Files
djstdlib/gfx/Shader.c
2026-06-04 18:22:30 +02:00

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);
}