prosperon/source/engine/shader.c

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