a6c7a0b13ff4723e86927dd3d15e04513225fb4c
1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
7 #include "vg/vg_platform.h"
9 #define STB_INCLUDE_IMPLEMENTATION
10 #define STB_INCLUDE_LINE_GLSL
11 #include "stb/stb_include.h"
13 const char *vg_shader_gl_ver
= "#version 330 core\n";
22 const char *orig_file
,
30 ** vg_shaders_active
= NULL
;
32 static GLuint
vg_shader_subshader( const char *src
, GLint gliShaderType
)
34 GLint shader
= glCreateShader( gliShaderType
);
36 if( shader
== GL_NONE
)
38 vg_error( "Could not 'glCreateShader()'\n" );
42 glShaderSource( shader
, 2, (const char*[2]){ vg_shader_gl_ver
, src
}, NULL
);
43 glCompileShader( shader
);
46 glGetShaderiv( shader
, GL_COMPILE_STATUS
, &status
);
48 if( status
!= GL_TRUE
)
53 glGetShaderInfoLog( shader
, sizeof(info
), &len
, info
);
54 vg_error( "Error info:\n%s\n", info
);
61 static int vg_shader_compile( struct vg_shader
*shader
)
63 vg_info( "Compile shader '%s'\n", shader
->name
);
65 GLuint program
, vert
, frag
;
66 const char *svs
, *sfs
;
71 /* If we are compiling this again, we obviously need to try to take the src
72 * from the disk instead.
74 * Only do this if we have filenames set on the shader, so engine shaders
75 * dont have to do it (text.. etc).
77 if( shader
->compiled
)
79 if( shader
->vs
.orig_file
&& shader
->fs
.orig_file
)
86 svs
= shader
->vs
.static_src
;
87 sfs
= shader
->fs
.static_src
;
93 strcpy( path
, shader
->vs
.orig_file
);
94 avs
= stb_include_file( path
, "", "../../shaders", error
);
96 strcpy( path
, shader
->fs
.orig_file
);
97 afs
= stb_include_file( path
, "", "../../shaders", error
);
101 vg_error( "Could not find shader source files (%s)\n",
102 shader
->vs
.orig_file
);
113 vert
= vg_shader_subshader( svs
, GL_VERTEX_SHADER
);
114 frag
= vg_shader_subshader( sfs
, GL_FRAGMENT_SHADER
);
125 program
= glCreateProgram();
127 glAttachShader( program
, vert
);
128 glAttachShader( program
, frag
);
129 glLinkProgram( program
);
131 glDeleteShader( vert
);
132 glDeleteShader( frag
);
134 /* Check for link errors */
136 int success_link
= 1;
138 glGetProgramiv( program
, GL_LINK_STATUS
, &success_link
);
141 glGetProgramInfoLog( program
, 512, NULL
, infoLog
);
142 vg_error( "Link failed: %s\n", infoLog
);
143 glDeleteProgram( program
);
147 if( shader
->compiled
)
148 glDeleteProgram( shader
->id
);
150 shader
->id
= program
;
151 shader
->compiled
= 1;
157 static void vg_free_shader( struct vg_shader
*shader
)
159 if( shader
->compiled
)
161 glDeleteProgram( shader
->id
);
162 shader
->compiled
= 0;
166 static void vg_shaders_free(void *nothing
)
168 for( int i
= 0; i
< arrlen( vg_shaders_active
); i
++ )
170 struct vg_shader
*shader
= vg_shaders_active
[i
];
172 if( shader
->compiled
)
173 glDeleteProgram( shader
->id
);
176 arrfree( vg_shaders_active
);
179 static int vg_shaders_recompile(void)
181 vg_info( "Compiling shaders\n" );
183 for( int i
=0; i
<arrlen( vg_shaders_active
); i
++ )
185 struct vg_shader
*shader
= vg_shaders_active
[i
];
187 if( !vg_shader_compile( shader
) )
194 static void vg_shader_register( struct vg_shader
*shader
)
196 shader
->compiled
= 0;
197 shader
->id
= 0; /* TODO: make this an error shader */
198 arrpush( vg_shaders_active
, shader
);
201 #endif /* VG_SHADER_H */