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-rw-r--r--mons_3d/src/shader.c185
1 files changed, 185 insertions, 0 deletions
diff --git a/mons_3d/src/shader.c b/mons_3d/src/shader.c
new file mode 100644
index 0000000..6898a1f
--- /dev/null
+++ b/mons_3d/src/shader.c
@@ -0,0 +1,185 @@
+#include <stdio.h>
+#include <stdbool.h>
+#include "shader.h"
+#include "mons_math/vec4.h"
+#include "mons_math/vec3.h"
+#include "mons_math/vec2.h"
+#include "mons_math/mat4.h"
+#include "hashmap.h"
+#include <stdlib.h>
+
+typedef enum mons_uniform_type {
+ MONS_UNIFORM_INT,
+ MONS_UNIFORM_FLOAT,
+ MONS_UNIFORM_VEC2,
+ MONS_UNIFORM_VEC3,
+ MONS_UNIFORM_VEC4,
+ MONS_UNIFORM_MAT4,
+} mons_uniform_type;
+
+typedef struct mons_uniform_m4 {
+ mons_mat4 matrix;
+ bool transpose;
+} mons_uniform_m4;
+
+typedef union mons_uniform_data {
+ int i;
+ float f;
+ mons_vec2 v2;
+ mons_vec3 v3;
+ mons_vec4 v4;
+ mons_uniform_m4 m4;
+} mons_uniform_data;
+
+typedef struct mons_uniform {
+ mons_uniform_type type;
+ mons_uniform_data data;
+} mons_uniform;
+
+static mons_hashmap *GLOBAL_UNIFORMS = NULL;
+mons_hashmap *get_global_uniforms() {
+ if (GLOBAL_UNIFORMS == NULL) {
+ GLOBAL_UNIFORMS = malloc(sizeof(mons_hashmap));
+ *GLOBAL_UNIFORMS = mons_hashmap_new(sizeof(mons_uniform), 10);
+ }
+ return GLOBAL_UNIFORMS;
+}
+
+void mons_shader_apply_global_uniforms(mons_program shader) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ for (int i = 0; i < global_uniforms->len; i++) {
+ mons_hashmap_pair pair;
+ mons_hashmap_at(*global_uniforms, i, &pair);
+ char *name = pair.key;
+ mons_uniform uniform = *(mons_uniform *)pair.value;
+ switch (uniform.type) {
+ case MONS_UNIFORM_INT:
+ // TODO:
+ break;
+ case MONS_UNIFORM_FLOAT:
+ mons_shader_set_float(shader, name, uniform.data.f);
+ break;
+ case MONS_UNIFORM_VEC2:
+ mons_shader_set_vec2(shader, name, uniform.data.v2);
+ break;
+ case MONS_UNIFORM_VEC3:
+ mons_shader_set_vec3(shader, name, uniform.data.v3);
+ break;
+ case MONS_UNIFORM_VEC4:
+ mons_shader_set_vec4(shader, name, uniform.data.v4);
+ break;
+ case MONS_UNIFORM_MAT4:
+ mons_shader_set_mat4(shader, name, uniform.data.m4.matrix, uniform.data.m4.transpose);
+ break;
+ }
+ }
+}
+
+void mons_shader_set_float_global(char *uniform_name, float value) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ mons_uniform uniform = {
+ .type = MONS_UNIFORM_FLOAT,
+ .data.f = value,
+ };
+ mons_hashmap_insert(global_uniforms, uniform_name, &uniform);
+}
+
+void mons_shader_set_vec2_global(char *uniform_name, mons_vec2 value) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ mons_uniform uniform = {
+ .type = MONS_UNIFORM_VEC2,
+ .data.v2 = value,
+ };
+ mons_hashmap_insert(global_uniforms, uniform_name, &uniform);
+}
+
+void mons_shader_set_vec3_global(char *uniform_name, mons_vec3 value) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ mons_uniform uniform = {
+ .type = MONS_UNIFORM_VEC3,
+ .data.v3 = value,
+ };
+ mons_hashmap_insert(global_uniforms, uniform_name, &uniform);
+}
+
+void mons_shader_set_vec4_global(char *uniform_name, mons_vec4 value) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ mons_uniform uniform = {
+ .type = MONS_UNIFORM_VEC4,
+ .data.v4 = value,
+ };
+ mons_hashmap_insert(global_uniforms, uniform_name, &uniform);
+}
+
+void mons_shader_set_mat4_global(char *uniform_name, mons_mat4 value, bool transpose) {
+ mons_hashmap *global_uniforms = get_global_uniforms();
+ mons_uniform uniform = {
+ .type = MONS_UNIFORM_MAT4,
+ .data.m4 = {
+ .matrix = value,
+ .transpose = transpose,
+ },
+ };
+ mons_hashmap_insert(global_uniforms, uniform_name, &uniform);
+}
+
+mons_shader mons_create_shader(mons_shader_type shader_type, char *source,
+ int source_length) {
+ unsigned int shader = glCreateShader(shader_type);
+ const char *shader_source = (const char *)source;
+ int shader_len = (int)source_length;
+ glShaderSource(shader, 1, &shader_source, &shader_len);
+ glCompileShader(shader);
+ int success;
+ char info_log[512];
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(shader, 512, NULL, info_log);
+ printf("Shader Compilation Failed: %s\n", info_log);
+ }
+ return shader;
+}
+
+mons_program mons_create_program(mons_shader vertex_shader,
+ mons_shader fragment_shader) {
+ unsigned int shader_program = glCreateProgram();
+ glAttachShader(shader_program, vertex_shader);
+ glAttachShader(shader_program, fragment_shader);
+ glLinkProgram(shader_program);
+ int success;
+ char info_log[512];
+ glGetProgramiv(shader_program, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(shader_program, 512, NULL, info_log);
+ }
+ return shader_program;
+}
+
+void mons_shader_set_float(mons_program shader, char *uniform_name,
+ float value) {
+ glUniform1f(glGetUniformLocation(shader, uniform_name), value);
+}
+
+void mons_shader_set_vec2(mons_program shader, char *uniform_name,
+ mons_vec2 value) {
+ glUniform2fv(glGetUniformLocation(shader, uniform_name), 1,
+ (float *)&value);
+}
+
+void mons_shader_set_vec3(mons_program shader, char *uniform_name,
+ mons_vec3 value) {
+ glUniform3fv(glGetUniformLocation(shader, uniform_name), 1,
+ (float *)&value);
+}
+
+void mons_shader_set_vec4(mons_program shader, char *uniform_name,
+ mons_vec4 value) {
+ glUniform4fv(glGetUniformLocation(shader, uniform_name), 1,
+ (float *)&value);
+}
+
+void mons_shader_set_mat4(mons_program shader, char *uniform_name,
+ mons_mat4 value, bool transpose) {
+ glUniformMatrix4fv(glGetUniformLocation(shader, uniform_name), 1, transpose,
+ (float *)&value);
+}