From eba4a1312c50bbebca2c50f6566d16b41ea7fb9d Mon Sep 17 00:00:00 2001 From: 0scar Date: Mon, 12 Feb 2024 09:47:11 +0100 Subject: Add shader resource management --- src/rendering/include/engine/rendering/rendering.h | 23 +++- src/rendering/src/gl.c | 134 ++++++++++++++++----- 2 files changed, 127 insertions(+), 30 deletions(-) (limited to 'src/rendering') diff --git a/src/rendering/include/engine/rendering/rendering.h b/src/rendering/include/engine/rendering/rendering.h index 7b67248..ed066d6 100644 --- a/src/rendering/include/engine/rendering/rendering.h +++ b/src/rendering/include/engine/rendering/rendering.h @@ -28,8 +28,20 @@ typedef struct { v2_i32 coord; } Sprite; +typedef enum { + //GL_COMPUTE_SHADER, GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER + Shader_Error, + Shader_Program, /* Collection of shaders */ + Shader_Vertex, + Shader_Tessellation, + Shader_Geometry, + Shader_Fragment, + Shader_Compute, +} ShaderType; + typedef struct { /* Shader proram */ + ShaderType type; u32 program; } Shader; @@ -71,7 +83,7 @@ typedef enum { RenderDrawCallType_Sprite, RenderDrawCallType_Model, } RenderDrawCallType; -// + typedef struct { RenderDrawCallType type; union { @@ -90,6 +102,13 @@ typedef struct { } data; } RenderDrawCall; -RenderObject RenderObject_new(float* model, usize sz, float* uv, usize uv_sz); +RenderObject RenderObject_new(float* model, Shader* shader, usize sz, float* uv, usize uv_sz); + +Shader compile_shader(const char* file_path, const ShaderType shader_type); +Shader compose_shader(Shader *shaders, usize shaders_len); + +u32 ComposeShader(u32 *shaders, usize shaders_len); + +ShaderType guess_shadertype_from_filename(const char *restrict fname); #endif diff --git a/src/rendering/src/gl.c b/src/rendering/src/gl.c index bef19b6..ab41f01 100644 --- a/src/rendering/src/gl.c +++ b/src/rendering/src/gl.c @@ -1,5 +1,6 @@ #include #include +#include #include @@ -11,6 +12,16 @@ extern Platform* GLOBAL_PLATFORM; +const char* ShaderType_str[] = { + [Shader_Error] = "Shader_Error", + [Shader_Program] = "Shader_Program", + [Shader_Vertex] = "Shader_Vertex", + [Shader_Tessellation] = "Shader_Tessellation", + [Shader_Geometry] = "Shader_Geometry", + [Shader_Fragment] = "Shader_Fragment", + [Shader_Compute] = "Shader_Compute", +}; + isize f_get_sz(FILE* f) { if (f == NULL) { ERROR("File was null!"); @@ -28,22 +39,37 @@ isize f_get_sz(FILE* f) { return size; } -const GLuint -compile_shader(const GladGLContext *gl, const char* file_path, const GLenum shader_type) { +Shader compile_shader(const char* file_path, const ShaderType shader_type) { GLuint shaderID = 0; + GLenum shadertype = GL_INVALID_ENUM; + + GLint Result = GL_FALSE; + int InfoLogLength; + + char* source = NULL; + FILE* file = NULL; + + const GladGLContext* gl = GLOBAL_PLATFORM->window->context; if (file_path == NULL) { WARN("Empty path to shader"); - return (GLuint)0; + return (Shader){.program = 0, .type = Shader_Error}; } - GLint Result = GL_FALSE; - int InfoLogLength; + switch (shader_type) { + case Shader_Vertex: + shadertype = GL_VERTEX_SHADER; + break; + case Shader_Fragment: + shadertype = GL_FRAGMENT_SHADER; + break; + default: break; + } - char* source; - FILE* file = fopen(file_path, "r"); + file = fopen(file_path, "r"); - shaderID = gl->CreateShader(shader_type); + shaderID = gl->CreateShader(shadertype); + LOG("CREATED SHADER ID %d", shaderID); if(file != NULL) { const i64 size = f_get_sz(file); @@ -56,12 +82,12 @@ compile_shader(const GladGLContext *gl, const char* file_path, const GLenum shad fclose(file); } else { ERROR("Cannot open \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET"\".", file_path); - return 0; + return (Shader){.program = 0, .type = Shader_Error}; } // Compile shader INFO("Compiling shader \"" TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET"\".", file_path); - char const * src_ptr = source; + char const* src_ptr = source; gl->ShaderSource(shaderID, 1, &src_ptr , NULL); gl->CompileShader(shaderID); @@ -74,31 +100,31 @@ compile_shader(const GladGLContext *gl, const char* file_path, const GLenum shad ERROR("Failed to compile shader: " TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET, msg); free(msg); } - free(source); + //free(source); - return shaderID; + return (Shader){.program = shaderID, .type = shader_type}; } // http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/ -GLuint LoadShaders( +GLuint load_shaders( const GladGLContext* gl, - const char * vertex_file_path, - const char * fragment_file_path) { + const char* vertex_file_path, + const char* fragment_file_path) { GLint Result = GL_FALSE; int InfoLogLength; // Create the shaders - const GLuint vertexShader = compile_shader(gl, vertex_file_path, GL_VERTEX_SHADER); - const GLuint fragmentShader = compile_shader(gl, fragment_file_path, GL_FRAGMENT_SHADER); + const Shader vertexShader = compile_shader(vertex_file_path, Shader_Vertex); + const Shader fragmentShader = compile_shader(fragment_file_path, Shader_Fragment); // Link the program INFO("Linking program"); GLuint ProgramID = gl->CreateProgram(); - if (vertex_file_path != NULL) gl->AttachShader(ProgramID, vertexShader); - if (fragment_file_path != NULL) gl->AttachShader(ProgramID, fragmentShader); + if (vertex_file_path != NULL) gl->AttachShader(ProgramID, vertexShader.program); + if (fragment_file_path != NULL) gl->AttachShader(ProgramID, fragmentShader.program); gl->LinkProgram(ProgramID); @@ -112,24 +138,64 @@ GLuint LoadShaders( free(msg); } - gl->DetachShader(ProgramID, vertexShader); - gl->DetachShader(ProgramID, fragmentShader); + gl->DetachShader(ProgramID, vertexShader.program); + gl->DetachShader(ProgramID, fragmentShader.program); - gl->DeleteShader(vertexShader); - gl->DeleteShader(fragmentShader); + gl->DeleteShader(vertexShader.program); + gl->DeleteShader(fragmentShader.program); return ProgramID; } -RenderObject RenderObject_new(float* model, usize sz, float* uv, usize uv_sz) { +/* Returns a shader program */ +Shader compose_shader(Shader *shaders, usize shaders_len) { + const GladGLContext* gl = GLOBAL_PLATFORM->window->context; + GLint Result = GL_FALSE; + int InfoLogLength = 0; + + if (shaders_len == 0) { + ERROR("No shaders provided!"); + return (Shader){.program = 0, .type = Shader_Error}; + } + + u32 prog = gl->CreateProgram(); + + for (int i = 0; i < shaders_len; i++) { + DEBUG("Attaching shader [%d] : %s (%d) = %d\n", i, ShaderType_str[shaders[i].type], shaders[i].type, shaders[i].program); + gl->AttachShader(prog, shaders[i].program); + } + + gl->LinkProgram(prog); + + // Check the program + gl->GetProgramiv(prog, GL_LINK_STATUS, &Result); + gl->GetProgramiv(prog, GL_INFO_LOG_LENGTH, &InfoLogLength); + if ( InfoLogLength > 0 ) { + char* msg = calloc(InfoLogLength + 1, sizeof(char)); + gl->GetShaderInfoLog(prog, InfoLogLength, NULL, msg); + ERROR("(Compose) Compiling shader[%d]: " TERM_COLOR_YELLOW "%s" TERM_COLOR_RESET, InfoLogLength, msg); + free(msg); + } + + for (int i = 0; i < shaders_len; i++) { + gl->DetachShader(prog, shaders[i].program); + } + + return (Shader){.program = prog, .type = Shader_Program}; +} + +RenderObject RenderObject_new(float* model, Shader* shader, usize sz, float* uv, usize uv_sz) { GladGLContext *gl = GLOBAL_PLATFORM->window->context; RenderObject o; + //DEBUG("RenderObject got %d: %s\n", shader->program, ShaderType_str[shader->type]); + // TODO: implement index buffer! gl->GenVertexArrays(1, &(o.vao)); gl->BindVertexArray(o.vao); + /* For each buffer in the shader, */ gl->GenBuffers(1, &(o.vbo)); gl->BindBuffer(GL_ARRAY_BUFFER, o.vbo); gl->BufferData(GL_ARRAY_BUFFER, sz, model, GL_STATIC_DRAW); @@ -137,11 +203,23 @@ RenderObject RenderObject_new(float* model, usize sz, float* uv, usize uv_sz) { gl->GenBuffers(1, &(o.col)); gl->BindBuffer(GL_ARRAY_BUFFER, o.col); gl->BufferData(GL_ARRAY_BUFFER, uv_sz, uv, GL_STATIC_DRAW); - //gl->GenBuffers(1, &(o.ibo)); - //gl->BindBuffer(GL_ARRAY_BUFFER, o.ibo); - //gl->BufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW); - o.shader.program = LoadShaders(gl, "shader.vert", "shader.frag"); + o.shader = *shader; return o; } + +ShaderType guess_shadertype_from_filename(const char *restrict fname) { + u32 stype = 0; + const usize path_len = strlen(fname); + + if (path_len <= 4) { + ERROR("Unable to determine shader type from suffix! (%s)", fname); + return Shader_Error; + } + + if (!strncmp(".vert", &fname[path_len - 5], 5)) { return Shader_Vertex; } + if (!strncmp(".frag", &fname[path_len - 5], 5)) { return Shader_Fragment; } + + return Shader_Error; +} -- cgit v1.3