aboutsummaryrefslogtreecommitdiff
path: root/src/core
diff options
context:
space:
mode:
Diffstat (limited to 'src/core')
-rw-r--r--src/core/geometry.c73
-rw-r--r--src/core/shader_program.c148
2 files changed, 140 insertions, 81 deletions
diff --git a/src/core/geometry.c b/src/core/geometry.c
index cfc749f..488dc23 100644
--- a/src/core/geometry.c
+++ b/src/core/geometry.c
@@ -12,7 +12,7 @@
12/// 12///
13/// Note that views are allowed to have no data, in which case a buffer of the 13/// Note that views are allowed to have no data, in which case a buffer of the
14/// specified size is created. 14/// specified size is created.
15#define view_is_populated(BUFFER_VIEW) (BUFFER_VIEW.size_bytes > 0) 15#define view_is_populated(BUFFER_VIEW) (BUFFER_VIEW.count > 0)
16 16
17static GLenum primitive_type_to_gl(PrimitiveType type) { 17static GLenum primitive_type_to_gl(PrimitiveType type) {
18 switch (type) { 18 switch (type) {
@@ -34,30 +34,25 @@ void init_view_buffer(
34 BufferUsage buffer_usage) { 34 BufferUsage buffer_usage) {
35 if (!view->buffer) { 35 if (!view->buffer) {
36 view->buffer = gfx_make_buffer( 36 view->buffer = gfx_make_buffer(
37 gfxcore, 37 gfxcore, &(BufferDesc){.usage = buffer_usage,
38 &(BufferDesc){ 38 .type = buffer_type,
39 .usage = buffer_usage, 39 .data.data = view->data,
40 .type = buffer_type, 40 .data.count = view->count});
41 .data.data = view->data, 41 assert(view->buffer);
42 .data.count = view->size_bytes /
43 gfx_get_buffer_type_size_bytes(buffer_type)});
44 } 42 }
45 assert(view->size_bytes <= view->buffer->size_bytes);
46} 43}
47 44
48/// Configure the buffer in teh VAO. 45/// Configure the buffer in the VAO.
49static void configure_buffer( 46static void configure_buffer(
50 GfxCore* gfxcore, const GeometryDesc* desc, BufferView* view, 47 GfxCore* gfxcore, const GeometryDesc* desc, BufferView* view,
51 size_t num_components, size_t component_size_bytes, GLenum component_type, 48 size_t num_components, GLenum component_type, GLboolean normalized,
52 GLboolean normalized, GLuint channel) { 49 GLuint channel) {
53 assert(gfxcore); 50 assert(gfxcore);
54 assert(desc); 51 assert(desc);
55 assert(view); 52 assert(view);
56 assert(view->buffer); 53 assert(view->buffer);
57 assert( 54 assert(view->count == desc->num_verts);
58 desc->num_verts <= 55 assert((view->offset_bytes + view->size_bytes) <= view->buffer->size_bytes);
59 view->size_bytes / (num_components * component_size_bytes));
60 assert(view->size_bytes <= view->buffer->size_bytes);
61 56
62 glBindBuffer(GL_ARRAY_BUFFER, view->buffer->vbo); 57 glBindBuffer(GL_ARRAY_BUFFER, view->buffer->vbo);
63 glEnableVertexAttribArray(channel); 58 glEnableVertexAttribArray(channel);
@@ -89,8 +84,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
89 return false; 84 return false;
90 } 85 }
91 configure_buffer( 86 configure_buffer(
92 gfxcore, desc, (BufferView*)&desc->positions3d, 3, sizeof(float), 87 gfxcore, desc, (BufferView*)&desc->positions3d, 3, GL_FLOAT, GL_FALSE,
93 GL_FLOAT, GL_FALSE, GFX_POSITION_CHANNEL); 88 GFX_POSITION_CHANNEL);
94 } else if (view_is_populated(desc->positions2d)) { 89 } else if (view_is_populated(desc->positions2d)) {
95 init_view_buffer( 90 init_view_buffer(
96 gfxcore, (BufferView*)&desc->positions2d, Buffer2d, desc->buffer_usage); 91 gfxcore, (BufferView*)&desc->positions2d, Buffer2d, desc->buffer_usage);
@@ -98,8 +93,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
98 return false; 93 return false;
99 } 94 }
100 configure_buffer( 95 configure_buffer(
101 gfxcore, desc, (BufferView*)&desc->positions2d, 2, sizeof(float), 96 gfxcore, desc, (BufferView*)&desc->positions2d, 2, GL_FLOAT, GL_FALSE,
102 GL_FLOAT, GL_FALSE, GFX_POSITION_CHANNEL); 97 GFX_POSITION_CHANNEL);
103 } 98 }
104 if (view_is_populated(desc->normals)) { 99 if (view_is_populated(desc->normals)) {
105 init_view_buffer( 100 init_view_buffer(
@@ -108,8 +103,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
108 return false; 103 return false;
109 } 104 }
110 configure_buffer( 105 configure_buffer(
111 gfxcore, desc, (BufferView*)&desc->normals, 3, sizeof(float), GL_FLOAT, 106 gfxcore, desc, (BufferView*)&desc->normals, 3, GL_FLOAT, GL_FALSE,
112 GL_FALSE, GFX_NORMAL_CHANNEL); 107 GFX_NORMAL_CHANNEL);
113 } 108 }
114 if (view_is_populated(desc->tangents)) { 109 if (view_is_populated(desc->tangents)) {
115 init_view_buffer( 110 init_view_buffer(
@@ -118,8 +113,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
118 return false; 113 return false;
119 } 114 }
120 configure_buffer( 115 configure_buffer(
121 gfxcore, desc, (BufferView*)&desc->tangents, 4, sizeof(float), GL_FLOAT, 116 gfxcore, desc, (BufferView*)&desc->tangents, 4, GL_FLOAT, GL_FALSE,
122 GL_FALSE, GFX_TANGENT_CHANNEL); 117 GFX_TANGENT_CHANNEL);
123 } 118 }
124 if (view_is_populated(desc->texcoords)) { 119 if (view_is_populated(desc->texcoords)) {
125 init_view_buffer( 120 init_view_buffer(
@@ -128,8 +123,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
128 return false; 123 return false;
129 } 124 }
130 configure_buffer( 125 configure_buffer(
131 gfxcore, desc, (BufferView*)&desc->texcoords, 2, sizeof(float), 126 gfxcore, desc, (BufferView*)&desc->texcoords, 2, GL_FLOAT, GL_FALSE,
132 GL_FLOAT, GL_FALSE, GFX_TEXCOORDS_CHANNEL); 127 GFX_TEXCOORDS_CHANNEL);
133 } 128 }
134 if (view_is_populated(desc->joints.u8)) { 129 if (view_is_populated(desc->joints.u8)) {
135 init_view_buffer( 130 init_view_buffer(
@@ -138,8 +133,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
138 return false; 133 return false;
139 } 134 }
140 configure_buffer( 135 configure_buffer(
141 gfxcore, desc, (BufferView*)&desc->joints.u8, 4, sizeof(uint8_t), 136 gfxcore, desc, (BufferView*)&desc->joints.u8, 4, GL_UNSIGNED_BYTE,
142 GL_UNSIGNED_BYTE, GL_FALSE, GFX_JOINTS_CHANNEL); 137 GL_FALSE, GFX_JOINTS_CHANNEL);
143 } else if (view_is_populated(desc->joints.u16)) { 138 } else if (view_is_populated(desc->joints.u16)) {
144 init_view_buffer( 139 init_view_buffer(
145 gfxcore, (BufferView*)&desc->joints.u16, BufferU16, desc->buffer_usage); 140 gfxcore, (BufferView*)&desc->joints.u16, BufferU16, desc->buffer_usage);
@@ -147,8 +142,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
147 return false; 142 return false;
148 } 143 }
149 configure_buffer( 144 configure_buffer(
150 gfxcore, desc, (BufferView*)&desc->joints.u16, 4, sizeof(uint16_t), 145 gfxcore, desc, (BufferView*)&desc->joints.u16, 4, GL_UNSIGNED_SHORT,
151 GL_UNSIGNED_SHORT, GL_FALSE, GFX_JOINTS_CHANNEL); 146 GL_FALSE, GFX_JOINTS_CHANNEL);
152 } 147 }
153 148
154 // If weights are given as unsigned integers, then they are normalized 149 // If weights are given as unsigned integers, then they are normalized
@@ -160,8 +155,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
160 return false; 155 return false;
161 } 156 }
162 configure_buffer( 157 configure_buffer(
163 gfxcore, desc, (BufferView*)&desc->weights.u8, 4, sizeof(uint8_t), 158 gfxcore, desc, (BufferView*)&desc->weights.u8, 4, GL_UNSIGNED_BYTE,
164 GL_UNSIGNED_BYTE, GL_TRUE, GFX_WEIGHTS_CHANNEL); 159 GL_TRUE, GFX_WEIGHTS_CHANNEL);
165 } else if (view_is_populated(desc->weights.u16)) { 160 } else if (view_is_populated(desc->weights.u16)) {
166 init_view_buffer( 161 init_view_buffer(
167 gfxcore, (BufferView*)&desc->weights.u16, BufferU16, 162 gfxcore, (BufferView*)&desc->weights.u16, BufferU16,
@@ -170,8 +165,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
170 return false; 165 return false;
171 } 166 }
172 configure_buffer( 167 configure_buffer(
173 gfxcore, desc, (BufferView*)&desc->weights.u16, 4, sizeof(uint16_t), 168 gfxcore, desc, (BufferView*)&desc->weights.u16, 4, GL_UNSIGNED_SHORT,
174 GL_UNSIGNED_SHORT, GL_TRUE, GFX_WEIGHTS_CHANNEL); 169 GL_TRUE, GFX_WEIGHTS_CHANNEL);
175 } else if (view_is_populated(desc->weights.floats)) { 170 } else if (view_is_populated(desc->weights.floats)) {
176 init_view_buffer( 171 init_view_buffer(
177 gfxcore, (BufferView*)&desc->weights.floats, BufferFloat, 172 gfxcore, (BufferView*)&desc->weights.floats, BufferFloat,
@@ -180,8 +175,8 @@ static bool configure_vertex_attributes(GfxCore* gfxcore, GeometryDesc* desc) {
180 return false; 175 return false;
181 } 176 }
182 configure_buffer( 177 configure_buffer(
183 gfxcore, desc, (BufferView*)&desc->weights.floats, 4, sizeof(float), 178 gfxcore, desc, (BufferView*)&desc->weights.floats, 4, GL_FLOAT,
184 GL_FLOAT, GL_FALSE, GFX_WEIGHTS_CHANNEL); 179 GL_FALSE, GFX_WEIGHTS_CHANNEL);
185 } 180 }
186 181
187 return true; 182 return true;
@@ -282,9 +277,9 @@ void gfx_update_geometry(Geometry* geometry, const GeometryDesc* desc) {
282 assert(geometry->desc.positions3d.buffer); 277 assert(geometry->desc.positions3d.buffer);
283 gfx_update_buffer( 278 gfx_update_buffer(
284 geometry->desc.positions3d.buffer, 279 geometry->desc.positions3d.buffer,
285 &(BufferDataDesc){ 280 &(BufferDataDesc){.vec3s = desc->positions3d.data,
286 .vec3s = desc->positions3d.data, 281 .count =
287 .count = desc->positions3d.size_bytes / sizeof(vec3)}); 282 desc->positions3d.size_bytes / sizeof(vec3)});
288 } 283 }
289 // TODO: more 284 // TODO: more
290 else { 285 else {
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
75static void set_texture_uniform( 75static 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
85static 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
121static void set_float_uniform(GLuint prog, const char* name, float value) { 127static 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
194void gfx_set_texture_uniform( 212void 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
241void 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
258void 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
211void gfx_set_mat4_uniform( 275void 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
228void gfx_set_vec3_uniform(ShaderProgram* prog, const char* name, vec3 value) { 292void 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
243void gfx_set_vec4_uniform(ShaderProgram* prog, const char* name, vec4 value) { 307void 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
258void gfx_set_float_uniform(ShaderProgram* prog, const char* name, float value) { 322void 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
275void gfx_set_mat4_array_uniform( 339void 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;