Working on the new refactor of primitive and shader
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182
src/display/shader/shader.c
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182
src/display/shader/shader.c
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/**
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* Copyright (c) 2021 Dominic Msters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shader.h"
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void shaderInit(shader_t *shader,
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char *vertexShaderSource, char* fragmentShaderSource
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) {
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int32_t isSuccess, maxLength, i;
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char *error;
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GLuint shaderVertex, shaderFragment, shaderProgram;
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GLint size; // size of the variable
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GLenum type; // type of the variable (float, vec3 or mat4, etc)
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GLsizei length; // name length
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GLchar const* filesVertex[] = { vertexShaderSource };
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GLchar const* filesFragment[] = { fragmentShaderSource };
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// Load the vertex shader first
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shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(shaderVertex, 1, filesVertex, 0);
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glCompileShader(shaderVertex);
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// Validate
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glGetShaderiv(shaderVertex, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
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printf("Failed to compile vertex shader %s\n", error);
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free(error);
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return;
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}
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// Now load the Frag shader
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shaderFragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shaderFragment, 1, filesFragment, 0);
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glCompileShader(shaderFragment);
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glGetShaderiv(shaderFragment, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(shaderFragment, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetShaderInfoLog(shaderFragment, maxLength, &maxLength, error);
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printf("Failed to compile fragment shader %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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return;
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}
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// Now create the shader program.
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, shaderVertex);
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glAttachShader(shaderProgram, shaderFragment);
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//Bind, Verify & Use the shader program
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
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error = malloc(maxLength);
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glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, error);
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printf("Failed to load shader program %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return;
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}
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// Everything is okay, let's create the encapsulated shader.
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shader->shaderVertex = shaderVertex;
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shader->shaderFrag = shaderFragment;
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shader->shaderProgram = shaderProgram;
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// Extract uniforms
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glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &shader->uniformCount);
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for(i = 0; i < shader->uniformCount; i++) {
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shader->uniforms[i] = shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX);
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glGetActiveUniform(
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shaderProgram, (GLuint)i, SHADER_UNIFORM_NAME_MAX,
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&length, &size, &type, shader->uniforms[i]
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);
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// TODO: Reset uniforms to zero.
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}
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// Bind the shader
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shaderUse(shader);
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}
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shaderuniform_t shaderGetUniform(shader_t *shader, char *name) {
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int32_t i;
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for(i = 0; i < shader->uniformCount; i++) {
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if(strcmp(shader->uniforms[i], name) == 0) return i;
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}
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return (shaderuniform_t)-1;
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}
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void shaderDispose(shader_t *shader) {
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glDeleteProgram(shader->shaderProgram);
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glDeleteShader(shader->shaderVertex);
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glDeleteShader(shader->shaderFrag);
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}
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void shaderUse(shader_t *shader) {
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glUseProgram(shader->shaderProgram);
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}
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void shaderUseTexture(
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shader_t *shader, shaderuniform_t uniform, texture_t *texture
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) {
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// TODO: I need to be able to get the texture ID
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int32_t i = 0;
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture->id);
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glUniform1i(uniform, i);
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}
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void shaderUseMatrix(
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shader_t *shader, shaderuniform_t uniform, matrix_t *matrix
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) {
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glUniformMatrix4fv(uniform, 1, GL_FALSE, matrix->internalMatrix[0]);
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}
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void shaderUseColor(shader_t *shader, shaderuniform_t uniform, pixel_t color) {
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glUniform4f(uniform,
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(float)color.r / 255.0f,
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(float)color.g / 255.0f,
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(float)color.b / 255.0f,
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(float)color.a / 255.0f
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);
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}
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void shaderUsePosition(
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shader_t *shader, shaderuniform_t uniform,
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float x, float y, float z,
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float pitch, float yaw, float roll
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) {
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matrix_t matrix;
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matrixIdentity(&matrix);
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matrixTranslate(&matrix, x, y, z);
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// Rotation (YZX order)
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matrixRotate(&matrix, yaw, 0, 1, 0);
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matrixRotate(&matrix, roll, 0, 0, 1);
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matrixRotate(&matrix, pitch, 1, 0, 0);
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shaderUseMatrix(shader, uniform, &matrix);
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}
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void shaderUsePositionAndScale(
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shader_t *shader, shaderuniform_t uniform,
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float x, float y, float z,
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float pitch, float yaw, float roll,
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float scaleX, float scaleY, float scaleZ
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) {
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matrix_t matrix;
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matrixIdentity(&matrix);
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matrixTranslate(&matrix, x, y, z);
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// Rotation (YZX order)
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matrixRotate(&matrix, yaw, 0, 1, 0);
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matrixRotate(&matrix, roll, 0, 0, 1);
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matrixRotate(&matrix, pitch, 1, 0, 0);
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matrixScale(&matrix, scaleX, scaleY, scaleZ);
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shaderUseMatrix(shader, uniform, &matrix);
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}
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void shaderUseCamera(
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shader_t *shader,
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shaderuniform_t uniformView, shaderuniform_t uniformProjection,
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camera_t *camera
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) {
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shaderUseMatrix(shader, uniformView, &camera->view);
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shaderUseMatrix(shader, uniformProjection, &camera->projection);
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}
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