Shaders adapted for Legacy GL
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This commit is contained in:
2026-03-22 10:44:28 -05:00
parent ca0e9fc3b2
commit 5ac21db997
9 changed files with 184 additions and 61 deletions

View File

@@ -7,7 +7,13 @@
#include "shadergl.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assertgl.h"
#include "display/shader/shaderunlit.h"
#ifdef DUSK_OPENGL_LEGACY
shaderlegacygl_t SHADER_LEGACY = { 0 };
#endif
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
assertNotNull(shader, "Shader cannot be null");
@@ -15,7 +21,11 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
memoryZero(shader, sizeof(shadergl_t));
#ifdef DUSK_OPENGL_LEGACY
// No initialization needed for legacy shader
glm_mat4_identity(shader->view);
glm_mat4_identity(shader->proj);
glm_mat4_identity(shader->model);
SHADER_LEGACY.boundShader = NULL;
errorOk();
#else
// Create vertex shader
@@ -139,12 +149,16 @@ errorret_t shaderParamGetLocationGL(
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(location, "Location cannot be null");
shadergl_t *shaderGL = (shadergl_t *)shader;
*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
errorret_t err = errorGLCheck();
if(err.code != ERROR_OK) {
errorChain(err);
}
#ifdef DUSK_OPENGL_LEGACY
assertUnreachable("Cannot get uniform locations on legacy opengl.");
#else
shadergl_t *shaderGL = (shadergl_t *)shader;
*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
errorret_t err = errorGLCheck();
if(err.code != ERROR_OK) {
errorChain(err);
}
#endif
errorOk();
}
@@ -152,27 +166,58 @@ errorret_t shaderParamGetLocationGL(
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
const mat4 mat
mat4 mat
) {
assertNotNull(shader, "Shader cannot be null");
assertNotNull(mat, "Matrix data cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
GLint location;
errorChain(shaderParamGetLocationGL(shader, name, &location));
#ifdef DUSK_OPENGL_LEGACY
assertTrue(
SHADER_LEGACY.boundShader == shader,
"Shader must be bound to set legacy matrices."
);
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
glm_mat4_copy(mat, shader->proj);
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
errorChain(errorGLCheck());
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
glm_mat4_copy(mat, shader->view);
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
glm_mat4_copy(mat, shader->model);
} else {
assertUnreachable("Cannot use a custom matrix on legacy opengl.");
}
#else
GLint location;
errorChain(shaderParamGetLocationGL(shader, name, &location));
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t shaderBindGL(shadergl_t *shader) {
assertNotNull(shader, "Shader cannot be null");
glUseProgram(shader->shaderProgramId);
errorChain(errorGLCheck());
#ifdef DUSK_OPENGL_LEGACY
assertNotNull(shader, "Cannot bind a null shader.");
SHADER_LEGACY.boundShader = shader;
SHADER_LEGACY.dirty = (
SHADER_LEGACY_DIRTY_MODEL |
SHADER_LEGACY_DIRTY_PROJ |
SHADER_LEGACY_DIRTY_VIEW
);
#else
assertNotNull(shader, "Shader cannot be null");
glUseProgram(shader->shaderProgramId);
errorChain(errorGLCheck());
#endif
errorOk();
}
@@ -180,22 +225,58 @@ errorret_t shaderBindGL(shadergl_t *shader) {
errorret_t shaderDisposeGL(shadergl_t *shader) {
assertNotNull(shader, "Shader cannot be null");
if(shader->shaderProgramId != 0) {
glDeleteProgram(shader->shaderProgramId);
errorChain(errorGLCheck());
}
if(shader->vertexShaderId != 0) {
glDeleteShader(shader->vertexShaderId);
errorChain(errorGLCheck());
}
#ifdef DUSK_OPENGL_LEGACY
SHADER_LEGACY.boundShader = NULL;
#else
if(shader->shaderProgramId != 0) {
glDeleteProgram(shader->shaderProgramId);
}
if(shader->vertexShaderId != 0) {
glDeleteShader(shader->vertexShaderId);
}
if(shader->fragmentShaderId != 0) {
glDeleteShader(shader->fragmentShaderId);
errorChain(errorGLCheck());
}
if(shader->fragmentShaderId != 0) {
glDeleteShader(shader->fragmentShaderId);
}
assertNoGLError("Failed disposing shader");
#endif
assertNoGLError("Failed disposing shader");
memoryZero(shader, sizeof(shadergl_t));
errorOk();
}
#ifdef DUSK_OPENGL_LEGACY
errorret_t shaderLegacyMatrixUpdate() {
assertNotNull(SHADER_LEGACY.boundShader, "No shader is currently bound.");
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_PROJ) != 0) {
glMatrixMode(GL_PROJECTION);
errorChain(errorGLCheck());
glLoadIdentity();
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->proj);
errorChain(errorGLCheck());
}
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_VIEW) != 0) {
glMatrixMode(GL_MODELVIEW);
errorChain(errorGLCheck());
glLoadIdentity();
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->view);
errorChain(errorGLCheck());
}
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_MODEL) != 0) {
glMatrixMode(GL_MODELVIEW);
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->model);
errorChain(errorGLCheck());
}
SHADER_LEGACY.dirty = 0;
errorOk();
}
#endif