1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
8 #include "vg/vg_platform.h"
11 #define STB_INCLUDE_IMPLEMENTATION
12 #define STB_INCLUDE_LINE_GLSL
13 #define STB_MALLOC vg_alloc
14 #define STB_FREE vg_free
15 #define STB_REALLOC vg_realloc
16 #include "stb/stb_include.h"
19 const char *vg_shader_gl_ver
= "#version 330 core\n";
21 typedef struct vg_shader vg_shader
;
32 const char *orig_file
,
45 VG_STATIC GLuint
vg_shader_subshader( const char *src
, GLint gliShaderType
)
47 GLint shader
= glCreateShader( gliShaderType
);
49 if( shader
== GL_NONE
)
51 vg_error( "Could not 'glCreateShader()'\n" );
55 glShaderSource( shader
, 2, (const char*[2]){ vg_shader_gl_ver
, src
}, NULL
);
56 glCompileShader( shader
);
59 glGetShaderiv( shader
, GL_COMPILE_STATUS
, &status
);
61 if( status
!= GL_TRUE
)
66 glGetShaderInfoLog( shader
, sizeof(info
), &len
, info
);
67 vg_error( "Error info:\n%s\n", info
);
74 VG_STATIC
int vg_shader_compile( struct vg_shader
*shader
)
76 vg_info( "Compile shader '%s'\n", shader
->name
);
78 GLuint program
, vert
, frag
;
79 const char *svs
, *sfs
;
84 /* If we are compiling this again, we obviously need to try to take the src
85 * from the disk instead.
87 * Only do this if we have filenames set on the shader, so engine shaders
88 * dont have to do it (text.. etc).
90 if( shader
->compiled
)
92 if( shader
->vs
.orig_file
&& shader
->fs
.orig_file
)
99 svs
= shader
->vs
.static_src
;
100 sfs
= shader
->fs
.static_src
;
104 vg_fatal_exit_loop( "Unimplemented" );
109 strcpy( path
, shader
->vs
.orig_file
);
110 avs
= stb_include_file( path
, "", "../../shaders", error
);
112 strcpy( path
, shader
->fs
.orig_file
);
113 afs
= stb_include_file( path
, "", "../../shaders", error
);
117 vg_error( "Could not find shader source files (%s)\n",
118 shader
->vs
.orig_file
);
130 vert
= vg_shader_subshader( svs
, GL_VERTEX_SHADER
);
131 frag
= vg_shader_subshader( sfs
, GL_FRAGMENT_SHADER
);
144 program
= glCreateProgram();
146 glAttachShader( program
, vert
);
147 glAttachShader( program
, frag
);
148 glLinkProgram( program
);
150 glDeleteShader( vert
);
151 glDeleteShader( frag
);
153 /* Check for link errors */
155 int success_link
= 1;
157 glGetProgramiv( program
, GL_LINK_STATUS
, &success_link
);
160 glGetProgramInfoLog( program
, 512, NULL
, infoLog
);
161 vg_error( "Link failed: %s\n", infoLog
);
162 glDeleteProgram( program
);
166 if( shader
->compiled
)
167 glDeleteProgram( shader
->id
);
169 shader
->id
= program
;
170 shader
->compiled
= 1;
176 VG_STATIC
void vg_free_shader( struct vg_shader
*shader
)
178 if( shader
->compiled
)
180 glDeleteProgram( shader
->id
);
181 shader
->compiled
= 0;
185 VG_STATIC
void vg_shaders_compile(void)
187 vg_info( "Compiling shaders\n" );
189 for( int i
=0; i
<vg_shaders
.count
; i
++ )
191 vg_shader
*shader
= vg_shaders
.shaders
[i
];
193 if( !vg_shader_compile( shader
) )
194 vg_fatal_exit_loop( "Failed to compile shader" );
198 VG_STATIC
int vg_shaders_live_recompile(int argc
, const char *argv
[])
200 vg_info( "Recompiling shaders\n" );
201 for( int i
=0; i
<vg_shaders
.count
; i
++ )
203 struct vg_shader
*shader
= vg_shaders
.shaders
[i
];
204 vg_shader_compile( shader
);
210 VG_STATIC
void vg_shader_register( struct vg_shader
*shader
)
212 if( vg_shaders
.count
== vg_list_size(vg_shaders
.shaders
) )
213 vg_fatal_exit_loop( "Too many shaders" );
215 shader
->compiled
= 0;
216 shader
->id
= 0; /* TODO: make this an error shader */
217 vg_shaders
.shaders
[ vg_shaders
.count
++ ] = shader
;
220 #endif /* VG_SHADER_H */