cOMS/gpuapi/opengl/ShaderUtils.h

459 lines
13 KiB
C++

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_GPUAPI_OPENGL_SHADER_UTILS_H
#define TOS_GPUAPI_OPENGL_SHADER_UTILS_H
#include "../../stdlib/Types.h"
#include "../../memory/RingMemory.h"
#include "../../log/Log.h"
#include "../../object/Vertex.h"
#include "Shader.h"
#include "Opengl.h"
#include "../ShaderType.h"
#include "../GpuAttributeType.h"
struct OpenglVertexInputAttributeDescription {
uint32 location;
uint32 count;
int32 format;
int32 stride;
void* offset;
};
int32 shader_type_index(ShaderType type)
{
switch (type) {
case SHADER_TYPE_VERTEX:
return GL_VERTEX_SHADER;
case SHADER_TYPE_FRAGMENT:
return GL_FRAGMENT_SHADER;
default:
UNREACHABLE();
}
}
// Set value based on uniform location
inline
void shader_set_value(uint32 location, bool value)
{
glUniform1i(location, (int32) value);
}
inline
void shader_set_value(uint32 location, int32 value)
{
glUniform1i(location, value);
}
inline
void shader_set_value(uint32 location, f32 value)
{
glUniform1f(location, value);
}
inline
void shader_set_v2(uint32 location, const f32* value)
{
glUniform2fv(location, 1, value);
}
inline
void shader_set_v3(uint32 location, const f32* value)
{
glUniform3fv(location, 1, value);
}
inline
void shader_set_v4(uint32 location, const f32* value)
{
glUniform4fv(location, 1, value);
}
inline
void shader_set_m2(uint32 location, const f32* value)
{
glUniformMatrix2fv(location, 1, GL_FALSE, value);
}
inline
void shader_set_m3(uint32 location, const f32* value)
{
glUniformMatrix3fv(location, 1, GL_FALSE, value);
}
inline
void shader_set_m4(uint32 location, const f32* value)
{
glUniformMatrix4fv(location, 1, GL_FALSE, value);
}
inline
uint32 shader_get_attrib_location(uint32 id, const char* name)
{
// By using this you can retreive the shader variable name at a point where and when you know it
// BUT set values later on in generalized functions without knowing the shader variable name
// Basically like pointers
return glGetAttribLocation(id, name);
}
inline
void shader_check_link_errors(uint32 id, char* log)
{
GLint success;
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id, 1024, NULL, log);
}
}
inline
void shader_check_compile_errors(uint32 id, char* log)
{
GLint success;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(id, 1024, NULL, log);
}
}
int32 shader_program_optimize(const char* input, char* output)
{
const char* read_ptr = input;
char* write_ptr = output;
bool in_string = false;
while (*read_ptr) {
// Remove leading whitespace
while (*read_ptr == ' ' || *read_ptr == '\t' || is_eol(read_ptr)) {
++read_ptr;
}
if (write_ptr != output
&& *(write_ptr - 1) != '\n' && *(write_ptr - 1) != ';' && *(write_ptr - 1) != '{'
&& *(write_ptr - 1) != '('
&& *(write_ptr - 1) != ','
) {
*write_ptr++ = '\n';
}
// Handle single-line comments (//)
if (*read_ptr == '/' && *(read_ptr + 1) == '/' && !in_string) {
// Go to end of line
while (*read_ptr && *read_ptr != '\n') {
++read_ptr;
}
continue;
}
// Handle multi-line comments (/* */)
if (*read_ptr == '/' && *(read_ptr + 1) == '*' && !in_string) {
// Go to end of comment
while (*read_ptr && (*read_ptr != '*' || *(read_ptr + 1) != '/')) {
++read_ptr;
}
if (*read_ptr == '*' && *(read_ptr + 1) == '/') {
read_ptr += 2;
}
continue;
}
// Handle strings to avoid removing content within them
if (*read_ptr == '"') {
in_string = !in_string;
}
// Copy valid characters to write_ptr
while (*read_ptr && !is_eol(read_ptr) && *read_ptr != '"'
&& !(*read_ptr == '/' && (*(read_ptr + 1) == '/' || *(read_ptr + 1) == '*'))
) {
if (!in_string
&& (*read_ptr == '*' || *read_ptr == '/' || *read_ptr == '=' || *read_ptr == '+' || *read_ptr == '-' || *read_ptr == '%'
|| *read_ptr == '(' || *read_ptr == ')'
|| *read_ptr == '{' || *read_ptr == '}'
|| *read_ptr == ',' || *read_ptr == '?' || *read_ptr == ':' || *read_ptr == ';'
|| *read_ptr == '&' || *read_ptr == '|'
|| *read_ptr == '>' || *read_ptr == '<'
)
) {
if (is_whitespace(*(write_ptr - 1)) || *(write_ptr - 1) == '\n') {
--write_ptr;
}
*write_ptr++ = *read_ptr++;
if (*read_ptr && is_whitespace(*read_ptr)) {
++read_ptr;
}
} else {
*write_ptr++ = *read_ptr++;
}
}
}
*write_ptr = '\0';
// -1 to remove \0 from length, same as strlen
return (int32) (write_ptr - output);
}
GLuint shader_make(GLenum type, const char* source, RingMemory* ring)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (GLchar **) &source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
#if DEBUG || INTERNAL
if (status == GL_FALSE) {
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
GLchar* info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
glGetShaderInfoLog(shader, length, NULL, info);
LOG_1(info);
ASSERT_SIMPLE(false);
}
#endif
return shader;
}
inline
int32 program_get_size(uint32 program)
{
int32 size;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &size);
return size;
}
GLuint pipeline_make(
GLuint vertex_shader,
GLuint fragment_shader,
GLint geometry_shader,
RingMemory* ring
) {
GLuint program = glCreateProgram();
if (geometry_shader > -1) {
glAttachShader(program, geometry_shader);
}
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glProgramParameteri(program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
#if DEBUG || INTERNAL
if (status == GL_FALSE) {
GLint length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
glGetProgramInfoLog(program, length, NULL, info);
LOG_1(info);
ASSERT_SIMPLE(false);
}
#endif
// @question really?
if (geometry_shader > -1) {
glDetachShader(program, geometry_shader);
}
glDetachShader(program, vertex_shader);
glDetachShader(program, fragment_shader);
// @question really?
if (geometry_shader > -1) {
glDeleteShader(geometry_shader);
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
// @question Depending on how the different gpu apis work we may want to pass Shader* to have a uniform structure
inline
void pipeline_use(uint32 id)
{
glUseProgram(id);
}
inline
void gpuapi_attribute_setup(GpuAttributeType type, const OpenglVertexInputAttributeDescription* attr)
{
int32 length = gpuapi_attribute_count(type);
for (int32 i = 0; i < length; ++i) {
if (attr[i].format == GL_INT) {
glVertexAttribIPointer(attr[i].location, attr[i].count, attr[i].format, attr[i].stride, attr[i].offset);
} else {
glVertexAttribPointer(attr[i].location, attr[i].count, attr[i].format, false, attr[i].stride, attr[i].offset);
}
glEnableVertexAttribArray(attr[i].location);
}
}
constexpr
void gpuapi_attribute_info_create(GpuAttributeType type, OpenglVertexInputAttributeDescription* attr)
{
switch (type) {
case GPU_ATTRIBUTE_TYPE_VERTEX_3D: {
attr[0] = {
.location = 0,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3D),
.offset = (void *) offsetof(Vertex3DTextureColor, position)
};
attr[1] = {
.location = 1,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3D),
.offset = (void *) offsetof(Vertex3D, normal)
};
attr[2] = {
.location = 2,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex3D),
.offset = (void *) offsetof(Vertex3D, tex_coord)
};
attr[3] = {
.location = 3,
.count = 4,
.format = GL_FLOAT,
.stride = sizeof(Vertex3D),
.offset = (void *) offsetof(Vertex3D, color)
};
} return;
case GPU_ATTRIBUTE_TYPE_VERTEX_3D_NORMAL: {
attr[0] = {
.location = 0,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DNormal),
.offset = (void *) offsetof(Vertex3DNormal, position)
};
attr[1] = {
.location = 1,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DNormal),
.offset = (void *) offsetof(Vertex3DNormal, normal)
};
} return;
case GPU_ATTRIBUTE_TYPE_VERTEX_3D_COLOR: {
attr[0] = {
.location = 0,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DColor),
.offset = (void *) offsetof(Vertex3DColor, position)
};
attr[1] = {
.location = 1,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DColor),
.offset = (void *) offsetof(Vertex3DColor, color)
};
} return;
case GPU_ATTRIBUTE_TYPE_VERTEX_3D_TEXTURE_COLOR: {
attr[0] = {
.location = 0,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DTextureColor),
.offset = (void *) offsetof(Vertex3DTextureColor, position)
};
attr[1] = {
.location = 1,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DTextureColor),
.offset = (void *) offsetof(Vertex3DTextureColor, texture_color)
};
} return;
case GPU_ATTRIBUTE_TYPE_VERTEX_3D_SAMPLER_TEXTURE_COLOR: {
attr[0] = {
.location = 0,
.count = 3,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DSamplerTextureColor),
.offset = (void *) offsetof(Vertex3DSamplerTextureColor, position)
};
attr[1] = {
.location = 1,
.count = 1,
.format = GL_INT,
.stride = sizeof(Vertex3DSamplerTextureColor),
.offset = (void *) offsetof(Vertex3DSamplerTextureColor, sampler)
};
attr[2] = {
.location = 2,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex3DSamplerTextureColor),
.offset = (void *) offsetof(Vertex3DSamplerTextureColor, texture_color)
};
} return;
case GPU_ATTRIBUTE_TYPE_VERTEX_2D_TEXTURE: {
attr[0] = {
.location = 0,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex2DTexture),
.offset = (void *) offsetof(Vertex2DTexture, position)
};
attr[1] = {
.location = 1,
.count = 2,
.format = GL_FLOAT,
.stride = sizeof(Vertex2DTexture),
.offset = (void *) offsetof(Vertex2DTexture, tex_coord)
};
} return;
default:
UNREACHABLE();
};
}
void gpuapi_descriptor_set_layout_create(Shader* shader, const OpenglDescriptorSetLayoutBinding* bindings, int32 binding_length) {
for (int32 i = 0; i < binding_length; ++i) {
shader->descriptor_set_layout[i].binding = glGetUniformLocation(shader->id, bindings[i].name);
shader->descriptor_set_layout[i].name = bindings[i].name;
}
}
#endif