Files
dusk/src/duskgl/display/shader/shadergl.c

321 lines
8.9 KiB
C

/**
* 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 "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");
assertNotNull(def, "Shader definition cannot be null");
memoryZero(shader, sizeof(shadergl_t));
#ifdef DUSK_OPENGL_LEGACY
glm_mat4_identity(shader->view);
glm_mat4_identity(shader->proj);
glm_mat4_identity(shader->model);
SHADER_LEGACY.boundShader = NULL;
errorOk();
#else
assertNotNull(def->vert, "Vertex shader source cannot be null");
assertNotNull(def->frag, "Fragment shader source cannot be null");
shader->setTexture = def->setTexture;
// 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);
}
#endif
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");
#ifdef DUSK_OPENGL_LEGACY
assertUnreachable("Cannot get uniform locations on legacy opengl.");
#else
*location = glGetUniformLocation(shader->shaderProgramId, name);
errorChain(errorGLCheck());
if(*location == -1) {
errorThrow("Uniform '%s' not found in shader.", name);
}
#endif
errorOk();
}
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
mat4 mat
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(mat, "Matrix data cannot be null");
#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);
} 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 shaderSetTextureGL(
shadergl_t *shader,
const char_t *name,
texture_t *texture
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
#ifdef DUSK_OPENGL_LEGACY
assertStringEqual(
name,
SHADER_UNLIT_TEXTURE,
"Only one texture supported in legacy opengl."
);
if(texture == NULL) {
glDisable(GL_TEXTURE_2D);
errorChain(errorGLCheck());
errorOk();
}
glEnable(GL_TEXTURE_2D);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
#else
if(shader->setTexture == NULL) {
assertUnreachable("Shader does not support setting textures.");
}
errorChain(shader->setTexture(shader, name, texture));
#endif
errorOk();
}
errorret_t shaderBindGL(shadergl_t *shader) {
#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();
}
errorret_t shaderDisposeGL(shadergl_t *shader) {
assertNotNull(shader, "Shader cannot be null");
#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);
}
assertNoGLError("Failed disposing shader");
#endif
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