1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
3 const char *vg_shader_gl_ver
= "#version 330 core\n";
5 #pragma GCC diagnostic push
6 #pragma GCC diagnostic ignored "-Wreturn-type"
7 static inline int static_str_index( const char *list
[], int len
, const char *str
)
9 for( int i
= 0; i
< len
; i
++ )
11 if( !strcmp(list
[i
],str
) )
16 fprintf( stderr
, "That was not a static string index!! (%s)\n", str
);
20 #pragma GCC diagnostic pop
22 #define SHADER_NAME( NAME ) (NAME##_static_shader.program)
23 #define SHADER_USE( NAME ) glUseProgram( NAME##_static_shader.program )
25 #define SHADER_UNIFORM( NAME, U ) NAME##_shader_uniforms[ STR_STATIC_INDEX( NAME##_shader_names, U ) ]
26 #define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_shader_names[ UID ]
27 #define STR_STATIC_INDEX( LIST, STR ) static_str_index( LIST, vg_list_size(LIST), STR )
29 #define UNIFORMS(...) __VA_ARGS__
31 #define SHADER_DEFINE( NAME, VERT, FRAG, UNIFORMS ) \
32 const char * NAME##_shader_names[] = UNIFORMS; \
33 GLint NAME##_shader_uniforms[ vg_list_size( NAME##_shader_names ) ]; \
34 struct vg_shader NAME##_static_shader = { \
35 .src_vert = VERT, .src_frag = FRAG, \
36 .sym = #NAME "_static.shader", \
37 .uniform_names = NAME##_shader_names, \
38 .uniforms = NAME##_shader_uniforms, \
39 .uniform_count = vg_list_size( NAME##_shader_names ), \
42 #define SHADER_INIT( NAME ) arrpush( vg_shaders_active, &NAME##_static_shader )
44 #define SHADER_STATUS_NONE 0x00
45 #define SHADER_STATUS_COMPILED 0x1
56 const char **uniform_names
;
61 ** vg_shaders_active
= NULL
;
63 static GLuint
vg_shader_subshader( const char *src
, GLint gliShaderType
)
65 GLint shader
= glCreateShader( gliShaderType
);
66 glShaderSource( shader
, 2, (const char *[2]){ vg_shader_gl_ver
, src
}, NULL
);
67 glCompileShader( shader
);
71 glGetShaderiv( shader
, GL_COMPILE_STATUS
, &success
);
75 glGetShaderInfoLog( shader
, 512, NULL
, infoLog
);
76 vg_error( "Error info:\n%s\n", infoLog
);
83 static int vg_shader_compile( struct vg_shader
*shader
)
85 vg_info( "Compile shader '%s'\n", shader
->sym
);
87 GLuint vert
, frag
, geo
;
89 vert
= vg_shader_subshader( shader
->src_vert
, GL_VERTEX_SHADER
);
90 frag
= vg_shader_subshader( shader
->src_frag
, GL_FRAGMENT_SHADER
);
97 geo
= vg_shader_subshader( shader
->src_geo
, GL_GEOMETRY_SHADER
);
103 shader
->program
= glCreateProgram();
104 if( shader
->src_geo
)
105 glAttachShader( shader
->program
, geo
);
107 glAttachShader( shader
->program
, vert
);
108 glAttachShader( shader
->program
, frag
);
109 glLinkProgram( shader
->program
);
111 glDeleteShader( vert
);
112 glDeleteShader( frag
);
114 if( shader
->src_geo
)
115 glDeleteShader( geo
);
117 // Check for link errors
119 int success_link
= 1;
121 glGetProgramiv( shader
->program
, GL_LINK_STATUS
, &success_link
);
124 glGetProgramInfoLog( shader
->program
, 512, NULL
, infoLog
);
125 vg_error( "Link failed: %s\n", infoLog
);
126 glDeleteProgram( shader
->program
);
132 for( int i
= 0; i
< shader
->uniform_count
; i
++ )
133 shader
->uniforms
[ i
] = glGetUniformLocation( shader
->program
, shader
->uniform_names
[i
] );
135 shader
->status
|= SHADER_STATUS_COMPILED
;
139 static void vg_shaders_free(void)
141 for( int i
= 0; i
< arrlen( vg_shaders_active
); i
++ )
143 struct vg_shader
*shader
= vg_shaders_active
[i
];
145 if( shader
->status
& SHADER_STATUS_COMPILED
)
146 glDeleteProgram( shader
->program
);
149 arrfree( vg_shaders_active
);
152 static int vg_shaders_compile(void)
154 vg_info( "Compiling shaders\n" );
156 for( int i
= 0; i
< arrlen( vg_shaders_active
); i
++ )
158 struct vg_shader
*shader
= vg_shaders_active
[i
];
159 if( !vg_shader_compile( shader
) )
166 vg_register_exit( &vg_shaders_free
, "vg_shaders_free" );