diff options
Diffstat (limited to 'src/core/shader_program.c')
| -rw-r--r-- | src/core/shader_program.c | 148 |
1 files changed, 106 insertions, 42 deletions
diff --git a/src/core/shader_program.c b/src/core/shader_program.c index 3cbe48d..3840019 100644 --- a/src/core/shader_program.c +++ b/src/core/shader_program.c | |||
| @@ -72,17 +72,23 @@ void gfx_deactivate_shader_program(const ShaderProgram* prog) { | |||
| 72 | ASSERT_GL; | 72 | ASSERT_GL; |
| 73 | } | 73 | } |
| 74 | 74 | ||
| 75 | static void set_texture_uniform( | 75 | static void set_int_uniform(GLuint prog, const char* name, int value) { |
| 76 | GLuint prog, const char* name, int texture_unit, const Texture* texture) { | ||
| 77 | assert(prog != 0); | 76 | assert(prog != 0); |
| 78 | assert(name); | 77 | assert(name); |
| 79 | assert(texture); | ||
| 80 | 78 | ||
| 81 | const GLint location = glGetUniformLocation(prog, name); | 79 | const GLint location = glGetUniformLocation(prog, name); |
| 82 | if (location >= 0) { | 80 | if (location >= 0) { |
| 83 | glActiveTexture(GL_TEXTURE0 + texture_unit); | 81 | glUniform1i(location, value); |
| 84 | glBindTexture(texture->target, texture->id); | 82 | } |
| 85 | glUniform1i(location, texture_unit); | 83 | } |
| 84 | |||
| 85 | static void set_float_uniform(GLuint prog, const char* name, float value) { | ||
| 86 | assert(prog != 0); | ||
| 87 | assert(name); | ||
| 88 | |||
| 89 | const GLint location = glGetUniformLocation(prog, name); | ||
| 90 | if (location >= 0) { | ||
| 91 | glUniform1f(location, value); | ||
| 86 | } | 92 | } |
| 87 | } | 93 | } |
| 88 | 94 | ||
| @@ -118,13 +124,17 @@ static void set_vec4_uniform(GLuint prog, const char* name, vec4 value) { | |||
| 118 | } | 124 | } |
| 119 | } | 125 | } |
| 120 | 126 | ||
| 121 | static void set_float_uniform(GLuint prog, const char* name, float value) { | 127 | static void set_texture_uniform( |
| 128 | GLuint prog, const char* name, int texture_unit, const Texture* texture) { | ||
| 122 | assert(prog != 0); | 129 | assert(prog != 0); |
| 123 | assert(name); | 130 | assert(name); |
| 131 | assert(texture); | ||
| 124 | 132 | ||
| 125 | const GLint location = glGetUniformLocation(prog, name); | 133 | const GLint location = glGetUniformLocation(prog, name); |
| 126 | if (location >= 0) { | 134 | if (location >= 0) { |
| 127 | glUniform1f(location, value); | 135 | glActiveTexture(GL_TEXTURE0 + texture_unit); |
| 136 | glBindTexture(texture->target, texture->id); | ||
| 137 | glUniform1i(location, texture_unit); | ||
| 128 | } | 138 | } |
| 129 | } | 139 | } |
| 130 | 140 | ||
| @@ -135,23 +145,30 @@ void gfx_apply_uniforms(const ShaderProgram* prog) { | |||
| 135 | for (int i = 0; i < prog->num_uniforms; ++i) { | 145 | for (int i = 0; i < prog->num_uniforms; ++i) { |
| 136 | const ShaderUniform* uniform = &prog->uniforms[i]; | 146 | const ShaderUniform* uniform = &prog->uniforms[i]; |
| 137 | switch (uniform->type) { | 147 | switch (uniform->type) { |
| 138 | case UniformTexture: | 148 | case UniformInt: |
| 139 | set_texture_uniform( | 149 | set_int_uniform(prog->id, uniform->name.str, uniform->value.uniform_int); |
| 140 | prog->id, uniform->name.str, next_texture_unit, | 150 | break; |
| 141 | uniform->value.texture); | 151 | case UniformFloat: |
| 142 | next_texture_unit++; | 152 | set_float_uniform( |
| 153 | prog->id, uniform->name.str, uniform->value.uniform_float); | ||
| 143 | break; | 154 | break; |
| 144 | case UniformMat4: | 155 | case UniformMat4: |
| 145 | set_mat4_uniform(prog->id, uniform->name.str, &uniform->value.mat4, 1); | 156 | set_mat4_uniform( |
| 157 | prog->id, uniform->name.str, &uniform->value.uniform_mat4, 1); | ||
| 146 | break; | 158 | break; |
| 147 | case UniformVec3: | 159 | case UniformVec3: |
| 148 | set_vec3_uniform(prog->id, uniform->name.str, uniform->value.vec3); | 160 | set_vec3_uniform( |
| 161 | prog->id, uniform->name.str, uniform->value.uniform_vec3); | ||
| 149 | break; | 162 | break; |
| 150 | case UniformVec4: | 163 | case UniformVec4: |
| 151 | set_vec4_uniform(prog->id, uniform->name.str, uniform->value.vec4); | 164 | set_vec4_uniform( |
| 165 | prog->id, uniform->name.str, uniform->value.uniform_vec4); | ||
| 152 | break; | 166 | break; |
| 153 | case UniformFloat: | 167 | case UniformTexture: |
| 154 | set_float_uniform(prog->id, uniform->name.str, uniform->value.scalar); | 168 | set_texture_uniform( |
| 169 | prog->id, uniform->name.str, next_texture_unit, | ||
| 170 | uniform->value.texture); | ||
| 171 | next_texture_unit++; | ||
| 155 | break; | 172 | break; |
| 156 | case UniformMat4Array: | 173 | case UniformMat4Array: |
| 157 | set_mat4_uniform( | 174 | set_mat4_uniform( |
| @@ -179,8 +196,9 @@ static ShaderUniform* get_or_allocate_uniform( | |||
| 179 | 196 | ||
| 180 | // Create the uniform if it does not exist. | 197 | // Create the uniform if it does not exist. |
| 181 | if (prog->num_uniforms == GFX_MAX_UNIFORMS_PER_SHADER) { | 198 | if (prog->num_uniforms == GFX_MAX_UNIFORMS_PER_SHADER) { |
| 182 | FAIL("Exceeded the maximum number of uniforms per shader. Please increase " | 199 | FAIL( |
| 183 | "this value."); | 200 | "Exceeded the maximum number of uniforms per shader. Please increase " |
| 201 | "this value."); | ||
| 184 | return 0; | 202 | return 0; |
| 185 | } | 203 | } |
| 186 | ShaderUniform* uniform = &prog->uniforms[prog->num_uniforms]; | 204 | ShaderUniform* uniform = &prog->uniforms[prog->num_uniforms]; |
| @@ -191,21 +209,67 @@ static ShaderUniform* get_or_allocate_uniform( | |||
| 191 | // The functions below save the value of a uniform in the shader program. If the | 209 | // The functions below save the value of a uniform in the shader program. If the |
| 192 | // uniform does not even exist, then there is no need to store the value. | 210 | // uniform does not even exist, then there is no need to store the value. |
| 193 | 211 | ||
| 194 | void gfx_set_texture_uniform( | 212 | void gfx_set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { |
| 195 | ShaderProgram* prog, const char* name, const Texture* texture) { | 213 | switch (uniform->type) { |
| 214 | case UniformInt: | ||
| 215 | gfx_set_int_uniform(prog, uniform->name.str, uniform->value.uniform_int); | ||
| 216 | break; | ||
| 217 | case UniformFloat: | ||
| 218 | gfx_set_float_uniform( | ||
| 219 | prog, uniform->name.str, uniform->value.uniform_float); | ||
| 220 | break; | ||
| 221 | case UniformMat4: | ||
| 222 | gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.uniform_mat4); | ||
| 223 | break; | ||
| 224 | case UniformVec3: | ||
| 225 | gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.uniform_vec3); | ||
| 226 | break; | ||
| 227 | case UniformVec4: | ||
| 228 | gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.uniform_vec4); | ||
| 229 | break; | ||
| 230 | case UniformTexture: | ||
| 231 | gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); | ||
| 232 | break; | ||
| 233 | case UniformMat4Array: | ||
| 234 | gfx_set_mat4_array_uniform( | ||
| 235 | prog, uniform->name.str, uniform->value.array.values, | ||
| 236 | uniform->value.array.count); | ||
| 237 | break; | ||
| 238 | } | ||
| 239 | } | ||
| 240 | |||
| 241 | void gfx_set_int_uniform(ShaderProgram* prog, const char* name, int value) { | ||
| 196 | assert(prog); | 242 | assert(prog); |
| 197 | assert(name); | 243 | assert(name); |
| 198 | assert(texture); | ||
| 199 | 244 | ||
| 245 | // No need to store the uniform on our side if it does not exist in the | ||
| 246 | // program. | ||
| 200 | const GLint location = glGetUniformLocation(prog->id, name); | 247 | const GLint location = glGetUniformLocation(prog->id, name); |
| 201 | if (location < 0) { | 248 | if (location < 0) { |
| 202 | return; | 249 | return; |
| 203 | } | 250 | } |
| 204 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 251 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 205 | assert(uniform); | 252 | assert(uniform); |
| 206 | uniform->name = sstring_make(name); | 253 | uniform->name = sstring_make(name); |
| 207 | uniform->type = UniformTexture; | 254 | uniform->type = UniformInt; |
| 208 | uniform->value.texture = texture; | 255 | uniform->value.uniform_int = value; |
| 256 | } | ||
| 257 | |||
| 258 | void gfx_set_float_uniform(ShaderProgram* prog, const char* name, float value) { | ||
| 259 | assert(prog); | ||
| 260 | assert(name); | ||
| 261 | |||
| 262 | // No need to store the uniform on our side if it does not exist in the | ||
| 263 | // program. | ||
| 264 | const GLint location = glGetUniformLocation(prog->id, name); | ||
| 265 | if (location < 0) { | ||
| 266 | return; | ||
| 267 | } | ||
| 268 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | ||
| 269 | assert(uniform); | ||
| 270 | uniform->name = sstring_make(name); | ||
| 271 | uniform->type = UniformFloat; | ||
| 272 | uniform->value.uniform_float = value; | ||
| 209 | } | 273 | } |
| 210 | 274 | ||
| 211 | void gfx_set_mat4_uniform( | 275 | void gfx_set_mat4_uniform( |
| @@ -220,9 +284,9 @@ void gfx_set_mat4_uniform( | |||
| 220 | } | 284 | } |
| 221 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 285 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 222 | assert(uniform); | 286 | assert(uniform); |
| 223 | uniform->name = sstring_make(name); | 287 | uniform->name = sstring_make(name); |
| 224 | uniform->type = UniformMat4; | 288 | uniform->type = UniformMat4; |
| 225 | uniform->value.mat4 = *mat; | 289 | uniform->value.uniform_mat4 = *mat; |
| 226 | } | 290 | } |
| 227 | 291 | ||
| 228 | void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { | 292 | void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { |
| @@ -235,9 +299,9 @@ void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { | |||
| 235 | } | 299 | } |
| 236 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 300 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 237 | assert(uniform); | 301 | assert(uniform); |
| 238 | uniform->name = sstring_make(name); | 302 | uniform->name = sstring_make(name); |
| 239 | uniform->type = UniformVec3; | 303 | uniform->type = UniformVec3; |
| 240 | uniform->value.vec3 = value; | 304 | uniform->value.uniform_vec3 = value; |
| 241 | } | 305 | } |
| 242 | 306 | ||
| 243 | void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { | 307 | void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { |
| @@ -250,26 +314,26 @@ void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { | |||
| 250 | } | 314 | } |
| 251 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 315 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 252 | assert(uniform); | 316 | assert(uniform); |
| 253 | uniform->name = sstring_make(name); | 317 | uniform->name = sstring_make(name); |
| 254 | uniform->type = UniformVec4; | 318 | uniform->type = UniformVec4; |
| 255 | uniform->value.vec4 = value; | 319 | uniform->value.uniform_vec4 = value; |
| 256 | } | 320 | } |
| 257 | 321 | ||
| 258 | void gfx_set_float_uniform(ShaderProgram* prog, const char* name, float value) { | 322 | void gfx_set_texture_uniform( |
| 323 | ShaderProgram* prog, const char* name, const Texture* texture) { | ||
| 259 | assert(prog); | 324 | assert(prog); |
| 260 | assert(name); | 325 | assert(name); |
| 326 | assert(texture); | ||
| 261 | 327 | ||
| 262 | // No need to store the uniform on our side if it does not exist in the | ||
| 263 | // program. | ||
| 264 | const GLint location = glGetUniformLocation(prog->id, name); | 328 | const GLint location = glGetUniformLocation(prog->id, name); |
| 265 | if (location < 0) { | 329 | if (location < 0) { |
| 266 | return; | 330 | return; |
| 267 | } | 331 | } |
| 268 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); | 332 | ShaderUniform* uniform = get_or_allocate_uniform(prog, name); |
| 269 | assert(uniform); | 333 | assert(uniform); |
| 270 | uniform->name = sstring_make(name); | 334 | uniform->name = sstring_make(name); |
| 271 | uniform->type = UniformFloat; | 335 | uniform->type = UniformTexture; |
| 272 | uniform->value.scalar = value; | 336 | uniform->value.texture = texture; |
| 273 | } | 337 | } |
| 274 | 338 | ||
| 275 | void gfx_set_mat4_array_uniform( | 339 | void gfx_set_mat4_array_uniform( |
| @@ -277,7 +341,7 @@ void gfx_set_mat4_array_uniform( | |||
| 277 | assert(prog); | 341 | assert(prog); |
| 278 | assert(name); | 342 | assert(name); |
| 279 | assert(mats); | 343 | assert(mats); |
| 280 | 344 | ||
| 281 | const GLint location = glGetUniformLocation(prog->id, name); | 345 | const GLint location = glGetUniformLocation(prog->id, name); |
| 282 | if (location < 0) { | 346 | if (location < 0) { |
| 283 | return; | 347 | return; |
