its ot'
[vg.git] / src / vg / vg_shader.h
index 0f1303bc3c540768e3218c57f5047af7c3c3e462..1c9373493cc1458f0dde12fd30f29753be501c1f 100644 (file)
@@ -1,65 +1,24 @@
-/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+/* TODO: TUrn off in release */
+#define STB_INCLUDE_IMPLEMENTATION
+#define STB_INCLUDE_LINE_GLSL
+#include "stb/stb_include.h"
 
 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;
+       GLuint id;
+   const char *name;
 
-       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;
+   struct vg_subshader
+   {
+      const char *orig_file,
+                 *static_src;
+   }
+   vs, fs;
+
+   void (*link)(void);
+   int compiled;
 }
 ** vg_shaders_active = NULL;
 
@@ -73,7 +32,7 @@ static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
       return 0;
    }
 
-       glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
+       glShaderSource( shader, 2, (const char*[2]){ vg_shader_gl_ver, src }, NULL );
        glCompileShader( shader );
 
        GLint status;
@@ -94,60 +53,94 @@ static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
 
 static int vg_shader_compile( struct vg_shader *shader )
 {
-       vg_info( "Compile shader '%s'\n", shader->sym );
+       vg_info( "Compile shader '%s'\n", shader->name );
        
-       GLuint vert, frag, geo = 0;
+       GLuint program, vert, frag;
+   const char *svs, *sfs;
+   char *avs, *afs;
+
+   int static_src = 1;
+   
+   /* If we are compiling this again, we obviously need to try to take the src
+    * from the disk instead.
+    *
+    * Only do this if we have filenames set on the shader, so engine shaders 
+    * dont have to do it (text.. etc).
+    */
+   if( shader->compiled )
+   {
+      if( shader->vs.orig_file && shader->fs.orig_file )
+         static_src = 0;
+      else return 1;
+   }
+
+   if( static_src )
+   {
+      svs = shader->vs.static_src;
+      sfs = shader->fs.static_src;
+   }
+   else
+   {
+      char error[260];
+      char path[260];
+      strcpy( path, shader->vs.orig_file );
+      avs = stb_include_file( path, "", "../shaders", error );
+
+      strcpy( path, shader->fs.orig_file );
+      afs = stb_include_file( path, "", "../shaders", error );
+   
+      if( !avs || !afs )
+      {
+         free( avs );
+         free( afs );
+         return 0;
+      }
+
+      svs = avs;
+      sfs = afs;
+   }
        
-       vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
-       frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
+       vert = vg_shader_subshader( svs, GL_VERTEX_SHADER );
+       frag = vg_shader_subshader( sfs, GL_FRAGMENT_SHADER );
        
+   if( !static_src )
+   {
+      free( avs );
+      free( afs );
+   }
+
        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 );
+       program = glCreateProgram();
                
-       glAttachShader( shader->program, vert );
-       glAttachShader( shader->program, frag );
-       glLinkProgram( shader->program );
+       glAttachShader( program, vert );
+       glAttachShader( program, frag );
+       glLinkProgram( 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 );
+       glGetProgramiv( program, GL_LINK_STATUS, &success_link );
        if( !success_link )
        {
-               glGetProgramInfoLog( shader->program, 512, NULL, infoLog );
+               glGetProgramInfoLog( program, 512, NULL, infoLog );
                vg_error( "Link failed: %s\n", infoLog );
-               glDeleteProgram( shader->program );
-               
+               glDeleteProgram( 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;
+   if( shader->compiled )
+      glDeleteProgram( shader->id );
+   
+   shader->id = program;
+       shader->compiled = 1;
+   if( shader->link ) 
+      shader->link();
        return 1;
 }
 
@@ -157,27 +150,28 @@ static void vg_shaders_free(void)
        {
                struct vg_shader *shader = vg_shaders_active[i];
                
-               if( shader->status & SHADER_STATUS_COMPILED )
-                       glDeleteProgram( shader->program );
+               if( shader->compiled )
+                       glDeleteProgram( shader->id );
        }
        
        arrfree( vg_shaders_active );
 }
 
-static int vg_shaders_compile(void)
+static int vg_shaders_recompile(int argc, const char *argv[])
 {
        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_shader_compile( shader );
        }
-       
-       vg_register_exit( &vg_shaders_free, "vg_shaders_free" );
-       return 1;
+
+   return 0;
+}
+
+static void vg_shader_register( struct vg_shader *shader )
+{
+   shader->compiled = 0;
+   shader->id = 0;         /* TODO: make this an error shader */
+   arrpush( vg_shaders_active, shader );
 }