2021-11-30 21:29:18 -06:00
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#include "shader.h"
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#include "config.h"
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "log.h"
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#include "resources.h"
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#include <GL/glew.h>
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#define SHADER_BUF 10000
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struct mShader *mshaders[255];
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struct mShader **lastShader = mshaders;
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struct mShader *MakeShader(const char *vertpath, const char *fragpath)
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{
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struct mShader init = { 0, vertpath, fragpath };
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struct mShader *newshader =
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(struct mShader *) malloc(sizeof(struct mShader));
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memcpy(newshader, &init, sizeof(*newshader));
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*lastShader++ = newshader;
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shader_compile(newshader);
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return newshader;
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}
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int shader_compile_error(GLuint shader)
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{
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GLint success = 0;
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GLchar infoLog[ERROR_BUFFER] = { '\0' };
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success) return 0;
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glGetShaderInfoLog(shader, ERROR_BUFFER, NULL, infoLog);
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YughLog(0, SDL_LOG_PRIORITY_ERROR, "Shader compilation error.\nLog: %s", infoLog);
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return 1;
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}
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int shader_link_error(GLuint shader)
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{
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GLint success = 0;
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GLchar infoLog[ERROR_BUFFER] = { '\0' };
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (success) return 0;
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glGetProgramInfoLog(shader, ERROR_BUFFER, NULL, infoLog);
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YughLog(0, SDL_LOG_PRIORITY_ERROR, "Shader link error.\nLog: %s", infoLog);
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return 1;
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}
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GLuint load_shader_from_file(char *path, int type)
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{
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char spath[MAXPATH] = {'\0'};
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2022-01-19 16:43:21 -06:00
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sprintf(spath, "%s%s", "shaders/", path);
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FILE *f = fopen(make_path(spath), "r'");
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2021-11-30 21:29:18 -06:00
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if (!path)
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perror(spath), exit(1);
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char buf[SHADER_BUF] = {'\0'};
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long int fsize;
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fseek(f, 0, SEEK_END);
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fsize = ftell(f);
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rewind(f);
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fread(buf, fsize, 1, f);
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fclose(f);
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GLuint id = glCreateShader(type);
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const char *code = buf;
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glShaderSource(id, 1, &code, NULL);
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glCompileShader(id);
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if ( shader_compile_error(id))
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return 0;
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return id;
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}
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void shader_compile(struct mShader *shader)
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{
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GLuint vert = load_shader_from_file(shader->vertpath, GL_VERTEX_SHADER);
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GLuint frag = load_shader_from_file(shader->fragpath, GL_FRAGMENT_SHADER);
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shader->id = glCreateProgram();
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glAttachShader(shader->id, vert);
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glAttachShader(shader->id, frag);
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glLinkProgram(shader->id);
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shader_link_error(shader->id);
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glDeleteShader(vert);
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glDeleteShader(frag);
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}
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void shader_use(struct mShader *shader)
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{
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glUseProgram(shader->id);
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}
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void shader_setbool(struct mShader *shader, const char *name, int val)
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{
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glUniform1i(glGetUniformLocation(shader->id, name), val);
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}
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void shader_setint(struct mShader *shader, const char *name, int val)
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{
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glUniform1i(glGetUniformLocation(shader->id, name), val);
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}
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void shader_setfloat(struct mShader *shader, const char *name, float val)
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{
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glUniform1f(glGetUniformLocation(shader->id, name), val);
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}
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void shader_setvec2(struct mShader *shader, const char *name,
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mfloat_t val[2])
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{
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glUniform2fv(glGetUniformLocation(shader->id, name), 1, val);
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}
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void shader_setvec3(struct mShader *shader, const char *name,
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mfloat_t val[3])
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{
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glUniform3fv(glGetUniformLocation(shader->id, name), 1, val);
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}
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void shader_setvec4(struct mShader *shader, const char *name,
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mfloat_t val[4])
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{
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glUniform4fv(glGetUniformLocation(shader->id, name), 1, val);
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}
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void shader_setmat2(struct mShader *shader, const char *name,
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mfloat_t val[4])
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{
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glUniformMatrix2fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE,
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val);
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}
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void shader_setmat3(struct mShader *shader, const char *name,
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mfloat_t val[9])
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{
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glUniformMatrix3fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE,
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val);
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}
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void shader_setmat4(struct mShader *shader, const char *name,
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mfloat_t val[16])
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{
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shader_use(shader);
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glUniformMatrix4fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE,
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val);
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}
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void shader_setUBO(struct mShader *shader, const char *name,
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unsigned int index)
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{
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glUniformBlockBinding(shader->id,
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glGetUniformBlockIndex(shader->id, name), index);
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}
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void shader_compile_all()
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{
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struct mShader **curshader = mshaders;
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do {
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Compiled Shader %d", 1);
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shader_compile(*curshader);
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} while (++curshader != lastShader);
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}
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