Added first version of the Slim GL library.
authorStephan Soller <stephan.soller@helionweb.de>
Thu, 9 Feb 2017 21:29:13 +0000 (22:29 +0100)
committerStephan Soller <stephan.soller@helionweb.de>
Thu, 9 Feb 2017 21:29:13 +0000 (22:29 +0100)
slim_gl.c [new file with mode: 0755]
slim_gl.h [new file with mode: 0755]

diff --git a/slim_gl.c b/slim_gl.c
new file mode 100755 (executable)
index 0000000..3bf1748
--- /dev/null
+++ b/slim_gl.c
@@ -0,0 +1,1199 @@
+// For fmemstream()
+#define _GNU_SOURCE
+
+#include <stdbool.h>
+#include <stdlib.h>
+#include <stdarg.h>
+
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <sys/mman.h>
+#include <fcntl.h>
+#include <unistd.h>
+#include <string.h>
+#include <errno.h>
+#include <ctype.h>
+
+#include "sgl.h"
+
+
+static bool gl_error(const char* description, ...);
+static GLuint create_and_compile_shader(GLenum shader_type, const char* code, GLint code_size, FILE* error_stream);
+
+#ifndef _SGL_UTILS
+void* fload(const char* filename, size_t* size);
+#endif
+
+
+//
+// Shader functions
+//
+
+GLuint program_new(const char* vertex_shader_file, const char* fragment_shader_file, FILE* compiler_message_stream) {
+       char* vertex_shader_code = fload(vertex_shader_file, NULL);
+       if (vertex_shader_code == NULL) {
+               if (compiler_message_stream) fprintf(compiler_message_stream, "Failed to read vertex shader file %s: %s\n", vertex_shader_file, strerror(errno));
+               return 0;
+       }
+       
+       char* fragment_shader_code = fload(fragment_shader_file, NULL);
+       if (fragment_shader_code == NULL) {
+               free(vertex_shader_code);
+               if (compiler_message_stream) fprintf(compiler_message_stream, "Failed to read fragment shader file %s: %s\n", fragment_shader_file, strerror(errno));
+               return 0;
+       }
+       
+       GLuint program = program_new_from_string(vertex_shader_code, fragment_shader_code, compiler_message_stream);
+       
+       free(vertex_shader_code);
+       free(fragment_shader_code);
+       
+       return program;
+}
+
+GLuint program_new_from_string(const char* vertex_shader_code, const char* fragment_shader_code, FILE* compiler_message_stream) {
+       GLuint vertex_shader = create_and_compile_shader(GL_VERTEX_SHADER, vertex_shader_code, -1, compiler_message_stream);
+       GLuint fragment_shader = create_and_compile_shader(GL_FRAGMENT_SHADER, fragment_shader_code, -1, compiler_message_stream);
+       if (vertex_shader == 0 || fragment_shader == 0)
+               goto shaders_failed;
+       
+       GLuint prog = glCreateProgram();
+       glAttachShader(prog, vertex_shader);
+       glAttachShader(prog, fragment_shader);
+       glLinkProgram(prog);
+       
+       GLint result = GL_TRUE;
+       glGetProgramiv(prog, GL_LINK_STATUS, &result);
+       if (result == GL_FALSE){
+               if (compiler_message_stream) {
+                       glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &result);
+                       char buffer[result];
+                       glGetProgramInfoLog(prog, result, NULL, buffer);
+                       fprintf(compiler_message_stream, "Linking of vertex and pixel shader failed:\n%s\n", buffer);
+                       program_inspect(prog, compiler_message_stream);
+               }
+               goto program_failed;
+       }
+       
+       return prog;
+       
+       program_failed:
+               if (prog)
+                       glDeleteProgram(prog);
+               
+       shaders_failed:
+               if (vertex_shader)
+                       glDeleteShader(vertex_shader);
+               if (fragment_shader)
+                       glDeleteShader(fragment_shader);
+       
+       return 0;
+}
+
+
+/**
+ * Loads and compiles a source code file as a shader.
+ * 
+ * Returns the shaders GL object id on success or 0 on error. Compiler errors in the shader
+ * are appended to the error buffer.
+ */
+static GLuint create_and_compile_shader(GLenum shader_type, const char* code, GLint code_size, FILE* error_stream) {
+       GLuint shader = glCreateShader(shader_type);
+       glShaderSource(shader, 1, (const char*[]){ code }, (const int[]){ code_size });
+       glCompileShader(shader);
+       
+       GLint result = GL_TRUE;
+       glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
+       if (result)
+               return shader;
+       
+       if (error_stream) {
+               glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &result);
+               char buffer[result];
+               glGetShaderInfoLog(shader, result, NULL, buffer);
+               fprintf(error_stream, "Failed to compile shader:\n%s\n", buffer);
+       }
+       
+       glDeleteShader(shader);
+       return 0;
+}
+
+/**
+ * Destorys the specified OpenGL program and all shaders attached to it.
+ */
+void program_destroy(GLuint program) {
+       GLint shader_count = 0;
+       glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count);
+       
+       GLuint shaders[shader_count];
+       glGetAttachedShaders(program, shader_count, NULL, shaders);
+       
+       glDeleteProgram(program);
+       for(ssize_t i = 0; i < shader_count; i++)
+               glDeleteShader(shaders[i]);
+}
+
+/**
+ * Displays all attributes and uniforms of the OpenGL program on the output_stream.
+ * If output_stream is NULL stderr will be used instead.
+ */
+void program_inspect(GLuint program, FILE* output_stream) {
+       const char* type_to_string(GLenum type) {
+               switch(type){
+                       case GL_FLOAT: return "float​";
+                       case GL_FLOAT_VEC2: return "vec2​";
+                       case GL_FLOAT_VEC3: return "vec3​";
+                       case GL_FLOAT_VEC4: return "vec4​";
+                       case GL_INT: return "int​";
+                       case GL_INT_VEC2: return "ivec2​";
+                       case GL_INT_VEC3: return "ivec3​";
+                       case GL_INT_VEC4: return "ivec4​";
+                       case GL_UNSIGNED_INT: return "unsigned int​";
+                       case GL_UNSIGNED_INT_VEC2: return "uvec2​";
+                       case GL_UNSIGNED_INT_VEC3: return "uvec3​";
+                       case GL_UNSIGNED_INT_VEC4: return "uvec4​";
+                       case GL_BOOL: return "bool​";
+                       case GL_BOOL_VEC2: return "bvec2​";
+                       case GL_BOOL_VEC3: return "bvec3​";
+                       case GL_BOOL_VEC4: return "bvec4​";
+                       case GL_FLOAT_MAT2: return "mat2​";
+                       case GL_FLOAT_MAT3: return "mat3​";
+                       case GL_FLOAT_MAT4: return "mat4​";
+                       case GL_FLOAT_MAT2x3: return "mat2x3​";
+                       case GL_FLOAT_MAT2x4: return "mat2x4​";
+                       case GL_FLOAT_MAT3x2: return "mat3x2​";
+                       case GL_FLOAT_MAT3x4: return "mat3x4​";
+                       case GL_FLOAT_MAT4x2: return "mat4x2​";
+                       case GL_FLOAT_MAT4x3: return "mat4x3​";
+                       case GL_SAMPLER_1D: return "sampler1D​";
+                       case GL_SAMPLER_2D: return "sampler2D​";
+                       case GL_SAMPLER_3D: return "sampler3D​";
+                       case GL_SAMPLER_CUBE: return "samplerCube​";
+                       case GL_SAMPLER_1D_SHADOW: return "sampler1DShadow​";
+                       case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow​";
+                       case GL_SAMPLER_1D_ARRAY: return "sampler1DArray​";
+                       case GL_SAMPLER_2D_ARRAY: return "sampler2DArray​";
+                       case GL_SAMPLER_1D_ARRAY_SHADOW: return "sampler1DArrayShadow​";
+                       case GL_SAMPLER_2D_ARRAY_SHADOW: return "sampler2DArrayShadow​";
+                       case GL_SAMPLER_2D_MULTISAMPLE: return "sampler2DMS​";
+                       case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return "sampler2DMSArray​";
+                       case GL_SAMPLER_CUBE_SHADOW: return "samplerCubeShadow​";
+                       case GL_SAMPLER_BUFFER: return "samplerBuffer​";
+                       case GL_SAMPLER_2D_RECT: return "sampler2DRect​";
+                       case GL_SAMPLER_2D_RECT_SHADOW: return "sampler2DRectShadow​";
+                       case GL_INT_SAMPLER_1D: return "isampler1D​";
+                       case GL_INT_SAMPLER_2D: return "isampler2D​";
+                       case GL_INT_SAMPLER_3D: return "isampler3D​";
+                       case GL_INT_SAMPLER_CUBE: return "isamplerCube​";
+                       case GL_INT_SAMPLER_1D_ARRAY: return "isampler1DArray​";
+                       case GL_INT_SAMPLER_2D_ARRAY: return "isampler2DArray​";
+                       case GL_INT_SAMPLER_2D_MULTISAMPLE: return "isampler2DMS​";
+                       case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "isampler2DMSArray​";
+                       case GL_INT_SAMPLER_BUFFER: return "isamplerBuffer​";
+                       case GL_INT_SAMPLER_2D_RECT: return "isampler2DRect​";
+                       case GL_UNSIGNED_INT_SAMPLER_1D: return "usampler1D​";
+                       case GL_UNSIGNED_INT_SAMPLER_2D: return "usampler2D​";
+                       case GL_UNSIGNED_INT_SAMPLER_3D: return "usampler3D​";
+                       case GL_UNSIGNED_INT_SAMPLER_CUBE: return "usamplerCube​";
+                       case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return "usampler2DArray​";
+                       case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return "usampler2DArray​";
+                       case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return "usampler2DMS​";
+                       case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "usampler2DMSArray​";
+                       case GL_UNSIGNED_INT_SAMPLER_BUFFER: return "usamplerBuffer​";
+                       case GL_UNSIGNED_INT_SAMPLER_2D_RECT: return "usampler2DRect​";
+                       default: return "unknown";
+               }
+       }
+       
+       if (output_stream == NULL)
+               output_stream = stderr;
+       
+       GLint size;
+       GLenum type;
+       {
+               GLint attrib_count = 0, buffer_size = 0;
+               glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attrib_count);
+               fprintf(output_stream, "%d attributes:\n", attrib_count);
+               glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &buffer_size);
+               char buffer[buffer_size];
+               
+               for(ssize_t i = 0; i < attrib_count; i++){
+                       glGetActiveAttrib(program, i, buffer_size, NULL, &size, &type, buffer);
+                       fprintf(output_stream, "- %s %s", buffer, type_to_string(type));
+                       if (size != 1)
+                               fprintf(output_stream, "[%d]", size);
+                       fprintf(output_stream, "\n");
+               }
+       }
+       
+       {
+               GLint uniform_count = 0, buffer_size = 0;
+               glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_count);
+               fprintf(output_stream, "%d uniforms:\n", uniform_count);
+               glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &buffer_size);
+               char buffer[buffer_size];
+               
+               for(ssize_t i = 0; i < uniform_count; i++){
+                       glGetActiveUniform(program, i, buffer_size, NULL, &size, &type, buffer);
+                       fprintf(output_stream, "- %s %s", buffer, type_to_string(type));
+                       if (size != 1)
+                               fprintf(output_stream, "[%d]", size);
+                       fprintf(output_stream, "\n");
+               }
+       }
+}
+
+
+//
+// Buffer functions
+//
+
+/**
+ * Creates a new vertex buffer with the specified size and initial data uploaded. The initial data
+ * is uploaded with the GL_STATIC_DRAW usage, meant to be used for model data that does not change.
+ * 
+ * If `data` is `NULL` but a size is given the buffer will be allocated but no data is uploaded.
+ * If `size` is `0` only the OpenGL object is created but nothing is allocated.
+ * 
+ * Returns the vertex buffer on success or `0` on error.
+ */
+GLuint buffer_new(const void* data, size_t size) {
+       GLuint buffer = 0;
+       glGenBuffers(1, &buffer);
+       if (buffer == 0)
+               return 0;
+       
+       if (size > 0)
+               buffer_update(buffer, data, size, GL_STATIC_DRAW);
+       
+       return buffer;
+}
+
+void buffer_destroy(GLuint buffer) {
+       glDeleteBuffers(1, (const GLuint[]){ buffer });
+}
+
+/**
+ * Updates the vertex buffer with new data. The `usage` parameter is the same as of the
+ * `glBufferData()` function: GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW,
+ * GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ or GL_DYNAMIC_COPY.
+ */
+void buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage) {
+       glBindBuffer(GL_ARRAY_BUFFER, buffer);
+       glBufferData(GL_ARRAY_BUFFER, size, data, usage);
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+
+//
+// Texture functions
+//
+
+/**
+ * Creates a normal 2D texture.
+ * 
+ * The textures minifing filter is set to GL_LINEAR_MIPMAP_LINEAR for better quality (default value
+ * is GL_NEAREST_MIPMAP_LINEAR).
+ */
+GLuint texture_new(const void* data, size_t width, size_t height, uint8_t components) {
+       GLenum internal_format = 0, data_format = 0;
+       switch(components) {
+               case 1: internal_format = GL_R8;    data_format = GL_RED;  break;
+               case 2: internal_format = GL_RG8;   data_format = GL_RG;   break;
+               case 3: internal_format = GL_RGB8;  data_format = GL_RGB;  break;
+               case 4: internal_format = GL_RGBA8; data_format = GL_RGBA; break;
+               default: return 0;
+       }
+       
+       GLuint texture = 0;
+       glGenTextures(1, &texture);
+       if (texture == 0)
+               return 0;
+       
+       GLsizei mipmap_levels = 1;
+       size_t w = width, h = height;
+       while (w > 1 || h > 1) {
+               mipmap_levels++;
+               w /= 2;
+               h /= 2;
+       }
+       
+       glBindTexture(GL_TEXTURE_2D, texture);
+       glTexStorage2D(GL_TEXTURE_2D, mipmap_levels, internal_format, width, height);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+       if (data) {
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, data_format, GL_UNSIGNED_BYTE, data);
+               glGenerateMipmap(GL_TEXTURE_2D);
+       }
+       glBindTexture(GL_TEXTURE_2D, 0);
+       
+       return texture;
+}
+
+
+/**
+ * Creates and uploads a rectangular texture of the specified dimensions and with the specified
+ * number of components (1, 2, 3 or 4). If data is NULL the texture will be allocated but no data
+ * is uploaded.
+ * 
+ * To make the API easier this function only supports textures with 8 bits per pixel (GL_R8,
+ * GL_RG8, GL_RGB8 and GL_RGBA8).
+ * 
+ * Returns the texture object on success or `0` on error.
+ */
+GLuint texture_new_rect(const void* data, size_t width, size_t height, uint8_t components) {
+       GLenum internal_format = 0, data_format = 0;
+       switch(components) {
+               case 1: internal_format = GL_R8;    data_format = GL_RED;  break;
+               case 2: internal_format = GL_RG8;   data_format = GL_RG;   break;
+               case 3: internal_format = GL_RGB8;  data_format = GL_RGB;  break;
+               case 4: internal_format = GL_RGBA8; data_format = GL_RGBA; break;
+               default: return 0;
+       }
+       
+       GLuint texture = 0;
+       glGenTextures(1, &texture);
+       if (texture == 0)
+               return 0;
+       
+       glBindTexture(GL_TEXTURE_RECTANGLE, texture);
+       glTexStorage2D(GL_TEXTURE_RECTANGLE, 1, internal_format, width, height);
+       if (data)
+               glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, width, height, data_format, GL_UNSIGNED_BYTE, data);
+       glBindTexture(GL_TEXTURE_RECTANGLE, 0);
+       
+       return texture;
+}
+
+void texture_destroy(GLuint texture) {
+       glDeleteTextures(1, (const GLuint[]){ texture });
+}
+
+/**
+ * Uploads new data for the specified texture. The data is expected to be as large as the entire
+ * texture and to have the same number of components.
+ */
+void texture_update(GLuint texture, const void* data) {
+       GLenum texture_type = GL_TEXTURE_2D;
+       glBindTexture(texture_type, texture);
+       if ( glGetError() == GL_INVALID_OPERATION ) {
+               texture_type = GL_TEXTURE_RECTANGLE;
+               glBindTexture(texture_type, texture);
+       }
+       
+       GLint width = 0, height = 0, internal_format = 0;
+       glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_WIDTH, &width);
+       glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_HEIGHT, &height);
+       glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
+       
+       GLenum data_format = 0;
+       switch(internal_format) {
+               case GL_R8:    data_format = GL_RED;  break;
+               case GL_RG8:   data_format = GL_RG;   break;
+               case GL_RGB8:  data_format = GL_RGB;  break;
+               case GL_RGBA8: data_format = GL_RGBA; break;
+       }
+       
+       if (data_format != 0) {
+               glTexSubImage2D(texture_type, 0, 0, 0, width, height, data_format, GL_UNSIGNED_BYTE, data);
+               if (texture_type == GL_TEXTURE_2D)
+                       glGenerateMipmap(GL_TEXTURE_2D);
+       }
+       
+       glBindTexture(texture_type, 0);
+}
+
+
+//
+// Frame buffer functions
+//
+
+GLuint framebuffer_new(GLuint color_buffer_texture) {
+       GLuint framebuffer = 0;
+       glGenFramebuffers(1, &framebuffer);
+       
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+       glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_buffer_texture, 0);
+       
+       if ( glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ) {
+               glDeleteFramebuffers(1, &framebuffer);
+               return 0;
+       }
+       
+       return framebuffer;
+}
+
+void framebuffer_destroy(GLuint framebuffer) {
+       glDeleteFramebuffers(1, &framebuffer);
+}
+
+/**
+ * Note: Binds the read and draw framebuffers to GL_READ_FRAMEBUFFER and GL_DRAW_FRAMEBUFFER if they're
+ * not already bound there. The bindings are left there so repeated calls don't need to bind them again.
+ */
+void framebuffer_blit(GLuint read_framebuffer, GLint rx, GLint ry, GLint rw, GLint rh, GLuint draw_framebuffer, GLint dx, GLint dy, GLint dw, GLint dh) {
+       GLint read_fb = 0, draw_fb = 0;
+       glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_fb);
+       glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_fb);
+       
+       if ((GLuint)read_fb != read_framebuffer)
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
+       if ((GLuint)draw_fb != draw_framebuffer)
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_framebuffer);
+       
+       glBlitFramebuffer(rx, ry, rx+rw, ry+rh, dx, dy, dx+dw, dy+dh, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+}
+
+void framebuffer_bind(GLuint framebuffer) {
+       // Check framebuffer binding, and bind the target framebuffer if necessary
+       GLint bound_framebuffer = 0;
+       glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &bound_framebuffer);
+       if ((GLuint)bound_framebuffer != framebuffer) {
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+               gl_error("Failed to bind framebuffer %u. glBindFramebuffer()", framebuffer);
+               
+               GLint type = 0;
+               glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
+               if (type == GL_TEXTURE) {
+                       GLint color_buffer = 0, old_texture_binding = 0, width = 0, height = 0;
+                       glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &color_buffer);
+                       
+                       GLenum texture_type = GL_TEXTURE_2D;
+                       glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture_binding);
+                       glBindTexture(texture_type, color_buffer);
+                       if ( glGetError() == GL_INVALID_OPERATION ) {
+                               glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &old_texture_binding);
+                               texture_type = GL_TEXTURE_RECTANGLE;
+                               glBindTexture(texture_type, color_buffer);
+                       }
+                       
+                       glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_WIDTH, &width);
+                       glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_HEIGHT, &height);
+                       glBindTexture(texture_type, old_texture_binding);
+                       
+                       glViewport(0, 0, width, height);
+               }
+       }
+}
+
+
+//
+// Drawing functions
+//
+
+typedef struct {
+       char name[128];
+       char modifiers[16];
+       uint8_t modifier_length;
+       uint16_t type;
+} directive_t, *directive_p;
+
+typedef struct {
+       GLenum opengl_type;
+       GLint type_size, components;
+       bool normalized, upload_as_int;
+} attribute_info_t, *attribute_info_p;
+
+static int next_directive(const char** bindings, directive_p output_directive);
+static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info);
+
+
+/**
+ * Form of directives: <attribute or uniform name> %<dimensions><modifiers><type>
+ * e.g. "projection %4tM"
+ * 
+ * Uniforms (and textures): uppercase types
+ * 
+ * F (float)
+ *     %1F  glUniform1fv
+ *     %2F  glUniform2fv
+ *     %3F  glUniform3fv
+ *     %4F  glUniform4fv
+ * I (integer)
+ *     %1I  glUniform1iv
+ *     %2I  glUniform2iv
+ *     %3I  glUniform3iv
+ *     %4I  glUniform4iv
+ * U (unsigned integer)
+ *     %1U  glUniform1ui
+ *     %2U  glUniform2ui
+ *     %3U  glUniform3ui
+ *     %4U  glUniform4ui
+ * M (matrix)
+ *     %2M    glUniformMatrix2fv
+ *     %2x3M  glUniformMatrix2x3fv
+ *     %2x4M  glUniformMatrix2x4fv
+ *     %3M    glUniformMatrix3fv
+ *     %3x2M  glUniformMatrix3x2fv
+ *     %3x4M  glUniformMatrix3x4fv
+ *     %4M    glUniformMatrix4fv
+ *     %4x2M  glUniformMatrix4x2fv
+ *     %4x3M  glUniformMatrix4x3fv
+ *     
+ *     Modifiers:
+ *             t  transpose matrix
+ * 
+ * T (textures)
+ *     %T  bind a GL_TEXTURE_2D texture to a sampler uniform
+ *     
+ *     Modifiers:
+ *             r  texture is a GL_TEXTURE_RECTANGLE texture
+ * 
+ * 
+ * Attributes: lower case types
+ *     
+ *     The first attribute consumes one argument that has to be an OpenGL buffer object.
+ *     This buffer is used for all following attributes or until an ";" is encountered.
+ *     The next attribute after ";" consumes a new buffer argument.
+ *     Stride and offsets of attributes are calculated automatically.
+ *     The attribute name "_" is used for padding.
+ * 
+ *     Dimensions: 1, 2, 3, 4
+ * 
+ * f  GL_FLOAT
+ *     h  GL_HALF_FLOAT
+ *     f  GL_FIXED
+ * b  GL_BYTE
+ *     u  GL_UNSIGNED_BYTE
+ *     n  normalized
+ *     i  upload as int (use glVertexAttribIPointer())
+ * 
+ * s  GL_SHORT
+ *     u  GL_UNSIGNED_SHORT
+ *     n  normalized
+ *     i  upload as int (use glVertexAttribIPointer())
+ * 
+ * i  GL_INT
+ *     u  GL_UNSIGNED_INT
+ *     n  normalized
+ *     i  upload as int (use glVertexAttribIPointer())
+ * 
+ * Global options: start with "$" instead of "%"
+ * 
+ *     $I  draw with an index buffer of GL_UNSIGNED_INT indices
+ *    b  indices are of type GL_UNSIGNED_BYTE
+ *    s  indices are of type GL_UNSIGNED_SHORT
+ * 
+ * Ideas (not yet implemented):
+ * 
+ *     $F  render into that frame buffer
+ *     $E  output error messages into that FILE* stream
+ */
+int render(GLenum primitive, GLuint program, const char* bindings, ...) {
+       va_list args;
+       directive_t d;
+       attribute_info_t ai;
+       size_t active_textures = 0;
+       GLsizei current_buffer_stride = 0;
+       size_t current_buffer_offset = 0;
+       GLint current_buffer_size = 0;
+       uint32_t vertecies_to_render = UINT32_MAX;
+       bool use_index_buffer = false;
+       GLenum index_buffer_type = 0;
+       uint32_t indices_to_render = 0;
+       //GLuint use_framebuffer = 0;
+       
+       GLuint vertex_array_object = 0;
+       glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&vertex_array_object);
+       if (vertex_array_object == 0) {
+               glGenVertexArrays(1, &vertex_array_object);
+               glBindVertexArray(vertex_array_object);
+               gl_error("Failed to generate and bind a new vertex array object. glBindVertexArray()");
+       }
+       
+       glUseProgram(program);
+       if ( gl_error("Can't use OpenGL program for drawing. glUseProgram()") )
+               return -1;
+       
+       va_start(args, bindings);
+       const char* setup_pass_bindings = bindings;
+       while( next_directive(&setup_pass_bindings, &d) ) {
+               if (d.type == ';') {
+                       // User no longer wants to use the current buffer for attributes. So reset all the buffer
+                       // stuff. If a new attribute directive comes around it will consume the next buffer.
+                       glBindBuffer(GL_ARRAY_BUFFER, 0);
+                       gl_error("Failed to unbind vertex buffer. glBindBuffer(GL_ARRAY_BUFFER)");
+                       current_buffer_stride = 0;
+                       current_buffer_offset = 0;
+                       current_buffer_size = 0;
+                       continue;
+               } else if (d.type == 'I' + 256) {
+                       // User wants to draw with an index buffer, consume an argument and see which type the indices have
+                       GLuint index_buffer = va_arg(args, GLuint);
+                       index_buffer_type = GL_UNSIGNED_INT;
+                       size_t index_type_size = sizeof(GLuint);
+                       
+                       for(char* m = d.modifiers; *m != '\0'; m++) {
+                               switch(*m) {
+                                       case 'b': index_buffer_type = GL_UNSIGNED_BYTE;  index_type_size = sizeof(GLubyte);  break;
+                                       case 's': index_buffer_type = GL_UNSIGNED_SHORT; index_type_size = sizeof(GLushort); break;
+                                       default:  fprintf(stderr, "Invalid index buffer directive $%s%c\n", d.modifiers, d.type - 256);
+                               }
+                       }
+                       
+                       // Got a vailid type, so bind the index buffer and figure out how many indices are in there
+                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
+                       if ( ! gl_error("Unable to bind index buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER)") ) {
+                               int index_buffer_size = 0;
+                               glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &index_buffer_size);
+                               if ( !gl_error("Unable to determine size of index buffer. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE)") )
+                                       indices_to_render = index_buffer_size / index_type_size;
+                       }
+                       
+                       use_index_buffer = true;
+                       continue;
+               //} else if (d.type == 'F' + 256) {
+               //      // User wants to draw into a framebuffer. Consume an argument and use it as framebuffer.
+               //      use_framebuffer = va_arg(args, GLuint);
+               //      continue;
+               } else if (d.type > 256) {
+                       // Got an unknown global option
+                       fprintf(stderr, "Unknown global option: $%s%c. Ignoring but consuming one argument.\n", d.modifiers, d.type - 256);
+                       va_arg(args, GLuint);
+                       continue;
+               }
+               
+               GLint location = 0;
+               if (isupper(d.type)) {
+                       // Upper case types are uniforms
+                       location = glGetUniformLocation(program, d.name);
+                       if ( gl_error("Error on looking up uniform %s. glGetUniformLocation()", d.name) ) {
+                               // All glGetUniformLocation errors are caused by invalid programs. So no point in
+                               // trying anything else since the program is broken.
+                               return -1;
+                       } else if (location == -1) {
+                               fprintf(stderr, "Program has no uniform \"%s\", ignoring uniform.\n", d.name);
+                               continue;
+                       }
+               } else {
+                       // Lower case types are attributes
+                       if (d.name[0] == '_' && d.name[1] == '\0') {
+                               // The attribute name "_" is used for padding, so don't try to look it up. Just use it
+                               // for offset and stride calculations.
+                               location = -1;
+                       } else {
+                               location = glGetAttribLocation(program, d.name);
+                               if ( gl_error("Error on looking up attribute %s. glGetAttribLocation()", d.name) ) {
+                                       // All glGetAttribLocation errors are caused by invalid programs. So no point in
+                                       // trying anything else since the program is broken.
+                                       return -1;
+                               } else if (location == -1) {
+                                       fprintf(stderr, "Program has no attribute \"%s\", attribute unused and it's space will be skipped in the buffer.\n", d.name);
+                               }
+                       }
+                       
+                       // We e don't know the stride of the attribute we're going to bind. So sum the size of the
+                       // current attribute and all further attributes that use this buffer (so all attributes left
+                       // or until we encounter a buffer reset ";").
+                       // When we know how large one vertex will be in this buffer we know the stride (vertex size)
+                       // and how many vertecies are in the buffer.
+                       if (current_buffer_stride == 0) {
+                               attribute_info_t ai;
+                               if ( parse_attribute_directive(&d, &ai) )
+                                       current_buffer_stride += ai.type_size * ai.components;
+                               
+                               directive_t ld;
+                               const char* lookahead_bindings = setup_pass_bindings;
+                               while( next_directive(&lookahead_bindings, &ld), ld.type && ld.type != ';' ) {
+                                       // Skip uniforms and global parameters
+                                       if (ld.type > 256 || isupper(ld.type))
+                                               continue;
+                                       
+                                       if ( parse_attribute_directive(&ld, &ai) )
+                                               current_buffer_stride += ai.type_size * ai.components;
+                               }
+                               
+                               // Consume an argument, bind it as array buffer and determine the number of vertecies in
+                               // there (only needed when we don't use an index buffer for rendering).
+                               glBindBuffer(GL_ARRAY_BUFFER, va_arg(args, GLuint));
+                               if ( ! gl_error("Unable to bind vertex buffer at attribute %s. glBindBuffer(GL_ARRAY_BUFFER)", d.name) && !use_index_buffer ) {
+                                       glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &current_buffer_size);
+                                       // See how many vertecies are in that buffer. In the end we want to render as many
+                                       // vertecies as are present in all buffers.
+                                       if ( !gl_error("Unable to determine buffer size at attribute %s. glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE)", d.name) && current_buffer_size > 0 && current_buffer_stride > 0) {
+                                               uint32_t vertecies_in_buffer = current_buffer_size / current_buffer_stride;
+                                               if (vertecies_in_buffer < vertecies_to_render)
+                                                       vertecies_to_render = vertecies_in_buffer;
+                                       }
+                                       //printf("using buffer: size %d, stride %d, vertecies_to_render: %u\n", current_buffer_size, current_buffer_stride, vertecies_to_render);
+                               }
+                       }
+               }
+               
+               switch(d.type) {
+                       // Uniforms
+                       case 'F':
+                               if (d.modifier_length != 1) break;
+                               switch(d.modifiers[0]) {
+                                       case '1': glUniform1fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform1fv()", d.name); continue;
+                                       case '2': glUniform2fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform2fv()", d.name); continue;
+                                       case '3': glUniform3fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform3fv()", d.name); continue;
+                                       case '4': glUniform4fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform4fv()", d.name); continue;
+                               }
+                               break;
+                       case 'I':
+                               if (d.modifier_length != 1) break;
+                               switch(d.modifiers[0]) {
+                                       case '1': glUniform1iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform1iv()", d.name); continue;
+                                       case '2': glUniform2iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform2iv()", d.name); continue;
+                                       case '3': glUniform3iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform3iv()", d.name); continue;
+                                       case '4': glUniform4iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform4iv()", d.name); continue;
+                               }
+                               break;
+                       case 'U':
+                               if (d.modifier_length != 1) break;
+                               switch(d.modifiers[0]) {
+                                       case '1': glUniform1uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform1uiv()", d.name); continue;
+                                       case '2': glUniform2uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform2uiv()", d.name); continue;
+                                       case '3': glUniform3uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform3uiv()", d.name); continue;
+                                       case '4': glUniform4uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform4uiv()", d.name); continue;
+                               }
+                               break;
+                       case 'M': {
+                               GLboolean transpose = false;
+                               
+                               // Skip the 3 byte (e.g. "3x2") or 1 byte (e.g. "2") matrix dimensions and loop over all remaining modifiers.
+                               // Skip right over everything if we got an invalid modifier so the user gets an error message about it.
+                               for(char* m = (d.modifiers[1] == 'x') ? d.modifiers + 3 : d.modifiers + 1; *m != '\0'; m++) {
+                                       switch(*m) {
+                                               case 't': transpose = true; break;
+                                               default: goto invalid_matrix_modifier;
+                                       }
+                               }
+                               
+                               switch(d.modifiers[0]) {
+                                       case '2':
+                                               if (d.modifiers[1] == 'x') {
+                                                       if (d.modifiers[2] == '3')      { glUniformMatrix2x3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2x3fv()", d.name); continue; }
+                                                       else if (d.modifiers[2] == '4') { glUniformMatrix2x4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2x4fv()", d.name); continue; }
+                                               } else {
+                                                       glUniformMatrix2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2fv()", d.name); continue;
+                                               }
+                                               break;
+                                       case '3':
+                                               if (d.modifiers[1] == 'x') {
+                                                       if (d.modifiers[2] == '2')      { glUniformMatrix3x2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3x2fv()", d.name); continue; }
+                                                       else if (d.modifiers[2] == '4') { glUniformMatrix3x4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3x4fv()", d.name); continue; }
+                                               } else {
+                                                       glUniformMatrix3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3fv()", d.name); continue;
+                                               }
+                                               break;
+                                       case '4':
+                                               if (d.modifiers[1] == 'x') {
+                                                       if (d.modifiers[2] == '2')      { glUniformMatrix4x2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4x2fv()", d.name); continue; }
+                                                       else if (d.modifiers[2] == '3') { glUniformMatrix4x3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4x3fv()", d.name); continue; }
+                                               } else {
+                                                       glUniformMatrix4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4fv()", d.name); continue;
+                                               }
+                                               break;
+                               }
+                               
+                               }
+                               invalid_matrix_modifier:
+                               break;
+                       
+                       // Textures, only increment active_textures when the texture can be used successfully. Otherwise
+                       // we try to reuse the current texture image unit for the next texture.
+                       case 'T': {
+                               GLenum target = GL_TEXTURE_2D;
+                               
+                               for(char* m = d.modifiers; *m != '\0'; m++) {
+                                       switch(*m) {
+                                               case 'r': target = GL_TEXTURE_RECTANGLE; break;
+                                               default: goto invalid_texture_modifier;
+                                       }
+                               }
+                               
+                               glActiveTexture(GL_TEXTURE0 + active_textures);
+                               if ( gl_error("Failed to activate texture image unit %d for texture %s. Probably to many textures. glActiveTexture()", active_textures, d.name) )
+                                       continue;
+                               glBindTexture(target, va_arg(args, GLint));
+                               if ( gl_error("Failed to bind texture for %s to %s. glBindTexture()", d.name, (target == GL_TEXTURE_2D) ? "GL_TEXTURE_2D" : "GL_TEXTURE_RECTANGLE") )
+                                       continue;
+                               glUniform1i(location, active_textures);
+                               if ( gl_error("Failed to set uniform for texture %s. glUniform1i()", d.name) ) {
+                                       glBindTexture(target, 0);
+                                       continue;
+                               }
+                               
+                               active_textures++;
+                               continue;
+                               
+                               }
+                               invalid_texture_modifier:
+                               break;
+                       
+                       // Attributes
+                       default:
+                               // Don't process unknown attributes (would just lead to errors) and ignore padding attributes
+                               // TODO: Check if this actually skipps padding attributes in the offset calculation
+                               if ( location == -1 )
+                                       continue;
+                               
+                               if ( parse_attribute_directive(&d, &ai) ) {
+                                       // Make sure that we count the attributes size in future offsets. So the buffer layout is the
+                                       // same even if we fail to use some attributes.
+                                       size_t offset = current_buffer_offset;
+                                       current_buffer_offset += ai.type_size * ai.components;
+                                       
+                                       glEnableVertexAttribArray(location);
+                                       if (gl_error("Failed to enable vertex attribute %s. glEnableVertexAttribArray()", d.name))
+                                               continue;
+                                       
+                                       if (ai.upload_as_int)
+                                               glVertexAttribIPointer(location, ai.components, ai.opengl_type, current_buffer_stride, (GLvoid*)offset);
+                                       else
+                                               glVertexAttribPointer(location, ai.components, ai.opengl_type, ai.normalized, current_buffer_stride, (GLvoid*)offset);
+                                       
+                                       gl_error("Failed to setup buffer layout for attribute %s. %s()", d.name, ai.upload_as_int ? "glVertexAttribIPointer" : "glVertexAttribPointer");
+                                       continue;
+                               }
+                               break;
+               }
+               
+               // We'll only arrive down here if the type is invalid so print out an error message
+               fprintf(stderr, "Invalid type %%%s%c for %s\n", d.modifiers, d.type, d.name);
+       }
+       va_end(args);
+       
+       /*
+       // Check framebuffer binding, and bind the target framebuffer if necessary
+       GLint bound_framebuffer = 0;
+       glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &bound_framebuffer);
+       if ((GLuint)bound_framebuffer != use_framebuffer) {
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, use_framebuffer);
+               // TODO: Figure out how large the frame buffer is and set glViewport accordingly
+       }
+       */
+       
+       // Draw stuff, start of the fireworks... finally
+       if ( ! use_index_buffer ) {
+               glDrawArrays(primitive, 0, vertecies_to_render);
+               gl_error("Drawcall failed. glDrawArrays()");
+       } else {
+               glDrawElements(primitive, indices_to_render, index_buffer_type, 0);
+               gl_error("Drawcall failed. glDrawElements()");
+       }
+       
+       
+       // Cleanup all texture image units we bound textures to
+       for(size_t i = 0; i < active_textures; i++) {
+               glActiveTexture(GL_TEXTURE0 + i);
+               glBindTexture(GL_TEXTURE_RECTANGLE, 0);
+       }
+       glActiveTexture(GL_TEXTURE0);
+       
+       // Unbind any buffer that has been used by the last attribute
+       if (current_buffer_stride != 0)
+               glBindBuffer(GL_ARRAY_BUFFER, 0);
+       
+       // Disable all vertex attribute arrays
+       const char* cleanup_bindings = bindings;
+       while( next_directive(&cleanup_bindings, &d) ) {
+               // Skip uniforms, padding attributes and global options
+               if (isupper(d.type) || (d.name[0] == '_' && d.name[1] == '\0') || d.type > 256 )
+                       continue;
+               
+               // Skip unknown attributes
+               GLint location = glGetAttribLocation(program, d.name);
+               if (location == -1)
+                       continue;
+               
+               glDisableVertexAttribArray(location);
+       }
+       
+       glUseProgram(0);
+       
+       return 0;
+}
+
+/**
+ * Helper function for `draw()`. Parses the next directive in `*bindings`. Returns the type of
+ * the next directive or 0 if there is an error or no next directive. Additional data about the
+ * directive is returned in `output_directive`. `*bindings` is advanced so it points to the end
+ * of the parsed directive.
+ * 
+ * Whitespaces and commas at the beginning of `*bindings` are ignored. In case of an parser error
+ * a message is printed to stderr. To iterate over all directives in a string use:
+ * 
+ *   const char* bindings = ...;
+ *   directive_t directive;
+ *   while( next_directive(&bindings, &directive) ) {
+ *     // ...
+ *   }
+ */
+static int next_directive(const char** bindings, directive_p output_directive) {
+       int consumed_bytes = 0, matched_items = 0;
+       
+       // Remember start for error messages
+       const char** start = bindings;
+       
+       // Reset output values
+       output_directive->name[0] = '\0';
+       output_directive->modifiers[0] = '\0';
+       output_directive->modifier_length = 0;
+       output_directive->type = '\0';
+       
+       // Consume spaces and comma signs
+       while ( *bindings[0] != '\0' && (isspace(*bindings[0]) || *bindings[0] == ',') )
+               *bindings += 1;
+       
+       switch(*bindings[0]) {
+               case ';':
+                       // Got a reset buffer directive
+                       *bindings += 1;
+                       output_directive->type = ';';
+                       return output_directive->type;
+               case '%':
+                       // Got the type of a uniform or attribute directive. But this is invalid since
+                       // we need a name first. Probably an easily made error so we print an extra
+                       // error message.
+                       fprintf(stderr, "Missing name before uniform or attribute directive \"%s\"\n", *start);
+                       return 0;
+               case '$':
+                       // Got a global option directive, type is the letter of the type + 256
+                       output_directive->type += 256;
+                       matched_items = sscanf(*bindings, "$%15s%n", output_directive->modifiers, &consumed_bytes);
+                       if (matched_items == EOF)
+                               return 0;
+                       if (matched_items < 1) {
+                               fprintf(stderr, "Failed to parse global option directive \"%s\"\n", *start);
+                               return 0;
+                       }
+                       *bindings += consumed_bytes;
+                       break;
+               default:
+                       matched_items = sscanf(*bindings, "%127s %%%15s%n", output_directive->name, output_directive->modifiers, &consumed_bytes);
+                       if (matched_items == EOF)
+                               return 0;
+                       if (matched_items < 2 ) {
+                               fprintf(stderr, "Failed to parse uniform or attribute directive \"%s\"\n", *start);
+                               return 0;
+                       }
+                       *bindings += consumed_bytes;
+                       break;
+       }
+               
+       // Move the last letter of the modifiers to the type field.
+       // Only add the type to output_directive->type since global options already have a 256 offset there. 
+       output_directive->modifier_length = strlen(output_directive->modifiers) - 1;
+       output_directive->type += output_directive->modifiers[output_directive->modifier_length];
+       output_directive->modifiers[output_directive->modifier_length] = '\0';
+       return output_directive->type;
+}
+
+
+/**
+ * Tries to parses `directive` as an attribute directive. Output data like the OpenGL data type,
+ * component count, etc. are stored in `attribute_info`. Returns `true` if the directive is a
+ * attribute directive, `false` otherwise.
+ */
+static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info) {
+       attribute_info_p ai = attribute_info;
+       memset(ai, 0, sizeof(attribute_info_t));
+       char* m = directive->modifiers;
+       
+       // Take care of the component count
+       switch(*(m++)) {
+               case '1': ai->components = 1; break;
+               case '2': ai->components = 2; break;
+               case '3': ai->components = 3; break;
+               case '4': ai->components = 4; break;
+               default: return false;
+       }
+       
+       switch(directive->type) {
+               case 'f':
+                       ai->opengl_type = GL_FLOAT;
+                       ai->type_size = sizeof(GLfloat);
+                       
+                       for( ; *m != '\0'; m++) {
+                               switch(*m) {
+                                       case 'h': ai->opengl_type = GL_HALF_FLOAT; ai->type_size = sizeof(GLhalf);  break;
+                                       case 'f': ai->opengl_type = GL_FIXED;      ai->type_size = sizeof(GLfixed); break;
+                                       default: return false;
+                               }
+                       }
+                       
+                       return true;
+                       
+               case 'b':
+                       ai->opengl_type = GL_BYTE;
+                       ai->type_size = sizeof(GLbyte);
+                       
+                       for( ; *m != '\0'; m++) {
+                               switch(*m) {
+                                       case 'u': ai->opengl_type = GL_UNSIGNED_BYTE; ai->type_size = sizeof(GLubyte); break;
+                                       case 'n': ai->normalized = true;     break;
+                                       case 'i': ai->upload_as_int = true;  break;
+                                       default: return false;
+                               }
+                       }
+                       
+                       return true;
+                       
+               case 's':
+                       ai->opengl_type = GL_SHORT;
+                       ai->type_size = sizeof(GLshort);
+                       
+                       for( ; *m != '\0'; m++) {
+                               switch(*m) {
+                                       case 'u': ai->opengl_type = GL_UNSIGNED_SHORT; ai->type_size = sizeof(GLushort); break;
+                                       case 'n': ai->normalized = true;     break;
+                                       case 'i': ai->upload_as_int = true;  break;
+                                       default: return false;
+                               }
+                       }
+                       
+                       return true;
+               
+               case 'i':
+                       ai->opengl_type = GL_INT;
+                       ai->type_size = sizeof(GLint);
+                       
+                       for( ; *m != '\0'; m++) {
+                               switch(*m) {
+                                       case 'u': ai->opengl_type = GL_UNSIGNED_INT; ai->type_size = sizeof(GLuint); break;
+                                       case 'n': ai->normalized = true;     break;
+                                       case 'i': ai->upload_as_int = true;  break;
+                                       default: return false;
+                               }
+                       }
+                       
+                       return true;
+       }
+       
+       // Unknown or unsupported attribute type
+       return false;
+}
+
+/**
+ * If there is a last OpenGL error this function returns `true` and prints `description` followed
+ * by ": " and the last pending OpenGL error(s) to stderr (a bit like `perror()`). Otherwise `false`
+ * is returned.
+ * 
+ * The `glGetError()` docs say that it might hold multiple pending errors. So before using this function
+ * you should make sure to consume all pending GL errors by looping over `glGetError()` until it returns
+ * `GL_NO_ERROR​`.
+ * 
+ * `gl_error()` behaves like `printf()` so you can use stuff like %s in `directive`
+ * to print additional error information.
+ */
+static bool gl_error(const char* description, ...) {
+       GLenum error = glGetError();
+       if (error == GL_NO_ERROR)
+               return false;
+       
+       va_list args;
+       va_start(args, description);
+       vfprintf(stderr, description, args);
+       va_end(args);
+       
+       const char* gl_error_message = NULL;
+       switch(error) {
+               case GL_INVALID_ENUM:                  gl_error_message = "invalid enum";                  break;
+               case GL_INVALID_VALUE:                 gl_error_message = "invalid value";                 break;
+               case GL_INVALID_OPERATION:             gl_error_message = "invalid operation";             break;
+               case GL_INVALID_FRAMEBUFFER_OPERATION: gl_error_message = "invalid framebuffer operation"; break;
+               case GL_OUT_OF_MEMORY:                 gl_error_message = "out of memory";                 break;
+               case GL_STACK_UNDERFLOW:               gl_error_message = "stack underflow";               break;
+               case GL_STACK_OVERFLOW:                gl_error_message = "stack overflow";                break;
+               default:                               gl_error_message = "unknown OpenGL error";          break;
+       }
+       
+       fprintf(stderr, ": %s\n", gl_error_message);
+       return true;
+}
+
+
+//
+// Utility functions
+//
+
+/**
+ * Checks if an OpenGL extention is avaialbe.
+ */
+static bool gl_ext_present(const char *ext_name){
+       GLint ext_count;
+       glGetIntegerv(GL_NUM_EXTENSIONS, &ext_count);
+       for(ssize_t i = 0; i < ext_count; i++){
+               if ( strcmp((const char*)glGetStringi(GL_EXTENSIONS, i), ext_name) == 0 )
+                       return true;
+       }
+       return false;
+}
+
+/**
+ * The library requires some OpenGL extentions. This function checks if these are available. If not
+ * an error message is printed to stderr for each missing extention.
+ * 
+ * Returns whether the requirements are met or not.
+ */
+bool check_required_gl_extentions(){
+       const char* extentions[] = {
+               // Both extentions are required for texture format and handling
+               "GL_ARB_texture_rectangle",
+               "GL_ARB_texture_storage",
+               NULL
+       };
+       
+       bool requirements_met = true;
+       for(size_t i = 0; extentions[i] != NULL; i++){
+               if ( !gl_ext_present(extentions[i]) ) {
+                       requirements_met = false;
+                       fprintf(stderr, "Required OpenGL extention not available: %s\n", extentions[i]);
+               }
+       }
+       
+       return requirements_met;
+}
+
+
+//
+// Utility functions
+//
+
+/**
+ * Platform indipendent function to read an entire file into memory.
+ * 
+ * Returns a pointer to the zero terminated malloced contents of the file. If size is
+ * not NULL it's target is set to the size of the file not including the zero terminator
+ * at the end of the memory block.
+ * 
+ * On error NULL is returned and errno is set accordingly.
+ */
+void* fload(const char* filename, size_t* size) {
+       long filesize = 0;
+       char* data = NULL;
+       
+       FILE* f = fopen(filename, "rb");
+       if (f == NULL)
+               return NULL;
+       
+       if ( fseek(f, 0, SEEK_END)              == -1       ) goto fail;
+       if ( (filesize = ftell(f))              == -1       ) goto fail;
+       if ( fseek(f, 0, SEEK_SET)              == -1       ) goto fail;
+       if ( (data = malloc(filesize + 1))      == NULL     ) goto fail;
+       if ( (long)fread(data, 1, filesize, f)  != filesize ) goto free_and_fail;
+       fclose(f);
+       
+       data[filesize] = '\0';
+       if (size)
+               *size = filesize;
+       return (void*)data;
+       
+       
+       int error = -1;
+       
+       free_and_fail:
+               error = errno;
+               free(data);
+       
+       fail:
+               if (error == -1)
+                       error = errno;
+               fclose(f);
+       
+       errno = error;
+       return NULL;
+}
\ No newline at end of file
diff --git a/slim_gl.h b/slim_gl.h
new file mode 100755 (executable)
index 0000000..463991b
--- /dev/null
+++ b/slim_gl.h
@@ -0,0 +1,32 @@
+#pragma once
+
+#include <stdio.h>
+#include <stdint.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+
+
+GLuint program_new(const char* vertex_shader_file, const char* fragment_shader_file, FILE* compiler_message_stream);
+GLuint program_new_from_string(const char* vertex_shader_code, const char* fragment_shader_code, FILE* compiler_message_stream);
+void   program_destroy(GLuint program);
+void   program_inspect(GLuint program, FILE* output_stream);
+
+GLuint buffer_new(const void* data, size_t size);
+void   buffer_destroy(GLuint buffer);
+void   buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage);
+
+GLuint texture_new(const void* data, size_t width, size_t height, uint8_t components);
+GLuint texture_new_rect(const void* data, size_t width, size_t height, uint8_t components);
+void   texture_destroy(GLuint texture);
+void   texture_update(GLuint texture, const void* data);
+
+GLuint framebuffer_new(GLuint color_buffer_texture);
+void   framebuffer_destroy(GLuint framebuffer);
+void   framebuffer_blit(GLuint read_framebuffer, GLint rx, GLint ry, GLint rw, GLint rh, GLuint draw_framebuffer, GLint dx, GLint dy, GLint dw, GLint dh);
+void   framebuffer_bind(GLuint framebuffer);
+
+int    render(GLenum primitive, GLuint program, const char* bindings, ...);
+
+#ifdef _SGL_UTILS
+void* fload(const char* filename, size_t* size);
+#endif
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