Dawn/src/display/shader/shader.c

186 lines
5.3 KiB
C

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