first tile rendering
[fishladder.git] / vg / vg_shader.h
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 const char *vg_shader_gl_ver = "#version 330 core\n";
4
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 )
8 {
9 for( int i = 0; i < len; i ++ )
10 {
11 if( !strcmp(list[i],str) )
12 return i;
13 }
14
15 #ifndef VG_RELEASE
16 fprintf( stderr, "That was not a static string index!! (%s)\n", str );
17 abort();
18 #endif
19 }
20 #pragma GCC diagnostic pop
21
22 #define SHADER_USE( NAME ) glUseProgram( NAME##_static_shader.program )
23
24 #define SHADER_UNIFORM( NAME, U ) NAME##_shader_uniforms[ STR_STATIC_INDEX( NAME##_shader_names, U ) ]
25 #define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_shader_names[ UID ]
26 #define STR_STATIC_INDEX( LIST, STR ) static_str_index( LIST, vg_list_size(LIST), STR )
27
28 #define UNIFORMS(...) __VA_ARGS__
29
30 #define SHADER_DEFINE( NAME, VERT, FRAG, UNIFORMS ) \
31 const char * NAME##_shader_names[] = UNIFORMS; \
32 GLint NAME##_shader_uniforms[ vg_list_size( NAME##_shader_names ) ]; \
33 struct vg_shader NAME##_static_shader = { \
34 .src_vert = VERT, .src_frag = FRAG, \
35 .sym = #NAME "_static.shader", \
36 .uniform_names = NAME##_shader_names, \
37 .uniforms = NAME##_shader_uniforms, \
38 .uniform_count = vg_list_size( NAME##_shader_names ), \
39 };
40
41 #define SHADER_INIT( NAME ) arrpush( vg_shaders_active, &NAME##_static_shader )
42
43 #define SHADER_STATUS_NONE 0x00
44 #define SHADER_STATUS_COMPILED 0x1
45
46 struct vg_shader
47 {
48 GLuint program;
49
50 const char *src_vert;
51 const char *src_frag;
52 const char *src_geo;
53 const char *sym;
54
55 const char **uniform_names;
56 GLint *uniforms;
57 u32 uniform_count;
58 u32 status;
59 }
60 ** vg_shaders_active = NULL;
61
62 static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
63 {
64 GLint shader = glCreateShader( gliShaderType );
65 glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
66 glCompileShader( shader );
67
68 int success;
69 char infoLog[512];
70 glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
71
72 if( !success )
73 {
74 glGetShaderInfoLog( shader, 512, NULL, infoLog );
75 vg_error( "Error info:\n%s\n", infoLog );
76 return 0;
77 }
78
79 return shader;
80 }
81
82 static int vg_shader_compile( struct vg_shader *shader )
83 {
84 vg_info( "Compile shader '%s'\n", shader->sym );
85
86 GLuint vert, frag, geo;
87
88 vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
89 frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
90
91 if( !vert || !frag )
92 return 0;
93
94 if( shader->src_geo )
95 {
96 geo = vg_shader_subshader( shader->src_geo, GL_GEOMETRY_SHADER );
97
98 if( !geo )
99 return 0;
100 }
101
102 shader->program = glCreateProgram();
103 if( shader->src_geo )
104 glAttachShader( shader->program, geo );
105
106 glAttachShader( shader->program, vert );
107 glAttachShader( shader->program, frag );
108 glLinkProgram( shader->program );
109
110 glDeleteShader( vert );
111 glDeleteShader( frag );
112
113 if( shader->src_geo )
114 glDeleteShader( geo );
115
116 // Check for link errors
117 char infoLog[ 512 ];
118 int success_link = 1;
119
120 glGetProgramiv( shader->program, GL_LINK_STATUS, &success_link );
121 if( !success_link )
122 {
123 glGetProgramInfoLog( shader->program, 512, NULL, infoLog );
124 vg_error( "Link failed: %s\n", infoLog );
125 glDeleteProgram( shader->program );
126
127 return 0;
128 }
129
130 // Complete linkeage
131 for( int i = 0; i < shader->uniform_count; i ++ )
132 shader->uniforms[ i ] = glGetUniformLocation( shader->program, shader->uniform_names[i] );
133
134 shader->status |= SHADER_STATUS_COMPILED;
135 return 1;
136 }
137
138 static void vg_shaders_free(void)
139 {
140 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
141 {
142 struct vg_shader *shader = vg_shaders_active[i];
143
144 if( shader->status & SHADER_STATUS_COMPILED )
145 glDeleteProgram( shader->program );
146 }
147
148 arrfree( vg_shaders_active );
149 }
150
151 static int vg_shaders_compile(void)
152 {
153 vg_info( "Compiling shaders\n" );
154
155 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
156 {
157 struct vg_shader *shader = vg_shaders_active[i];
158 if( !vg_shader_compile( shader ) )
159 {
160 vg_shaders_free();
161 return 0;
162 }
163 }
164
165 vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
166 return 1;
167 }