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authors-ol <s-ol@users.noreply.github.com>2020-01-23 14:00:16 +0000
committers-ol <s-ol@users.noreply.github.com>2020-01-23 15:06:29 +0000
commit866fccb01e40ab11add47511c922ec2dd8f0454e (patch)
tree47cde0299aa8225860fc2bfee52b8abde329fad5 /src/gl.zig
parentinitial commit (diff)
downloadglsl-view-866fccb01e40ab11add47511c922ec2dd8f0454e.tar.gz
glsl-view-866fccb01e40ab11add47511c922ec2dd8f0454e.zip
Code reorganisation
Diffstat (limited to 'src/gl.zig')
-rw-r--r--src/gl.zig255
1 files changed, 255 insertions, 0 deletions
diff --git a/src/gl.zig b/src/gl.zig
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--- /dev/null
+++ b/src/gl.zig
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+const c_allocator = @import("std").heap.c_allocator;
+const panic = @import("std").debug.panic;
+const c = @import("c.zig");
+
+pub const ShaderProgram = struct {
+ program_id: c.GLuint,
+ vertex_id: c.GLuint,
+ fragment_id: c.GLuint,
+ maybe_geometry_id: ?c.GLuint,
+
+ pub fn bind(self: ShaderProgram) void {
+ c.glUseProgram(self.program_id);
+ }
+
+ pub fn attribLocation(self: ShaderProgram, name: [*]const u8) c.GLint {
+ const id = c.glGetAttribLocation(self.program_id, name);
+ if (id == -1) {
+ panic("invalid attrib: {}\n", .{name});
+ }
+ return id;
+ }
+
+ pub fn uniformLocation(self: ShaderProgram, name: [*]const u8) c.GLint {
+ const id = c.glGetUniformLocation(self.program_id, name);
+ if (id == -1) {
+ panic("invalid uniform: {}\n", .{name});
+ }
+ return id;
+ }
+
+ pub fn setUniformInt(self: ShaderProgram, uniform_id: c.GLint, value: c_int) void {
+ c.glUniform1i(uniform_id, value);
+ }
+
+ pub fn setUniformFloat(self: ShaderProgram, uniform_id: c.GLint, value: f32) void {
+ c.glUniform1f(uniform_id, value);
+ }
+
+ pub fn setUniformVec2(self: ShaderProgram, uniform_id: c.GLint, value: [2]f32) void {
+ c.glUniform3fv(uniform_id, 1, value.ptr);
+ }
+
+ pub fn setUniformVec3(self: ShaderProgram, uniform_id: c.GLint, value: [3]f32) void {
+ c.glUniform3fv(uniform_id, 1, value.ptr);
+ }
+
+ pub fn setUniformVec4(self: ShaderProgram, uniform_id: c.GLint, value: [4]f32) void {
+ c.glUniform4fv(uniform_id, 1, value.ptr);
+ }
+
+ pub fn setUniformMat4x4(self: ShaderProgram, uniform_id: c.GLint, value: [4][4]f32) void {
+ c.glUniformMatrix4fv(uniform_id, 1, c.GL_FALSE, &value[0][0]);
+ }
+
+ pub fn create(
+ vertex_source: []const u8,
+ frag_source: []const u8,
+ maybe_geometry_source: ?[]u8,
+ ) !ShaderProgram {
+ var self: ShaderProgram = undefined;
+ self.vertex_id = try initGlShader(vertex_source, "vertex", c.GL_VERTEX_SHADER);
+ self.fragment_id = try initGlShader(frag_source, "fragment", c.GL_FRAGMENT_SHADER);
+ self.maybe_geometry_id = if (maybe_geometry_source) |geo_source|
+ try initGlShader(geo_source, "geometry", c.GL_GEOMETRY_SHADER)
+ else
+ null;
+
+ self.program_id = c.glCreateProgram();
+ c.glAttachShader(self.program_id, self.vertex_id);
+ c.glAttachShader(self.program_id, self.fragment_id);
+ if (self.maybe_geometry_id) |geo_id| {
+ c.glAttachShader(self.program_id, geo_id);
+ }
+ c.glLinkProgram(self.program_id);
+
+ var ok: c.GLint = undefined;
+ c.glGetProgramiv(self.program_id, c.GL_LINK_STATUS, &ok);
+ if (ok != 0) return self;
+
+ var error_size: c.GLint = undefined;
+ c.glGetProgramiv(self.program_id, c.GL_INFO_LOG_LENGTH, &error_size);
+ const message = try c_allocator.alloc(u8, @intCast(usize, error_size));
+ c.glGetProgramInfoLog(self.program_id, error_size, &error_size, message.ptr);
+ panic("Error linking shader program: {s}\n", .{ @ptrCast([*:0]const u8, message.ptr) });
+ }
+
+ pub fn destroy(self: *ShaderProgram) void {
+ if (self.maybe_geometry_id) |geo_id| {
+ c.glDetachShader(self.program_id, geo_id);
+ }
+ c.glDetachShader(self.program_id, self.fragment_id);
+ c.glDetachShader(self.program_id, self.vertex_id);
+
+ if (self.maybe_geometry_id) |geo_id| {
+ c.glDeleteShader(geo_id);
+ }
+ c.glDeleteShader(self.fragment_id);
+ c.glDeleteShader(self.vertex_id);
+
+ c.glDeleteProgram(self.program_id);
+ }
+};
+
+fn initGlShader(source: []const u8, name: []const u8, kind: c.GLenum) !c.GLuint {
+ const shader_id = c.glCreateShader(kind);
+ const source_ptr: ?[*]const u8 = source.ptr;
+ const source_len = @intCast(c.GLint, source.len);
+ c.glShaderSource(shader_id, 1, &source_ptr, &source_len);
+ c.glCompileShader(shader_id);
+
+ var ok: c.GLint = undefined;
+ c.glGetShaderiv(shader_id, c.GL_COMPILE_STATUS, &ok);
+ if (ok != 0) return shader_id;
+
+ var error_size: c.GLint = undefined;
+ c.glGetShaderiv(shader_id, c.GL_INFO_LOG_LENGTH, &error_size);
+
+ const message = try c_allocator.alloc(u8, @intCast(usize, error_size));
+ c.glGetShaderInfoLog(shader_id, error_size, &error_size, message.ptr);
+ panic("Error compiling {s} shader:\n{s}\n", .{ name, @ptrCast([*:0]const u8, message.ptr) });
+}
+
+pub const FramebufferObject = struct {
+ buffer_id: c.GLuint,
+ texture_id: c.GLuint,
+
+ pub fn bind(self: FramebufferObject) void {
+ c.glBindFramebuffer(c.GL_FRAMEBUFFER, self.buffer_id);
+ }
+
+ pub fn unbind(self: FramebufferObject) void {
+ c.glBindFramebuffer(c.GL_FRAMEBUFFER, 0);
+ }
+
+ pub fn create(width: i32, height: i32) !FramebufferObject {
+ var self: FramebufferObject = undefined;
+ c.glGenFramebuffers(1, &self.buffer_id);
+ c.glBindFramebuffer(c.GL_FRAMEBUFFER, self.buffer_id);
+
+ c.glGenTextures(1, &self.texture_id);
+ c.glBindTexture(c.GL_TEXTURE_2D, self.texture_id);
+ c.glTexImage2D(c.GL_TEXTURE_2D, 0, c.GL_RGBA, width, height, 0, c.GL_RGBA, c.GL_UNSIGNED_BYTE, null);
+ c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MIN_FILTER, c.GL_LINEAR);
+ c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MAG_FILTER, c.GL_LINEAR);
+ c.glBindTexture(c.GL_TEXTURE_2D, 0);
+
+ c.glFramebufferTexture2D(c.GL_FRAMEBUFFER, c.GL_COLOR_ATTACHMENT0, c.GL_TEXTURE_2D, self.texture_id, 0);
+
+
+ if (c.glCheckFramebufferStatus(c.GL_FRAMEBUFFER) != c.GL_FRAMEBUFFER_COMPLETE)
+ return error.FBONotComplete;
+
+ c.glBindFramebuffer(c.GL_FRAMEBUFFER, 0);
+ return self;
+ }
+
+ pub fn destroy(self: *FramebufferObject) void {
+ c.glDeleteFramebuffers(1, &self.*.buffer_id);
+ c.glDeleteTextures(1, &self.*.texture_id);
+ }
+};
+
+pub const VertexObject = struct {
+ array_id: c.GLuint,
+ buffer_id: c.GLuint,
+ vertex_size: i32,
+ vertex_count: i32,
+
+ pub fn bind(self: VertexObject, attrib: u32) void {
+ c.glBindBuffer(c.GL_ARRAY_BUFFER, self.buffer_id);
+ c.glEnableVertexAttribArray(attrib);
+ c.glVertexAttribPointer(attrib, self.vertex_size, c.GL_FLOAT, c.GL_FALSE, 0, null);
+ }
+
+ pub fn draw(self: VertexObject) void {
+ c.glDrawArrays(c.GL_TRIANGLE_STRIP, 0, self.vertex_count);
+ }
+
+ pub fn create(comptime T: type, vertices: []const T, vertex_size: i32) VertexObject {
+ var self: VertexObject = undefined;
+
+ self.vertex_size = vertex_size;
+ self.vertex_count = @intCast(i32, vertices.len);
+
+ c.glGenVertexArrays(1, &self.array_id);
+ c.glBindVertexArray(self.array_id);
+
+ c.glGenBuffers(1, &self.buffer_id);
+ c.glBindBuffer(c.GL_ARRAY_BUFFER, self.buffer_id);
+ c.glBufferData(c.GL_ARRAY_BUFFER,
+ @intCast(c_long, @sizeOf(T) * vertices.len),
+ @ptrCast(*const c_void, &vertices[0]),
+ c.GL_STATIC_DRAW);
+
+ return self;
+ }
+
+ pub fn destroy(self: *VertexObject) void {
+ defer c.glDeleteBuffers(1, &self.*.buffer_id);
+ defer c.glDeleteVertexArrays(1, &self.*.array_id);
+ }
+};
+
+pub const Constants = struct {
+ textureShader: ShaderProgram,
+ normalizedQuad: VertexObject,
+ main_window: *c.GLFWwindow,
+
+ pub fn create(main_window: *c.GLFWwindow) !Constants {
+ var self: Constants = undefined;
+
+ c.glfwMakeContextCurrent(main_window);
+ self.main_window = main_window;
+
+ self.textureShader = try ShaderProgram.create(
+ \\#version 330 core
+ \\
+ \\layout(location = 0) in vec2 position;
+ \\out vec2 uv;
+ \\
+ \\void main() {
+ \\ uv = position / 2.0 + 0.5;
+ \\ gl_Position = vec4(position, 0, 1);
+ \\}
+ ,
+ \\#version 330 core
+ \\
+ \\in vec2 uv;
+ \\out vec4 color;
+ \\
+ \\uniform sampler2D colorTexture;
+ \\
+ \\void main(){
+ \\ color = texture(colorTexture, uv);
+ \\}
+ ,
+ null
+ );
+
+ const vertices = [_]c.GLfloat{
+ -1.0, -1.0,
+ -1.0, 1.0,
+ 1.0, -1.0,
+ 1.0, 1.0,
+ };
+ self.normalizedQuad = VertexObject.create(f32, vertices[0..], 2);
+
+ return self;
+ }
+
+ pub fn destroy(self: *Constants) void {
+ self.normalizedQuad.destroy();
+ self.textureShader.destroy();
+ }
+};