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path: root/src/gl.zig
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const std = @import("std");
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,
    vert_id: c.GLuint,
    frag_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(vert_source: []const u8, frag_source: []const u8) !ShaderProgram {
        var self: ShaderProgram = undefined;
        
        self.vert_id = try initGlShader(vert_source, "vertex", c.GL_VERTEX_SHADER);
        errdefer c.glDeleteShader(self.vert_id);
        
        self.frag_id = try initGlShader(frag_source, "fragment", c.GL_FRAGMENT_SHADER);
        errdefer c.glDeleteShader(self.frag_id);

        self.program_id = c.glCreateProgram();
        c.glAttachShader(self.program_id, self.vert_id);
        c.glAttachShader(self.program_id, self.frag_id);
        c.glLinkProgram(self.program_id);
        
        errdefer c.glDeleteProgram(self.program_id);
        errdefer c.glDetachShader(self.program_id, self.frag_id);
        errdefer c.glDetachShader(self.program_id, self.vert_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);
        std.debug.warn("Error linking shader program: {s}\n", .{ @ptrCast([*:0]const u8, message.ptr) });
        return error.LinkError;
    }

    pub fn destroy(self: *ShaderProgram) void {
        c.glDetachShader(self.program_id, self.frag_id);
        c.glDetachShader(self.program_id, self.vert_id);

        c.glDeleteShader(self.frag_id);
        c.glDeleteShader(self.vert_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);
    errdefer c.glDeleteShader(shader_id);
    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);
    std.debug.warn("Error compiling {s} shader:\n{s}\n", .{ name, @ptrCast([*:0]const u8, message.ptr) });
    return error.CompileError;
}

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);
            \\}
        );

        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();
    }
};