+++ /dev/null
-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
-
-const char *vg_shader_gl_ver = "#version 330 core\n";
-
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wreturn-type"
-static inline int static_str_index( const char *list[], int len, const char *str )
-{
- for( int i = 0; i < len; i ++ )
- {
- if( !strcmp(list[i],str) )
- return i;
- }
-
- #ifndef VG_RELEASE
- fprintf( stderr, "That was not a static string index!! (%s)\n", str );
- abort();
- #endif
-}
-#pragma GCC diagnostic pop
-
-#define SHADER_NAME( NAME ) (NAME##_static_shader.program)
-#define SHADER_USE( NAME ) glUseProgram( NAME##_static_shader.program )
-
-#define SHADER_UNIFORM( NAME, U ) NAME##_shader_uniforms[ STR_STATIC_INDEX( NAME##_shader_names, U ) ]
-#define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_shader_names[ UID ]
-#define STR_STATIC_INDEX( LIST, STR ) static_str_index( LIST, vg_list_size(LIST), STR )
-
-#define UNIFORMS(...) __VA_ARGS__
-
-#define SHADER_DEFINE( NAME, VERT, FRAG, UNIFORMS ) \
- const char * NAME##_shader_names[] = UNIFORMS; \
- GLint NAME##_shader_uniforms[ vg_list_size( NAME##_shader_names ) ]; \
- struct vg_shader NAME##_static_shader = { \
- .src_vert = VERT, .src_frag = FRAG, \
- .sym = #NAME "_static.shader", \
- .uniform_names = NAME##_shader_names, \
- .uniforms = NAME##_shader_uniforms, \
- .uniform_count = vg_list_size( NAME##_shader_names ), \
- };
-
-#define SHADER_INIT( NAME ) arrpush( vg_shaders_active, &NAME##_static_shader )
-
-#define SHADER_STATUS_NONE 0x00
-#define SHADER_STATUS_COMPILED 0x1
-
-struct vg_shader
-{
- GLuint program;
-
- const char *src_vert;
- const char *src_frag;
- const char *src_geo;
- const char *sym;
-
- const char **uniform_names;
- GLint *uniforms;
- u32 uniform_count;
- u32 status;
-}
-** vg_shaders_active = NULL;
-
-static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
-{
- GLint shader = glCreateShader( gliShaderType );
- glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
- glCompileShader( shader );
-
- int success;
- char infoLog[512];
- glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
-
- if( !success )
- {
- glGetShaderInfoLog( shader, 512, NULL, infoLog );
- vg_error( "Error info:\n%s\n", infoLog );
- return 0;
- }
-
- return shader;
-}
-
-static int vg_shader_compile( struct vg_shader *shader )
-{
- vg_info( "Compile shader '%s'\n", shader->sym );
-
- GLuint vert, frag, geo = 0;
-
- vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
- frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
-
- if( !vert || !frag )
- return 0;
-
- if( shader->src_geo )
- {
- geo = vg_shader_subshader( shader->src_geo, GL_GEOMETRY_SHADER );
-
- if( !geo )
- return 0;
- }
-
- shader->program = glCreateProgram();
- if( geo )
- glAttachShader( shader->program, geo );
-
- glAttachShader( shader->program, vert );
- glAttachShader( shader->program, frag );
- glLinkProgram( shader->program );
-
- glDeleteShader( vert );
- glDeleteShader( frag );
-
- if( geo )
- glDeleteShader( geo );
-
- // Check for link errors
- char infoLog[ 512 ];
- int success_link = 1;
-
- glGetProgramiv( shader->program, GL_LINK_STATUS, &success_link );
- if( !success_link )
- {
- glGetProgramInfoLog( shader->program, 512, NULL, infoLog );
- vg_error( "Link failed: %s\n", infoLog );
- glDeleteProgram( shader->program );
-
- return 0;
- }
-
- // Complete linkeage
- for( int i = 0; i < shader->uniform_count; i ++ )
- shader->uniforms[ i ] = glGetUniformLocation( shader->program, shader->uniform_names[i] );
-
- shader->status |= SHADER_STATUS_COMPILED;
- return 1;
-}
-
-static void vg_shaders_free(void)
-{
- for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
- {
- struct vg_shader *shader = vg_shaders_active[i];
-
- if( shader->status & SHADER_STATUS_COMPILED )
- glDeleteProgram( shader->program );
- }
-
- arrfree( vg_shaders_active );
-}
-
-static int vg_shaders_compile(void)
-{
- vg_info( "Compiling shaders\n" );
-
- for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
- {
- struct vg_shader *shader = vg_shaders_active[i];
- if( !vg_shader_compile( shader ) )
- {
- vg_shaders_free();
- return 0;
- }
- }
-
- vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
- return 1;
-}