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