Set up a multipass shader

This commit is contained in:
2021-11-12 08:40:49 -08:00
parent 6d287e5ff8
commit 9a695813f9
5 changed files with 74 additions and 30 deletions

View File

@ -10,11 +10,10 @@
void shaderInit(shader_t *shader,
char *vertexShaderSource, char* fragmentShaderSource
) {
int32_t isSuccess, maxLength, i;
int32_t isSuccess, maxLength, i, texture;
char *error;
GLuint shaderVertex, shaderFragment, shaderProgram;
GLint size; // size of the variable
GLenum type; // type of the variable (float, vec3 or mat4, etc)
GLsizei length; // name length
GLchar const* filesVertex[] = { vertexShaderSource };
@ -77,14 +76,19 @@ void shaderInit(shader_t *shader,
// Extract uniforms
glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &shader->uniformCount);
texture = 0;
for(i = 0; i < shader->uniformCount; i++) {
shader->uniforms[i] = shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX);
shader->uniformNames[i] = (
shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX)
);
glGetActiveUniform(
shaderProgram, (GLuint)i, SHADER_UNIFORM_NAME_MAX,
&length, &size, &type, shader->uniforms[i]
&length, &size, shader->types + i, shader->uniformNames[i]
);
// TODO: Reset uniforms to zero.
if(shader->types[i] == GL_SAMPLER_2D) shader->textureSlots[i] = texture++;
}
// Bind the shader
@ -94,7 +98,7 @@ void shaderInit(shader_t *shader,
shaderuniform_t shaderGetUniform(shader_t *shader, char *name) {
int32_t i;
for(i = 0; i < shader->uniformCount; i++) {
if(strcmp(shader->uniforms[i], name) == 0) return i;
if(strcmp(shader->uniformNames[i], name) == 0) return i;
}
return (shaderuniform_t)-1;
}
@ -112,8 +116,8 @@ void shaderUse(shader_t *shader) {
void shaderUseTexture(
shader_t *shader, shaderuniform_t uniform, texture_t *texture
) {
int32_t i = shader->textureSlots[(int32_t)uniform];
// TODO: I need to be able to get the texture ID
int32_t i = 0;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture->id);
glUniform1i(uniform, i);

View File

@ -13,7 +13,7 @@
#include "../../util/array.h"
#define SHADER_UNIFORM_NAME_MAX 24
#define SHADER_UNIFORM_COUNT 8
#define SHADER_UNIFORM_COUNT 16
/** Representation of a shader uniform */
typedef GLuint shaderuniform_t;
@ -27,14 +27,23 @@ typedef struct {
shaderuniform_t shaderVertex;
/** Pointer to an uploaded fragment shader program */
shaderuniform_t shaderFrag;
GLuint shaderFrag;
/** Pointer to an uploaded shader program linked */
shaderuniform_t shaderProgram;
GLuint shaderProgram;
/** Buffer of chars where we store the uniform names */
char uniformBuffer[SHADER_UNIFORM_NAME_MAX * SHADER_UNIFORM_COUNT];
char *uniforms[SHADER_UNIFORM_COUNT];
/** Array of strings (pointers to the above buffer) of the uniform names */
char *uniformNames[SHADER_UNIFORM_COUNT];
int32_t uniformCount;
/** Type of each uniform */
GLenum types[SHADER_UNIFORM_COUNT];
/** Texture Slots (which texture slot for GL to use for each uniform) */
uint8_t textureSlots[SHADER_UNIFORM_COUNT];
} shader_t;
/**