n    glAttachShader(program, fragment_shader);\n    glLinkProgram(program);\n    GLint linked;\n    glGetProgramiv(program, GL_LINK_STATUS, \u0026linked);\n    if (linked == GL_FALSE) {\n        GLint infologlen; // null-term included\n        glGetProgramiv(program, GL_INFO_LOG_LENGTH, \u0026infologlen);\n        if (infologlen != 0) {\n            GLchar * const infolog = malloc(sizeof(GLchar) * infologlen); // freed in glez_free()\n            glGetProgramInfoLog(program, infologlen, NULL, infolog);\n            printf(\"program whoopsie!\\n%s\\n\", infolog);\n            free(infolog);\n        }\n    }\n}\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkvbc%2Fglez","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkvbc%2Fglez","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkvbc%2Fglez/lists"}