101 lines
3.8 KiB
C
101 lines
3.8 KiB
C
#include "Shader.h"
|
|
#include "../core.h"
|
|
#include "../os.h"
|
|
#include "../vendor/glad/glad.h"
|
|
#include "../vendor/raymath.h"
|
|
|
|
typedef enum {
|
|
ShaderType_fragment=GL_FRAGMENT_SHADER,
|
|
ShaderType_vertex=GL_VERTEX_SHADER,
|
|
} ShaderType;
|
|
|
|
uint32 createGlShader(string file_path, ShaderType shader_type) {
|
|
GLuint shader;
|
|
WithScratch(scratch) {
|
|
string shader_code = os_readEntireFile(scratch.arena, file_path);
|
|
shader = glCreateShader(shader_type);
|
|
const char *shader_code_cstr = cstring(scratch.arena, shader_code);
|
|
glShaderSource(shader, 1, &shader_code_cstr, NULL);
|
|
glCompileShader(shader);
|
|
int success;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
|
if (!success) {
|
|
GLint info_log_length;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
|
|
string info_log = PushString(scratch.arena, (size_t)info_log_length + 1);
|
|
glGetShaderInfoLog(shader, info_log_length, NULL, info_log.str);
|
|
string shader_type_name = shader_type == ShaderType_fragment ? s("FRAGMENT") : s("VERTEX");
|
|
print("%S shader compilation error (%S):\n%S", shader_type_name, file_path, info_log);
|
|
}
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
Shader createShader(string vertex_path, string fragment_path) {
|
|
Shader result = {0};
|
|
WithScratch(temp) {
|
|
uint32 vertex_shader = createGlShader(vertex_path, ShaderType_vertex);
|
|
uint32 fragment_shader = createGlShader(fragment_path, ShaderType_fragment);
|
|
|
|
result.progId = glCreateProgram();
|
|
glAttachShader(result.progId, vertex_shader);
|
|
glAttachShader(result.progId, fragment_shader);
|
|
glLinkProgram(result.progId);
|
|
|
|
int success;
|
|
glGetProgramiv(result.progId, GL_LINK_STATUS, &success);
|
|
if (!success) {
|
|
GLint info_log_length;
|
|
glGetShaderiv(result.progId, GL_INFO_LOG_LENGTH, &info_log_length);
|
|
string info_log_prog = PushString(temp.arena, (size_t)info_log_length + 1);
|
|
glGetProgramInfoLog(result.progId, info_log_length, NULL, info_log_prog.str);
|
|
print("Shader program link error:\n%S", info_log_prog);
|
|
}
|
|
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(fragment_shader);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void setUniformMat4fv(Shader *s, const char *uniformName, Matrix *matrix) {
|
|
glUniformMatrix4fv(
|
|
glGetUniformLocation(s->progId, uniformName),
|
|
1, GL_FALSE, MatrixToFloat(*matrix));
|
|
}
|
|
void setUniformMat4fvByLoc(int uniformLocation, Matrix *matrix) {
|
|
glUniformMatrix4fv(uniformLocation, 1, GL_FALSE, MatrixToFloat(*matrix));
|
|
}
|
|
|
|
void setUniform4fv(Shader *s, const char *uniformName, Vec4 *vector) {
|
|
glUniform4fv(glGetUniformLocation(s->progId, uniformName), 1, (const GLfloat *)vector);
|
|
}
|
|
void setUniform4fvByLoc(int uniformLocation, Vec4 *vector) {
|
|
glUniform4fv(uniformLocation, 1, (const GLfloat *)vector);
|
|
}
|
|
|
|
void setUniform3fv(Shader *s, const char *uniformName, Vec3 *vector) {
|
|
glUniform3fv(glGetUniformLocation(s->progId, uniformName), 1, Vector3ToFloat(*vector));
|
|
}
|
|
void setUniform3fvByLoc(int uniformLocation, Vec3 *vector) {
|
|
glUniform3fv(uniformLocation, 1, Vector3ToFloat(*vector));
|
|
}
|
|
|
|
void setUniform1i(Shader *s, const char *uniformName, int32 i) {
|
|
glUniform1i(glGetUniformLocation(s->progId, uniformName), (GLint)i);
|
|
}
|
|
void setUniform1iByLoc(int uniformLocation, int32 i) {
|
|
glUniform1i(uniformLocation, (GLint)i);
|
|
}
|
|
|
|
void setUniform2fv(Shader *s, const char *uniformName, Vec2 *vector) {
|
|
glUniform2fv(glGetUniformLocation(s->progId, uniformName), 1, (const GLfloat *)vector);
|
|
}
|
|
void setUniform2fvByLoc(int uniformLocation, Vec2 *vector) {
|
|
glUniform2fv(uniformLocation, 1, (const GLfloat *)vector);
|
|
}
|
|
|
|
int getUniformLocation(Shader *s, const char *uniformName) {
|
|
return glGetUniformLocation(s->progId, uniformName);
|
|
}
|