#include "shader.h" #include "render.h" #include "config.h" #include #include #include #include "log.h" #include "resources.h" #include "vec.h" #define SHADER_BUF 10000 struct vec shaders; struct mShader *MakeShader(const char *vertpath, const char *fragpath) { if (shaders.data == NULL) shaders = vec_init(sizeof(struct mShader), 10); struct mShader init = { 0, vertpath, fragpath }; struct mShader *new = vec_add(&shaders, NULL); memcpy(new, &init, sizeof(*new)); shader_compile(new); return new; } struct mShader *CreateShader(const char *vert, const char *frag) { return NULL; } 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, LOG_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, LOG_ERROR, "Shader link error.\nLog: %s", infoLog); return 1; } GLuint load_shader_from_file(const char *path, int type) { char spath[MAXPATH] = {'\0'}; sprintf(spath, "%s%s", "shaders/", path); FILE *f = fopen(make_path(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)) { printf("Error with shader %s.\n", path); 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]) { 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() { vec_walk(&shaders, shader_compile); }