Shader first pass
This commit is contained in:
15
src/duskgl/assert/assertgl.h
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15
src/duskgl/assert/assertgl.h
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@@ -0,0 +1,15 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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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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#pragma once
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#include "assert/assert.h"
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#include "error/errorgl.h"
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#define assertNoGLError(message) \
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assertTrue(errorGLCheck().code == ERROR_OK, message)
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// EOF
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@@ -13,4 +13,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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add_subdirectory(camera)
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add_subdirectory(framebuffer)
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add_subdirectory(texture)
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add_subdirectory(mesh)
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add_subdirectory(mesh)
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add_subdirectory(shader)
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@@ -8,7 +8,7 @@
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#include "display/camera/camera.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/screen/screen.h"
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#include "assert/assert.h"
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#include "assert/assertgl.h"
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void cameraPushMatrixGL(camera_t *camera) {
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assertNotNull(camera, "Not a camera component");
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@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
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assertUnreachable("Invalid camera view type");
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}
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glPushMatrix();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)projection);
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// glPushMatrix();
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// glLoadMatrixf((const GLfloat*)projection);
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assertNoGLError("Failed to set projection matrix");
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)view);
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glLoadMatrixf((const GLfloat*)view);
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assertNoGLError("Failed to set view matrix");
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}
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void cameraPopMatrixGL(void) {
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glPopMatrix();
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// glPopMatrix();
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assertNoGLError("Failed to pop camera matrix");
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}
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@@ -9,8 +9,8 @@
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errorret_t displayOpenGLInit(void) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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// glDisable(GL_LIGHTING);// PSP defaults this on?
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// glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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errorChain(errorGLCheck());
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glEnable(GL_DEPTH_TEST);
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@@ -24,9 +24,12 @@ errorret_t displayOpenGLInit(void) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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errorChain(errorGLCheck());
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glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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errorChain(errorGLCheck());
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// glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// glEnableClientState(GL_VERTEX_ARRAY);
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// errorChain(errorGLCheck());
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errorChain(shaderInit(&testShader, &SHADER_UNLIT_DEFINITION));
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errorOk();
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}
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@@ -7,8 +7,13 @@
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#pragma once
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#include "error/errorgl.h"
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#include "display/shader/shaderunlit.h"
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static shadergl_t testShader;
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/**
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* Initializes the OpenGL specific contexts for rendering.
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*
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* @return An errorret_t indicating success or failure of the initialization.
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*/
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errorret_t displayOpenGLInit(void);
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@@ -7,7 +7,7 @@
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#include "display/display.h"
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#include "display/framebuffer/framebuffer.h"
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#include "assert/assert.h"
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#include "assert/assertgl.h"
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#include "util/memory.h"
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errorret_t frameBufferGLInitBackBuffer(void) {
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@@ -86,6 +86,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
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color.b / 255.0f,
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color.a / 255.0f
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);
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assertNoGLError("Failed to set clear color");
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}
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if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
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@@ -93,6 +94,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
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}
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glClear(glFlags);
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assertNoGLError("Failed to clear framebuffer");
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}
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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@@ -6,7 +6,8 @@
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*/
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#include "display/mesh/mesh.h"
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#include "assert/assert.h"
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#include "assert/assertgl.h"
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#include "error/errorgl.h"
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errorret_t meshInitGL(
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meshgl_t *mesh,
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@@ -33,26 +34,27 @@ errorret_t meshDrawGL(
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// PSP style pointer legacy OpenGL
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const GLsizei stride = sizeof(meshvertex_t);
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glColorPointer(
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sizeof(color4b_t),
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GL_UNSIGNED_BYTE,
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stride,
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(const GLvoid*)&mesh->vertices[offset].color
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);
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glTexCoordPointer(
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MESH_VERTEX_UV_SIZE,
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GL_FLOAT,
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stride,
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(const GLvoid*)&mesh->vertices[offset].uv
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);
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glVertexPointer(
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MESH_VERTEX_POS_SIZE,
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GL_FLOAT,
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stride,
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(const GLvoid*)&mesh->vertices[offset].pos
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);
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// glColorPointer(
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// sizeof(color4b_t),
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// GL_UNSIGNED_BYTE,
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// stride,
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// (const GLvoid*)&mesh->vertices[offset].color
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// );
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// glTexCoordPointer(
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// MESH_VERTEX_UV_SIZE,
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// GL_FLOAT,
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// stride,
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// (const GLvoid*)&mesh->vertices[offset].uv
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// );
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// glVertexPointer(
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// MESH_VERTEX_POS_SIZE,
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// GL_FLOAT,
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// stride,
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// (const GLvoid*)&mesh->vertices[offset].pos
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// );
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glDrawArrays(mesh->primitiveType, offset, count);
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// glDrawArrays(mesh->primitiveType, offset, count);
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// errorChain(errorGLCheck());
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errorOk();
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}
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11
src/duskgl/display/shader/CMakeLists.txt
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11
src/duskgl/display/shader/CMakeLists.txt
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@@ -0,0 +1,11 @@
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# Copyright (c) 2026 Dominic Masters
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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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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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shadergl.c
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shaderunlitgl.c
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)
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197
src/duskgl/display/shader/shadergl.c
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197
src/duskgl/display/shader/shadergl.c
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@@ -0,0 +1,197 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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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 "shadergl.h"
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#include "util/memory.h"
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#include "assert/assertgl.h"
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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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assertNotNull(def, "Shader definition cannot be null");
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memoryZero(shader, sizeof(shadergl_t));
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// Create vertex shader
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shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
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errorret_t err = errorGLCheck();
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errorChain(err);
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glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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glCompileShader(shader->vertexShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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GLint ok = 0;
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glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
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glDeleteShader(shader->vertexShaderId);
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errorThrow("Vertex shader compilation failed: %s", log);
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}
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// Create fragment shader
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shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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errorChain(err);
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}
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glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glCompileShader(shader->fragmentShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorThrow("Fragment shader compilation failed: %s", log);
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}
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// Create shader program
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shader->shaderProgramId = glCreateProgram();
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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glLinkProgram(shader->shaderProgramId);
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err = errorGLCheck();
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if(err.code != ERROR_OK) {
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorChain(err);
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}
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ok = 0;
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glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
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if(!ok) {
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GLchar log[1024];
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glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
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glDeleteProgram(shader->shaderProgramId);
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glDeleteShader(shader->vertexShaderId);
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glDeleteShader(shader->fragmentShaderId);
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errorThrow("Shader program linking failed: %s", log);
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}
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errorOk();
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}
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errorret_t shaderParamGetLocationGL(
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shadergl_t *shader,
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const char_t *name,
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GLint *location
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) {
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assertNotNull(shader, "Shader cannot be null");
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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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errorOk();
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}
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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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) {
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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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glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
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errorChain(errorGLCheck());
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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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errorOk();
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}
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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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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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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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72
src/duskgl/display/shader/shadergl.h
Normal file
72
src/duskgl/display/shader/shadergl.h
Normal file
@@ -0,0 +1,72 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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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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#pragma once
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#include "error/errorgl.h"
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typedef struct {
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GLuint shaderProgramId;
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GLuint vertexShaderId;
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GLuint fragmentShaderId;
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} shadergl_t;
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typedef struct {
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const char_t *vert;
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const char_t *frag;
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} shaderdefinitiongl_t;
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/**
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* Initializes a shader.
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*
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* @param shader The shader to initialize.
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* @param def The definition of the shader to initialize with.
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* @return An errorret_t indicating success or failure.
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*/
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errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def);
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/**
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* Binds a shader for use in rendering.
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*
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* @param shader The shader to bind.
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||||
* @return An errorret_t indicating success or failure.
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*/
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errorret_t shaderBindGL(shadergl_t *shader);
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/**
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* Retrieves the location of a shader uniform parameter.
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*
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* @param shader The shader to query.
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* @param name The name of the uniform parameter.
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||||
* @param location Output parameter to receive the location of the uniform.
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* @return An errorret_t indicating success or failure.
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*/
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errorret_t shaderParamGetLocationGL(
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shadergl_t *shader,
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const char_t *name,
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GLint *location
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||||
);
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||||
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||||
/**
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* Sets a mat4 uniform parameter in the shader.
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||||
*
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||||
* @param shader The shader to update.
|
||||
* @param name The name of the uniform parameter.
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||||
* @param mat The 4x4 matrix data to set.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderSetMatrixGL(
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shadergl_t *shader,
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const char_t *name,
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const mat4 matrix
|
||||
);
|
||||
|
||||
/**
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||||
* Disposes of a shader, freeing any associated resources.
|
||||
*
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* @param shader The shader to dispose.
|
||||
*/
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errorret_t shaderDisposeGL(shadergl_t *shader);
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18
src/duskgl/display/shader/shaderplatform.h
Normal file
18
src/duskgl/display/shader/shaderplatform.h
Normal file
@@ -0,0 +1,18 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "shadergl.h"
|
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|
||||
typedef shadergl_t shaderplatform_t;
|
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typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
|
||||
|
||||
#define shaderInitPlatform shaderInitGL
|
||||
#define shaderBindPlatform shaderBindGL
|
||||
#define shaderSetMatrixPlatform shaderSetMatrixGL
|
||||
// #define shaderSetTexturePlatform shaderSetTextureGL
|
||||
#define shaderDisposePlatform shaderDisposeGL
|
||||
32
src/duskgl/display/shader/shaderunlitgl.c
Normal file
32
src/duskgl/display/shader/shaderunlitgl.c
Normal file
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/**
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* Copyright (c) 2026 Dominic Masters
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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 "display/shader/shaderunlit.h"
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.vert =
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"#version 330 core\n"
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"layout(location = 0) in vec3 aPos;\n"
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"layout(location = 1) in vec2 aTexCoord;\n"
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec2 v_TexCoord;\n"
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"void main() {\n"
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" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
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" v_TexCoord = aTexCoord;\n"
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"}\n",
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.frag =
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"#version 330 core\n"
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"in vec2 v_TexCoord;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D u_Texture;\n"
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"void main() {\n"
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" FragColor = texture(u_Texture, v_TexCoord);\n"
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"}\n"
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};
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