da611869280c95602c46b005bd2a8eb62bf09cf4
[vg.git] / src / vg / vg_shader.h
1 /* Copyright (C) 2021-2022 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,
8 const char *str )
9 {
10 for( int i = 0; i < len; i ++ )
11 {
12 if( !strcmp(list[i],str) )
13 return i;
14 }
15
16 #ifndef VG_RELEASE
17 fprintf( stderr, "That was not a static string index!! (%s)\n", str );
18 abort();
19 #endif
20 }
21 #pragma GCC diagnostic pop
22
23 #define SHADER_NAME( NAME ) (NAME##_static_shader.program)
24 #define SHADER_USE( NAME ) glUseProgram( NAME##_static_shader.program )
25
26 #define SHADER_UNIFORM( NAME, U ) \
27 NAME##_shader_uniforms[ STR_STATIC_INDEX( NAME##_shader_names, U ) ]
28 #define SHADER_UNIFORM_NAME( NAME, UID ) NAME##_shader_names[ UID ]
29 #define STR_STATIC_INDEX( LIST, STR ) \
30 static_str_index( LIST, vg_list_size(LIST), STR )
31
32 #define UNIFORMS(...) __VA_ARGS__
33
34 #define SHADER_DEFINE( NAME, VERT, FRAG, UNIFORMS ) \
35 const char * NAME##_shader_names[] = UNIFORMS; \
36 GLint NAME##_shader_uniforms[ vg_list_size( NAME##_shader_names ) ]; \
37 struct vg_shader NAME##_static_shader = { \
38 .src_vert = VERT, .src_frag = FRAG, \
39 .sym = #NAME "_static.shader", \
40 .uniform_names = NAME##_shader_names, \
41 .uniforms = NAME##_shader_uniforms, \
42 .uniform_count = vg_list_size( NAME##_shader_names ), \
43 };
44
45 #define SHADER_INIT( NAME ) arrpush( vg_shaders_active, &NAME##_static_shader )
46
47 #define SHADER_STATUS_NONE 0x00
48 #define SHADER_STATUS_COMPILED 0x1
49
50 struct vg_shader
51 {
52 GLuint program;
53
54 const char *src_vert;
55 const char *src_frag;
56 const char *src_geo;
57 const char *sym;
58
59 const char **uniform_names;
60 GLint *uniforms;
61 u32 uniform_count;
62 u32 status;
63 }
64 ** vg_shaders_active = NULL;
65
66 static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
67 {
68 GLint shader = glCreateShader( gliShaderType );
69 glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
70 glCompileShader( shader );
71
72 int success;
73 char infoLog[512];
74 glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
75
76 if( !success )
77 {
78 glGetShaderInfoLog( shader, 512, NULL, infoLog );
79 vg_error( "Error info:\n%s\n", infoLog );
80 return 0;
81 }
82
83 return shader;
84 }
85
86 static int vg_shader_compile( struct vg_shader *shader )
87 {
88 vg_info( "Compile shader '%s'\n", shader->sym );
89
90 GLuint vert, frag, geo = 0;
91
92 vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
93 frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
94
95 if( !vert || !frag )
96 return 0;
97
98 if( shader->src_geo )
99 {
100 geo = vg_shader_subshader( shader->src_geo, GL_GEOMETRY_SHADER );
101
102 if( !geo )
103 return 0;
104 }
105
106 shader->program = glCreateProgram();
107 if( geo )
108 glAttachShader( shader->program, geo );
109
110 glAttachShader( shader->program, vert );
111 glAttachShader( shader->program, frag );
112 glLinkProgram( shader->program );
113
114 glDeleteShader( vert );
115 glDeleteShader( frag );
116
117 if( geo )
118 glDeleteShader( geo );
119
120 /* Check for link errors */
121 char infoLog[ 512 ];
122 int success_link = 1;
123
124 glGetProgramiv( shader->program, GL_LINK_STATUS, &success_link );
125 if( !success_link )
126 {
127 glGetProgramInfoLog( shader->program, 512, NULL, infoLog );
128 vg_error( "Link failed: %s\n", infoLog );
129 glDeleteProgram( shader->program );
130
131 return 0;
132 }
133
134 /* Complete linkeage */
135 for( int i = 0; i < shader->uniform_count; i ++ )
136 {
137 shader->uniforms[ i ] =
138 glGetUniformLocation( shader->program, shader->uniform_names[i] );
139 }
140
141 shader->status |= SHADER_STATUS_COMPILED;
142 return 1;
143 }
144
145 static void vg_shaders_free(void)
146 {
147 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
148 {
149 struct vg_shader *shader = vg_shaders_active[i];
150
151 if( shader->status & SHADER_STATUS_COMPILED )
152 glDeleteProgram( shader->program );
153 }
154
155 arrfree( vg_shaders_active );
156 }
157
158 static int vg_shaders_compile(void)
159 {
160 vg_info( "Compiling shaders\n" );
161
162 for( int i = 0; i < arrlen( vg_shaders_active ); i ++ )
163 {
164 struct vg_shader *shader = vg_shaders_active[i];
165 if( !vg_shader_compile( shader ) )
166 {
167 vg_shaders_free();
168 return 0;
169 }
170 }
171
172 vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
173 return 1;
174 }