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authors-ol <s-ol@users.noreply.github.com>2020-01-22 16:11:33 +0000
committers-ol <s-ol@users.noreply.github.com>2020-01-22 16:11:33 +0000
commit25e9c84b55593da4950b2c9ccac818c606a5321f (patch)
tree27f949b82aeeb725025d9099cf7a14767b4a0135 /src/shader.zig
downloadglsl-view-25e9c84b55593da4950b2c9ccac818c606a5321f.tar.gz
glsl-view-25e9c84b55593da4950b2c9ccac818c606a5321f.zip
initial commit
Diffstat (limited to 'src/shader.zig')
-rw-r--r--src/shader.zig118
1 files changed, 118 insertions, 0 deletions
diff --git a/src/shader.zig b/src/shader.zig
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+const std = @import("std");
+const panic = 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(sp: ShaderProgram) void {
+ c.glUseProgram(sp.program_id);
+ }
+
+ pub fn attribLocation(sp: ShaderProgram, name: [*]const u8) c.GLint {
+ const id = c.glGetAttribLocation(sp.program_id, name);
+ if (id == -1) {
+ panic("invalid attrib: {}\n", .{name});
+ }
+ return id;
+ }
+
+ pub fn uniformLocation(sp: ShaderProgram, name: [*]const u8) c.GLint {
+ const id = c.glGetUniformLocation(sp.program_id, name);
+ if (id == -1) {
+ panic("invalid uniform: {}\n", .{name});
+ }
+ return id;
+ }
+
+ pub fn setUniformInt(sp: ShaderProgram, uniform_id: c.GLint, value: c_int) void {
+ c.glUniform1i(uniform_id, value);
+ }
+
+ pub fn setUniformFloat(sp: ShaderProgram, uniform_id: c.GLint, value: f32) void {
+ c.glUniform1f(uniform_id, value);
+ }
+
+ pub fn setUniformVec3(sp: ShaderProgram, uniform_id: c.GLint, value: math3d.Vec3) void {
+ c.glUniform3fv(uniform_id, 1, value.data[0..].ptr);
+ }
+
+ pub fn setUniformVec4(sp: ShaderProgram, uniform_id: c.GLint, value: Vec4) void {
+ c.glUniform4fv(uniform_id, 1, value.data[0..].ptr);
+ }
+
+ pub fn setUniformMat4x4(sp: ShaderProgram, uniform_id: c.GLint, value: Mat4x4) void {
+ c.glUniformMatrix4fv(uniform_id, 1, c.GL_FALSE, value.data[0][0..].ptr);
+ }
+
+ pub fn create(
+ vertex_source: []const u8,
+ frag_source: []const u8,
+ maybe_geometry_source: ?[]u8,
+ ) !ShaderProgram {
+ var sp: ShaderProgram = undefined;
+ sp.vertex_id = try initGlShader(vertex_source, "vertex", c.GL_VERTEX_SHADER);
+ sp.fragment_id = try initGlShader(frag_source, "fragment", c.GL_FRAGMENT_SHADER);
+ sp.maybe_geometry_id = if (maybe_geometry_source) |geo_source|
+ try initGlShader(geo_source, "geometry", c.GL_GEOMETRY_SHADER)
+ else
+ null;
+
+ sp.program_id = c.glCreateProgram();
+ c.glAttachShader(sp.program_id, sp.vertex_id);
+ c.glAttachShader(sp.program_id, sp.fragment_id);
+ if (sp.maybe_geometry_id) |geo_id| {
+ c.glAttachShader(sp.program_id, geo_id);
+ }
+ c.glLinkProgram(sp.program_id);
+
+ var ok: c.GLint = undefined;
+ c.glGetProgramiv(sp.program_id, c.GL_LINK_STATUS, &ok);
+ if (ok != 0) return sp;
+
+ var error_size: c.GLint = undefined;
+ c.glGetProgramiv(sp.program_id, c.GL_INFO_LOG_LENGTH, &error_size);
+ const message = try c_allocator.alloc(u8, @intCast(usize, error_size));
+ c.glGetProgramInfoLog(sp.program_id, error_size, &error_size, message.ptr);
+ panic("Error linking shader program: {}\n", .{message.ptr});
+ }
+
+ pub fn destroy(sp: *ShaderProgram) void {
+ if (sp.maybe_geometry_id) |geo_id| {
+ c.glDetachShader(sp.program_id, geo_id);
+ }
+ c.glDetachShader(sp.program_id, sp.fragment_id);
+ c.glDetachShader(sp.program_id, sp.vertex_id);
+
+ if (sp.maybe_geometry_id) |geo_id| {
+ c.glDeleteShader(geo_id);
+ }
+ c.glDeleteShader(sp.fragment_id);
+ c.glDeleteShader(sp.vertex_id);
+
+ c.glDeleteProgram(sp.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 {} shader:\n{}\n", .{ name, message.ptr });
+}