1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
7 #include "vg/vg_platform.h"
10 #define STB_INCLUDE_IMPLEMENTATION
11 #define STB_INCLUDE_LINE_GLSL
12 #define STB_MALLOC vg_alloc
13 #define STB_FREE vg_free
14 #define STB_REALLOC vg_realloc
15 #include "stb/stb_include.h"
18 const char *vg_shader_gl_ver
= "#version 330 core\n";
20 typedef struct vg_shader vg_shader
;
31 const char *orig_file
,
44 VG_STATIC GLuint
vg_shader_subshader( const char *src
, GLint gliShaderType
)
46 GLint shader
= glCreateShader( gliShaderType
);
48 if( shader
== GL_NONE
)
50 vg_error( "Could not 'glCreateShader()'\n" );
54 glShaderSource( shader
, 2, (const char*[2]){ vg_shader_gl_ver
, src
}, NULL
);
55 glCompileShader( shader
);
58 glGetShaderiv( shader
, GL_COMPILE_STATUS
, &status
);
60 if( status
!= GL_TRUE
)
65 glGetShaderInfoLog( shader
, sizeof(info
), &len
, info
);
66 vg_error( "Error info:\n%s\n", info
);
73 VG_STATIC
int vg_shader_compile( struct vg_shader
*shader
)
75 vg_info( "Compile shader '%s'\n", shader
->name
);
77 GLuint program
, vert
, frag
;
78 const char *svs
, *sfs
;
83 /* If we are compiling this again, we obviously need to try to take the src
84 * from the disk instead.
86 * Only do this if we have filenames set on the shader, so engine shaders
87 * dont have to do it (text.. etc).
89 if( shader
->compiled
)
91 if( shader
->vs
.orig_file
&& shader
->fs
.orig_file
)
98 svs
= shader
->vs
.static_src
;
99 sfs
= shader
->fs
.static_src
;
103 vg_fatal_exit_loop( "Unimplemented" );
108 strcpy( path
, shader
->vs
.orig_file
);
109 avs
= stb_include_file( path
, "", "../../shaders", error
);
111 strcpy( path
, shader
->fs
.orig_file
);
112 afs
= stb_include_file( path
, "", "../../shaders", error
);
116 vg_error( "Could not find shader source files (%s)\n",
117 shader
->vs
.orig_file
);
129 vert
= vg_shader_subshader( svs
, GL_VERTEX_SHADER
);
130 frag
= vg_shader_subshader( sfs
, GL_FRAGMENT_SHADER
);
143 program
= glCreateProgram();
145 glAttachShader( program
, vert
);
146 glAttachShader( program
, frag
);
147 glLinkProgram( program
);
149 glDeleteShader( vert
);
150 glDeleteShader( frag
);
152 /* Check for link errors */
154 int success_link
= 1;
156 glGetProgramiv( program
, GL_LINK_STATUS
, &success_link
);
159 glGetProgramInfoLog( program
, 512, NULL
, infoLog
);
160 vg_error( "Link failed: %s\n", infoLog
);
161 glDeleteProgram( program
);
165 if( shader
->compiled
)
166 glDeleteProgram( shader
->id
);
168 shader
->id
= program
;
169 shader
->compiled
= 1;
175 VG_STATIC
void vg_free_shader( struct vg_shader
*shader
)
177 if( shader
->compiled
)
179 glDeleteProgram( shader
->id
);
180 shader
->compiled
= 0;
184 VG_STATIC
void vg_shaders_compile(void)
186 vg_info( "Compiling shaders\n" );
188 for( int i
=0; i
<vg_shaders
.count
; i
++ )
190 vg_shader
*shader
= vg_shaders
.shaders
[i
];
192 if( !vg_shader_compile( shader
) )
193 vg_fatal_exit_loop( "Failed to compile shader" );
197 VG_STATIC
int vg_shaders_live_recompile(int argc
, const char *argv
[])
199 vg_info( "Recompiling shaders\n" );
200 for( int i
=0; i
<vg_shaders
.count
; i
++ )
202 struct vg_shader
*shader
= vg_shaders
.shaders
[i
];
203 vg_shader_compile( shader
);
209 VG_STATIC
void vg_shader_register( struct vg_shader
*shader
)
211 if( vg_shaders
.count
== vg_list_size(vg_shaders
.shaders
) )
212 vg_fatal_exit_loop( "Too many shaders" );
214 shader
->compiled
= 0;
215 shader
->id
= 0; /* TODO: make this an error shader */
216 vg_shaders
.shaders
[ vg_shaders
.count
++ ] = shader
;
219 #endif /* VG_SHADER_H */