About to start shaders

This commit is contained in:
2025-02-25 09:17:33 -06:00
parent af598552f4
commit 1f83690334
31 changed files with 1109 additions and 8 deletions

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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
shadermanager.c
shader.c
shaderbuffer.c
)
# Subdirs
add_subdirectory(entityshader)

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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Shaders
glsltool(entity_vert.glsl)
glsltool(entity_frag.glsl)
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
entityshader.c
)

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#include "../fragments/header.glsl"
#include "../fragments/transforms.glsl"
#define ENTITY_TILE_OFFSET_X (MAP_TILE_WIDTH - ENTITY_WIDTH) / 2
#define ENTITY_TILE_OFFSET_Y (MAP_TILE_HEIGHT - ENTITY_HEIGHT) / 2
struct Entity {
int x;
int y;
int tileset;
int tile;
};
layout(std140) uniform b_Data {
Entity entities[MAP_ENTITY_COUNT_MAX];
int entityCount;
};
vec4 entityGetCoordinates(Entity ent) {
int vx = (ent.x * MAP_TILE_WIDTH) + ENTITY_TILE_OFFSET_X;
int vy = (ent.y * MAP_TILE_HEIGHT) + ENTITY_TILE_OFFSET_Y;
return vec4(vx, vy, vx + ENTITY_WIDTH, vy + ENTITY_HEIGHT);
}
vec4 entityGetUVs(Entity ent) {
return tilesetGetUVsByIndex(ent.tileset, ent.tile);
}

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#include "entity.glsl"
in vec2 v_TextureCoord;
flat in int v_Entity;
out vec4 FragColor;
void main() {
Entity e = entities[v_Entity];
vec4 textureColor = tilesetGetColor(e.tileset, v_TextureCoord);
// We remove the pink color as transparent
if(textureColor.r == 1.0 && textureColor.g == 0.0 && textureColor.b == 1.0) {
discard;
}
FragColor = textureColor;
}

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#include "entity.glsl"
// Outputs to fragment shader
out vec2 v_TextureCoord;
flat out int v_Entity;
void main() {
int entityIndex = gl_InstanceID;
int indiceIndex = gl_VertexID % 6;
Entity entity = entities[entityIndex];
vec4 quadPos = entityGetCoordinates(entity);
vec4 quadUVs = entityGetUVs(entity);
vec2 vertex;
vec2 uv;
if(indiceIndex == 0 || indiceIndex == 4) {
vertex = quadPos.xy;
uv = quadUVs.xy;
} else if(indiceIndex == 1) {
vertex = quadPos.zy;
uv = quadUVs.zy;
} else if(indiceIndex == 2 || indiceIndex == 5) {
vertex = quadPos.zw;
uv = quadUVs.zw;
} else if(indiceIndex == 3) {
vertex = quadPos.xw;
uv = quadUVs.xw;
}
gl_Position = transforms.projection * transforms.view * vec4(vertex, 0.0, 1.0);
v_TextureCoord = uv;
v_Entity = entityIndex;
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "entityshader.h"
#include "entity_vert.glsl.h"
#include "entity_frag.glsl.h"
entityshader_t ENTITY_SHADER;
void entityShaderInit() {
memset(&ENTITY_SHADER, 0, sizeof(entityshader_t));
shaderInit(
&ENTITY_SHADER.shader,
entity_vertShaderSource,
entity_fragShaderSource
);
// Uniform buffers
// Uniforms
}
void entityShaderDispose() {
shaderDispose(&ENTITY_SHADER.shader);
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/shader/shader.h"
typedef struct {
shader_t shader;
// GLuint dataBlock;
// GLuint transformsBlock;
// GLuint tilesetsBlock;
// GLuint uniformTilesetTextures;
} entityshader_t;
extern entityshader_t ENTITY_SHADER;
/**
* Initializes the entity shader.
*/
void entityShaderInit();
/**
* Disposes of the entity shader.
*/
void entityShaderDispose();

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#version 330 core
// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT

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// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
vec2 quadGetVertice(uint indiceIndex) {
vec2 vert = vec2(0, 0);
if(indiceIndex == 0u || indiceIndex == 4u) {
// vert = vec2(0, 0);
} else if(indiceIndex == 1u) {
vert = vec2(1, 0);
} else if(indiceIndex == 2u || indiceIndex == 5u) {
vert = vec2(1, 1);
} else if(indiceIndex == 3u) {
vert = vec2(0, 1);
}
return vert;
}
vec2 quadGetTextureCoordinate(uint indiceIndex) {
vec2 vert = quadGetVertice(indiceIndex);
return vert;
}

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// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "../../../../dusk/display/displaydefs.h"
struct Transform {
mat4 projection;
mat4 view;
vec2 resolution;
};
layout(std140) uniform b_Transforms {
Transform transforms;
};
vec2 transformDisplayGetSize() {
return vec2(DISPLAY_WIDTH, DISPLAY_HEIGHT);
}
float transformDisplayGetAspectRatio() {
return (float(DISPLAY_WIDTH) / float(DISPLAY_HEIGHT));
}
vec2 transformResolutionGetSize() {
return transforms.resolution;
}
float transformResolutionGetAspectRatio() {
return (transforms.resolution.x / transforms.resolution.y);
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
void shaderInit(
shader_t *shader,
const char *vertexSource,
const char *fragmentSource
) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(vertexSource, "vertexSource must not be NULL");
assertNotNull(fragmentSource, "fragmentSource must not be NULL");
int32_t success;
char infoLog[SHADER_LOG_LENGTH];
// Create vertex shader
shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
assertNoGLError();
glShaderSource(shader->vertexShader, 1, &vertexSource, NULL);
assertNoGLError();
glCompileShader(shader->vertexShader);
assertNoGLError();
glGetShaderiv(shader->vertexShader, GL_COMPILE_STATUS, &success);
assertNoGLError();
if(!success) {
glGetShaderInfoLog(
shader->vertexShader, SHADER_LOG_LENGTH, NULL, infoLog
);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
// Create fragment shader
shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
assertNoGLError();
glShaderSource(shader->fragmentShader, 1, &fragmentSource, NULL);
assertNoGLError();
glCompileShader(shader->fragmentShader);
assertNoGLError();
glGetShaderiv(shader->fragmentShader, GL_COMPILE_STATUS, &success);
assertNoGLError();
if(!success) {
glGetShaderInfoLog(
shader->fragmentShader, SHADER_LOG_LENGTH, NULL, infoLog
);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
// Create shader program
shader->shaderProgram = glCreateProgram();
assertNoGLError();
glAttachShader(shader->shaderProgram, shader->vertexShader);
assertNoGLError();
glAttachShader(shader->shaderProgram, shader->fragmentShader);
assertNoGLError();
glLinkProgram(shader->shaderProgram);
assertNoGLError();
glGetProgramiv(shader->shaderProgram, GL_LINK_STATUS, &success);
assertNoGLError();
if(!success) {
glGetProgramInfoLog(shader->shaderProgram, SHADER_LOG_LENGTH, NULL, infoLog);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
}
void shaderUse(const shader_t *shader) {
assertNotNull(shader, "shader must not be NULL");
glUseProgram(shader->shaderProgram);
assertNoGLError();
}
GLuint shaderGetUniform(const shader_t *shader, const char_t *name) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(name, "name must not be NULL");
GLuint uniform = glGetUniformLocation(shader->shaderProgram, name);
assertNoGLError();
return uniform;
}
GLuint shaderGetBlock(const shader_t *shader, const char *name) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(name, "name must not be NULL");
GLuint blockIndex = glGetUniformBlockIndex(shader->shaderProgram, name);
assertNoGLError();
// TODO: I really don't think this should be here at all.
glUniformBlockBinding(shader->shaderProgram, blockIndex, blockIndex);
assertNoGLError();
return blockIndex;
}
void shaderDispose(shader_t *shader) {
assertNotNull(shader, "shader must not be NULL");
glDeleteProgram(shader->shaderProgram);
assertNoGLError();
glDeleteShader(shader->vertexShader);
assertNoGLError();
glDeleteShader(shader->fragmentShader);
assertNoGLError();
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
#define SHADER_LOG_LENGTH 512
typedef struct {
GLuint shaderProgram;
GLuint vertexShader;
GLuint fragmentShader;
} shader_t;
/**
* Initializes a shader.
*
* @param shader The shader to initialize.
* @param vertexSource The vertex shader source.
* @param fragmentSource The fragment shader source.
*/
void shaderInit(
shader_t *shader,
const char_t *vertexSource,
const char_t *fragmentSource
);
/**
* Uses a shader.
*
* @param shader The shader to use.
*/
void shaderUse(const shader_t *shader);
/**
* Gets a uniform from a shader.
*
* @param shader The shader to get the uniform from.
* @param name The name of the uniform.
* @return The uniform.
*/
GLuint shaderGetUniform(const shader_t *shader, const char_t *name);
/**
* Gets a block id from a shader.
*
* @param shader The shader to get the block from.
* @param name The name of the block.
* @return The block index/identifier.
*/
GLuint shaderGetBlock(const shader_t *shader, const char_t *name);
/**
* Disposes of a shader.
*
* @param shader The shader to dispose of.
*/
void shaderDispose(shader_t *shader);

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert/assert.h"
#include "shaderbuffer.h"
#include "assert/assertgl.h"
void shaderBufferInit(shaderbuffer_t *shaderBuffer, const size_t size) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
assertTrue(size > 0, "size must be greater than 0.");
shaderBuffer->size = size;
glGenBuffers(1, &shaderBuffer->id);
assertNoGLError();
shaderBufferBind(shaderBuffer);
glBufferData(GL_UNIFORM_BUFFER, size, NULL, GL_STATIC_DRAW);
}
void shaderBufferBind(shaderbuffer_t *shaderBuffer) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glBindBuffer(GL_UNIFORM_BUFFER, shaderBuffer->id);
assertNoGLError();
}
void shaderBufferSetData(shaderbuffer_t *shaderBuffer, const void *data) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
assertNotNull(data, "data cannot be NULL.");
glBufferData(GL_UNIFORM_BUFFER, shaderBuffer->size, data, GL_STATIC_DRAW);
assertNoGLError();
}
void shaderBufferBindToBlock(
shaderbuffer_t *shaderBuffer,
const GLuint blockIndex
) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glBindBufferBase(GL_UNIFORM_BUFFER, blockIndex, shaderBuffer->id);
assertNoGLError();
}
void shaderBufferDispose(shaderbuffer_t *shaderBuffer) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glDeleteBuffers(1, &shaderBuffer->id);
assertNoGLError();
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
typedef struct {
GLuint id;
size_t size;
} shaderbuffer_t;
/**
* Initializes a shader buffer.
*
* @param shaderBuffer The shader buffer to initialize.
* @param size The size of the buffer.
*/
void shaderBufferInit(
shaderbuffer_t *shaderBuffer,
const size_t size
);
/**
* Binds a shader buffer.
*
* @param shaderBuffer The shader buffer to bind.
*/
void shaderBufferBind(shaderbuffer_t *shaderBuffer);
/**
* Sets the data of a shader buffer.
*
* @param shaderBuffer The shader buffer to set the data of.
* @param data The data to set.
*/
void shaderBufferSetData(
shaderbuffer_t *shaderBuffer,
const void *data
);
/**
* Binds a shader buffer to a block.
*
* @param shaderBuffer The shader buffer to bind.
* @param blockIndex The block index to bind to.
*/
void shaderBufferBindToBlock(
shaderbuffer_t *shaderBuffer,
const GLuint blockIndex
);
/**
* Disposes of a shader buffer.
*
* @param shaderBuffer The shader buffer to dispose of.
*/
void shaderBufferDispose(shaderbuffer_t *shaderBuffer);

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shadermanager.h"
void shaderManagerInit() {
}
void shaderManagerDispose() {
}

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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
// typedef struct {
// } shadermanager_t;
/**
* Initializes the Shader Manager
*/
void shaderManagerInit();
/**
* Disposes of the Shader Manager
*/
void shaderManagerDispose();