shader compilation
[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_UNIFORM( NAME, U ) NAME##_auto_uniforms[ STR_STATIC_INDEX( NAME##_auto_names, U ) ]
23 #define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_auto_names[ UID ]
24 #define STR_STATIC_INDEX( LIST, STR ) static_str_index( LIST, vg_list_size(LIST), STR )
25
26 #define UNIFORMS(...) __VA_ARGS__
27
28 #define SHADER_DEFINE( NAME, VERT, FRAG, UNIFORMS ) \
29 const char * NAME##_shader_names[] = UNIFORMS; \
30 GLint NAME##_shader_uniforms[ vg_list_size( NAME##_shader_names ) ]; \
31 struct vg_shader NAME##_static_shader = { \
32 .src_vert = VERT, .src_frag = FRAG, \
33 .sym = #NAME "_static.shader", \
34 .uniform_names = NAME##_shader_names, \
35 .uniforms = NAME##_shader_uniforms, \
36 .uniform_count = vg_list_size( NAME##_shader_names ), \
37 };
38
39 #define SHADER_INIT( NAME ) arrpush( vg_shaders_active, &NAME##_static_shader )
40
41 #define SHADER_STATUS_NONE 0x00
42 #define SHADER_STATUS_COMPILED 0x1
43
44 struct vg_shader
45 {
46 GLuint program;
47
48 const char *src_vert;
49 const char *src_frag;
50 const char *src_geo;
51 const char *sym;
52
53 const char **uniform_names;
54 GLint *uniforms;
55 u32 uniform_count;
56 u32 status;
57 }
58 ** vg_shaders_active = NULL;
59
60 static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
61 {
62 GLint shader = glCreateShader( gliShaderType );
63 glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
64 glCompileShader( shader );
65
66 int success;
67 char infoLog[512];
68 glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
69
70 if( !success )
71 {
72 glGetShaderInfoLog( shader, 512, NULL, infoLog );
73 vg_error( "Error info:\n%s\n", infoLog );
74 return 0;
75 }
76
77 return shader;
78 }
79
80 static int vg_shader_compile( struct vg_shader *shader )
81 {
82 vg_info( "Compile shader '%s'\n", shader->sym );
83
84 GLuint vert, frag, geo;
85
86 vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
87 frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
88
89 if( !vert || !frag )
90 return 0;
91
92 if( shader->src_geo )
93 {
94 geo = vg_shader_subshader( shader->src_geo, GL_GEOMETRY_SHADER );
95
96 if( !geo )
97 return 0;
98 }
99
100 shader->program = glCreateProgram();
101 if( shader->src_geo )
102 glAttachShader( shader->program, geo );
103
104 glAttachShader( shader->program, vert );
105 glAttachShader( shader->program, frag );
106 glLinkProgram( shader->program );
107
108 glDeleteShader( vert );
109 glDeleteShader( frag );
110
111 if( shader->src_geo )
112 glDeleteShader( geo );
113
114 // Check for link errors
115 char infoLog[ 512 ];
116 int success_link = 1;
117
118 glGetProgramiv( shader->program, GL_LINK_STATUS, &success_link );
119 if( !success_link )
120 {
121 glGetProgramInfoLog( shader->program, 512, NULL, infoLog );
122 vg_error( "Link failed: %s\n", infoLog );
123 glDeleteProgram( shader->program );
124
125 return 0;
126 }
127
128 // Complete linkeage
129 for( int i = 0; i < shader->uniform_count; i ++ )
130 shader->uniforms[ i ] = glGetUniformLocation( shader->program, shader->uniform_names[i] );
131
132 shader->status |= SHADER_STATUS_COMPILED;
133 return 1;
134 }
135
136 static void vg_shaders_free(void)
137 {
138 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
139 {
140 struct vg_shader *shader = vg_shaders_active[i];
141
142 if( shader->status & SHADER_STATUS_COMPILED )
143 glDeleteProgram( shader->program );
144 }
145
146 arrfree( vg_shaders_active );
147 }
148
149 static int vg_shaders_compile(void)
150 {
151 vg_info( "Compiling shaders\n" );
152
153 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
154 {
155 struct vg_shader *shader = vg_shaders_active[i];
156 if( !vg_shader_compile( shader ) )
157 {
158 vg_shaders_free();
159 return 0;
160 }
161 }
162
163 vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
164 return 1;
165 }