Pull shader code into main #1

Merged
YourWishes merged 4 commits from shader into main 2026-03-22 15:46:37 +00:00
24 changed files with 634 additions and 87 deletions
Showing only changes of commit ff92a78dda - Show all commits

View File

@@ -192,7 +192,7 @@ function sceneRender()
spriteBatchPush(
nil,
x, y, x + 32, y + 32,
colorBlue()
colorWhite()
)
-- Update mouse position

View File

@@ -30,6 +30,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_OPENGL
DUSK_LINUX
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_OPENGL_SHADER
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480
DUSK_DISPLAY_SCREEN_HEIGHT=240

View File

@@ -14,6 +14,7 @@ add_subdirectory(camera)
add_subdirectory(framebuffer)
add_subdirectory(mesh)
add_subdirectory(screen)
add_subdirectory(shader)
add_subdirectory(spritebatch)
add_subdirectory(text)
add_subdirectory(texture)

View File

@@ -46,16 +46,16 @@ errorret_t displayUpdate(void) {
errorChain(frameBufferBind(NULL));
// Bind screen and render scene
screenBind();
errorChain(screenBind());
frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background
);
errorChain(sceneRender());
errorCatch(errorPrint(sceneRender()));
// Render UI
uiRender();
// uiRender();
// Finish up
screenUnbind();

View File

@@ -44,11 +44,11 @@ errorret_t screenInit() {
#endif
// Init screen to backbuffer mode by default
screenBind();
errorChain(screenBind());
errorOk();
}
void screenBind() {
errorret_t screenBind() {
// Assume backbuffer is currently bound.
switch(SCREEN.mode) {
case SCREEN_MODE_BACKBUFFER: {
@@ -59,7 +59,7 @@ void screenBind() {
// No needd for a framebuffer.
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
#endif
@@ -79,19 +79,21 @@ void screenBind() {
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == SCREEN.width && curFbHeight == SCREEN.height) {
// Correct size, nothing to do.
frameBufferBind(&SCREEN.framebuffer);
return;
errorChain(frameBufferBind(&SCREEN.framebuffer));
errorOk();
}
// Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
// Create new framebuffer
frameBufferInit(&SCREEN.framebuffer, SCREEN.width, SCREEN.height);
errorChain(frameBufferInit(
&SCREEN.framebuffer, SCREEN.width, SCREEN.height
));
SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer);
errorChain(frameBufferBind(&SCREEN.framebuffer));
break;
}
@@ -109,10 +111,10 @@ void screenBind() {
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
return;
errorOk();
}
int32_t newFbWidth, newFbHeight;
@@ -136,24 +138,26 @@ void screenBind() {
SCREEN.width = newFbWidth;
SCREEN.height = newFbHeight;
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
frameBufferBind(&SCREEN.framebuffer);
return;
errorChain(frameBufferBind(&SCREEN.framebuffer));
errorOk();
}
// Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
// Create new framebuffer
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.width = newFbWidth;
SCREEN.height = newFbHeight;
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
SCREEN.framebufferReady = true;
// Bind FB
frameBufferBind(&SCREEN.framebuffer);
errorChain(frameBufferBind(&SCREEN.framebuffer));
break;
}
@@ -173,10 +177,10 @@ void screenBind() {
if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
// No need to use framebuffer.
if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
return;
errorOk();
}
if(SCREEN.framebufferReady) {
@@ -185,19 +189,21 @@ void screenBind() {
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
frameBufferBind(&SCREEN.framebuffer);
return;
errorChain(frameBufferBind(&SCREEN.framebuffer));
errorOk();
}
// Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
// Create a new framebuffer.
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer);
errorChain(frameBufferBind(&SCREEN.framebuffer));
break;
}
@@ -217,10 +223,10 @@ void screenBind() {
if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
// No need to use framebuffer.
if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
return;
errorOk();
}
if(SCREEN.framebufferReady) {
@@ -229,19 +235,21 @@ void screenBind() {
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
frameBufferBind(&SCREEN.framebuffer);
return;
errorChain(frameBufferBind(&SCREEN.framebuffer));
errorOk();
}
// Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
// Create a new framebuffer.
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer);
errorChain(frameBufferBind(&SCREEN.framebuffer));
break;
}
@@ -262,9 +270,11 @@ void screenBind() {
break;
}
}
errorOk();
}
void screenUnbind() {
errorret_t screenUnbind() {
switch(SCREEN.mode) {
// Nothing to do here.
case SCREEN_MODE_BACKBUFFER:
@@ -275,7 +285,9 @@ void screenUnbind() {
case SCREEN_MODE_FIXED_HEIGHT:
case SCREEN_MODE_FIXED_SIZE:
case SCREEN_MODE_FIXED_WIDTH:
if(SCREEN.framebufferReady) frameBufferBind(NULL);
if(SCREEN.framebufferReady) {
errorChain(frameBufferBind(NULL));
}
break;
case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT:
@@ -286,17 +298,19 @@ void screenUnbind() {
assertUnreachable("Invalid screen mode.");
break;
}
errorOk();
}
void screenRender() {
errorret_t screenRender() {
if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) {
return;
errorOk();
}
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) {
glViewport(0, 0, SCREEN.width, SCREEN.height);
return;
errorOk();
}
if(
@@ -307,7 +321,7 @@ void screenRender() {
) {
if(!SCREEN.framebufferReady) {
// Nothing to do here.
return;
errorOk();
}
float_t bbWidth, bbHeight;
@@ -357,22 +371,25 @@ void screenRender() {
COLOR_BLACK
);
cameraPushMatrix(&SCREEN.framebufferCamera);
textureBind(&SCREEN.framebuffer.texture);
meshDraw(&SCREEN.frameBufferMesh, 0, -1);
errorChain(textureBind(&SCREEN.framebuffer.texture));
errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1));
cameraPopMatrix();
return;
errorOk();
};
#endif
assertUnreachable("Invalid screen mode.");
errorThrow("Invalid screen mode.");
}
void screenDispose() {
errorret_t screenDispose() {
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer);
errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false;
}
#endif
errorOk();
}

View File

@@ -90,20 +90,28 @@ errorret_t screenInit();
/**
* Binds the screen, this is done before rendering game content.
*
* @return Error code and state, if error occurs.
*/
void screenBind();
errorret_t screenBind();
/**
* Unbinds the screen, does nothing for now.
*
* @return Error code and state, if error occurs.
*/
void screenUnbind();
errorret_t screenUnbind();
/**
* Renders the screen to the current framebuffer.
*
* @return Error code and state, if error occurs.
*/
void screenRender();
errorret_t screenRender();
/**
* Disposes the screen system.
*
* @return Error code and state, if error occurs.
*/
void screenDispose();
errorret_t screenDispose();

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@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shader.c
)

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@@ -0,0 +1,39 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
#include "assert/assert.h"
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderInitPlatform(shader, def));
errorOk();
}
errorret_t shaderBind(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderBindPlatform(shader));
errorOk();
}
errorret_t shaderSetMatrix(
shader_t *shader,
const char_t *name,
const mat4 matrix
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(matrix, "Matrix cannot be null");
errorChain(shaderSetMatrixPlatform(shader, name, matrix));
errorOk();
}
errorret_t shaderDispose(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderDisposePlatform(shader));
errorOk();
}

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@@ -0,0 +1,80 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/texture/texture.h"
#include "display/shader/shaderplatform.h"
#ifndef shaderInitPlatform
#error "shaderInitPlatform must be defined to use shader.h"
#endif
#ifndef shaderBindPlatform
#error "shaderBindPlatform must be defined to use shader.h"
#endif
#ifndef shaderSetMatrixPlatform
#error "shaderSetMatrixPlatform must be defined to use shader.h"
#endif
#ifndef shaderDisposePlatform
#error "shaderDisposePlatform must be defined to use shader.h"
#endif
typedef shaderplatform_t shader_t;
typedef shaderdefinitionplatform_t shaderdefinition_t;
/**
* Initializes a shader. This is platform dependant.
*
* @param shader Shader to initialize
* @param def Definition of the shader to initialize with.
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def);
/**
* Binds a shader. This is platform dependant.
*
* @param shader Shader to bind
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderBind(shader_t *shader);
/**
* Sets a matrix uniform in the shader. This is platform dependant.
*
* @param shader Shader to set the matrix in
* @param name Name of the uniform to set
* @param matrix Matrix to set
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderSetMatrix(
shader_t *shader,
const char_t *name,
const mat4 matrix
);
/**
* Sets a texture uniform in the shader. This is platform dependant.
*
* @param shader Shader to set the texture in
* @param name Name of the uniform to set
* @param texture Texture to set
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderSetTexture(
shader_t *shader,
const char_t *name,
texture_t *texture
);
/**
* Disposes of a shader. This is platform dependant.
*
* @param shader Shader to dispose
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderDispose(shader_t *shader);

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@@ -0,0 +1,15 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "shader.h"
#define SHADER_UNLIT_PROJECTION "u_Proj"
#define SHADER_UNLIT_VIEW "u_View"
#define SHADER_UNLIT_MODEL "u_Model"
extern shaderdefinition_t SHADER_UNLIT_DEFINITION;

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@@ -91,7 +91,7 @@ int moduleSpriteBatchPush(lua_State *L) {
float_t maxX = (float_t)lua_tonumber(L, 4);
float_t maxY = (float_t)lua_tonumber(L, 5);
spriteBatchPush(
errorret_t ret = spriteBatchPush(
tex,
minX,
minY,
@@ -103,6 +103,14 @@ int moduleSpriteBatchPush(lua_State *L) {
u1,
v1
);
if(ret.code != ERROR_OK) {
int err = luaL_error(L,
"Failed to push sprite to batch: %s",
ret.state->message
);
errorCatch(errorPrint(ret));
return err;
}
return 0;
}

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@@ -0,0 +1,15 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "assert/assert.h"
#include "error/errorgl.h"
#define assertNoGLError(message) \
assertTrue(errorGLCheck().code == ERROR_OK, message)
// EOF

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@@ -14,3 +14,4 @@ add_subdirectory(camera)
add_subdirectory(framebuffer)
add_subdirectory(texture)
add_subdirectory(mesh)
add_subdirectory(shader)

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@@ -8,7 +8,7 @@
#include "display/camera/camera.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
void cameraPushMatrixGL(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
assertUnreachable("Invalid camera view type");
}
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf((const GLfloat*)projection);
// glPushMatrix();
// glMatrixMode(GL_PROJECTION);
// glLoadIdentity();
// glLoadMatrixf((const GLfloat*)projection);
assertNoGLError("Failed to set projection matrix");
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLoadMatrixf((const GLfloat*)view);
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
// glLoadMatrixf((const GLfloat*)view);
assertNoGLError("Failed to set view matrix");
}
void cameraPopMatrixGL(void) {
glPopMatrix();
// glPopMatrix();
assertNoGLError("Failed to pop camera matrix");
}

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@@ -9,8 +9,8 @@
errorret_t displayOpenGLInit(void) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);// PSP defaults this on?
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
// glDisable(GL_LIGHTING);// PSP defaults this on?
// glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck());
glEnable(GL_DEPTH_TEST);
@@ -24,9 +24,12 @@ errorret_t displayOpenGLInit(void) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
errorChain(errorGLCheck());
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
// glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// glEnableClientState(GL_VERTEX_ARRAY);
// errorChain(errorGLCheck());
errorChain(shaderInit(&testShader, &SHADER_UNLIT_DEFINITION));
errorOk();
}

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@@ -7,8 +7,13 @@
#pragma once
#include "error/errorgl.h"
#include "display/shader/shaderunlit.h"
static shadergl_t testShader;
/**
* Initializes the OpenGL specific contexts for rendering.
*
* @return An errorret_t indicating success or failure of the initialization.
*/
errorret_t displayOpenGLInit(void);

View File

@@ -7,7 +7,7 @@
#include "display/display.h"
#include "display/framebuffer/framebuffer.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "util/memory.h"
errorret_t frameBufferGLInitBackBuffer(void) {
@@ -86,6 +86,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
color.b / 255.0f,
color.a / 255.0f
);
assertNoGLError("Failed to set clear color");
}
if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
@@ -93,6 +94,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
}
glClear(glFlags);
assertNoGLError("Failed to clear framebuffer");
}
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC

View File

@@ -6,7 +6,8 @@
*/
#include "display/mesh/mesh.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "error/errorgl.h"
errorret_t meshInitGL(
meshgl_t *mesh,
@@ -33,26 +34,27 @@ errorret_t meshDrawGL(
// PSP style pointer legacy OpenGL
const GLsizei stride = sizeof(meshvertex_t);
glColorPointer(
sizeof(color4b_t),
GL_UNSIGNED_BYTE,
stride,
(const GLvoid*)&mesh->vertices[offset].color
);
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].uv
);
glVertexPointer(
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].pos
);
// glColorPointer(
// sizeof(color4b_t),
// GL_UNSIGNED_BYTE,
// stride,
// (const GLvoid*)&mesh->vertices[offset].color
// );
// glTexCoordPointer(
// MESH_VERTEX_UV_SIZE,
// GL_FLOAT,
// stride,
// (const GLvoid*)&mesh->vertices[offset].uv
// );
// glVertexPointer(
// MESH_VERTEX_POS_SIZE,
// GL_FLOAT,
// stride,
// (const GLvoid*)&mesh->vertices[offset].pos
// );
glDrawArrays(mesh->primitiveType, offset, count);
// glDrawArrays(mesh->primitiveType, offset, count);
// errorChain(errorGLCheck());
errorOk();
}

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@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shadergl.c
shaderunlitgl.c
)

View File

@@ -0,0 +1,197 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shadergl.h"
#include "util/memory.h"
#include "assert/assertgl.h"
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
assertNotNull(shader, "Shader cannot be null");
assertNotNull(def, "Shader definition cannot be null");
memoryZero(shader, sizeof(shadergl_t));
// Create vertex shader
shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
errorret_t err = errorGLCheck();
errorChain(err);
glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glCompileShader(shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
GLint ok = 0;
glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
glDeleteShader(shader->vertexShaderId);
errorThrow("Vertex shader compilation failed: %s", log);
}
// Create fragment shader
shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glCompileShader(shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorThrow("Fragment shader compilation failed: %s", log);
}
// Create shader program
shader->shaderProgramId = glCreateProgram();
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glLinkProgram(shader->shaderProgramId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
ok = 0;
glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorThrow("Shader program linking failed: %s", log);
}
errorOk();
}
errorret_t shaderParamGetLocationGL(
shadergl_t *shader,
const char_t *name,
GLint *location
) {
assertNotNull(shader, "Shader cannot be null");
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);
}
errorOk();
}
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
const 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));
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
errorChain(errorGLCheck());
errorOk();
}
errorret_t shaderBindGL(shadergl_t *shader) {
assertNotNull(shader, "Shader cannot be null");
glUseProgram(shader->shaderProgramId);
errorChain(errorGLCheck());
errorOk();
}
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());
}
if(shader->fragmentShaderId != 0) {
glDeleteShader(shader->fragmentShaderId);
errorChain(errorGLCheck());
}
assertNoGLError("Failed disposing shader");
memoryZero(shader, sizeof(shadergl_t));
errorOk();
}

View File

@@ -0,0 +1,72 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/errorgl.h"
typedef struct {
GLuint shaderProgramId;
GLuint vertexShaderId;
GLuint fragmentShaderId;
} shadergl_t;
typedef struct {
const char_t *vert;
const char_t *frag;
} shaderdefinitiongl_t;
/**
* Initializes a shader.
*
* @param shader The shader to initialize.
* @param def The definition of the shader to initialize with.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def);
/**
* Binds a shader for use in rendering.
*
* @param shader The shader to bind.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderBindGL(shadergl_t *shader);
/**
* Retrieves the location of a shader uniform parameter.
*
* @param shader The shader to query.
* @param name The name of the uniform parameter.
* @param location Output parameter to receive the location of the uniform.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderParamGetLocationGL(
shadergl_t *shader,
const char_t *name,
GLint *location
);
/**
* Sets a mat4 uniform parameter in the shader.
*
* @param shader The shader to update.
* @param name The name of the uniform parameter.
* @param mat The 4x4 matrix data to set.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
const mat4 matrix
);
/**
* Disposes of a shader, freeing any associated resources.
*
* @param shader The shader to dispose.
*/
errorret_t shaderDisposeGL(shadergl_t *shader);

View 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"
typedef shadergl_t shaderplatform_t;
typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
#define shaderInitPlatform shaderInitGL
#define shaderBindPlatform shaderBindGL
#define shaderSetMatrixPlatform shaderSetMatrixGL
// #define shaderSetTexturePlatform shaderSetTextureGL
#define shaderDisposePlatform shaderDisposeGL

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@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/shader/shaderunlit.h"
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
.vert =
"#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"layout(location = 1) in vec2 aTexCoord;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
" v_TexCoord = aTexCoord;\n"
"}\n",
.frag =
"#version 330 core\n"
"in vec2 v_TexCoord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D u_Texture;\n"
"void main() {\n"
" FragColor = texture(u_Texture, v_TexCoord);\n"
"}\n"
};

View File

@@ -21,6 +21,11 @@ errorret_t displaySDL2Init(void) {
// Set OpenGL attributes (Needs to be done now or later?)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
// Create window with OpenGL flag.
DISPLAY.window = SDL_CreateWindow(
@@ -44,7 +49,6 @@ errorret_t displaySDL2Init(void) {
errorChain(errorGLCheck());
SDL_GL_SetSwapInterval(1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
errorChain(errorGLCheck());
errorChain(displayOpenGLInit());
@@ -82,6 +86,9 @@ errorret_t displaySDL2Update(void) {
}
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
// errorChain(shaderPaletteTextureBindGL(&testShader));
errorOk();
}