diff options
Diffstat (limited to 'src/core')
| -rw-r--r-- | src/core/core.c | 36 | ||||
| -rw-r--r-- | src/core/core_impl.h | 8 | ||||
| -rw-r--r-- | src/core/geometry.c | 73 | ||||
| -rw-r--r-- | src/core/shader_program.c | 148 |
4 files changed, 165 insertions, 100 deletions
diff --git a/src/core/core.c b/src/core/core.c index e1671ea..9c04cc7 100644 --- a/src/core/core.c +++ b/src/core/core.c | |||
| @@ -3,6 +3,7 @@ | |||
| 3 | #include "gl_util.h" | 3 | #include "gl_util.h" |
| 4 | 4 | ||
| 5 | // #include <log/log.h> | 5 | // #include <log/log.h> |
| 6 | #include <fnv1a.h> | ||
| 6 | 7 | ||
| 7 | #include <assert.h> | 8 | #include <assert.h> |
| 8 | 9 | ||
| @@ -282,26 +283,29 @@ void gfx_destroy_framebuffer(GfxCore* gfxcore, FrameBuffer** framebuffer) { | |||
| 282 | // Shaders. | 283 | // Shaders. |
| 283 | // ----------------------------------------------------------------------------- | 284 | // ----------------------------------------------------------------------------- |
| 284 | 285 | ||
| 285 | static uint64_t hash_shader_desc(const ShaderDesc* desc) { | 286 | static hash_t hash_shader_desc(const ShaderDesc* desc) { |
| 286 | assert(desc); | 287 | assert(desc); |
| 287 | // Note that defines may affect shader permutations, so we need to hash those | 288 | // Defines may affect shader permutations, so we need to hash those as well. |
| 288 | // as well. | 289 | hash_t hash = fnv1a32_begin(); |
| 289 | uint64_t hash = 0; | 290 | hash = fnv1a32_update(hash, desc->code, strlen(desc->code)); |
| 290 | for (size_t i = 0; i < desc->num_defines; ++i) { | 291 | for (size_t i = 0; i < desc->num_defines; ++i) { |
| 291 | const ShaderCompilerDefine* define = &desc->defines[i]; | 292 | const ShaderCompilerDefine* define = &desc->defines[i]; |
| 292 | hash = (((hash << 13) + sstring_hash(define->name)) << 7) + | 293 | |
| 293 | sstring_hash(define->value); | 294 | hash = fnv1a32_update( |
| 295 | hash, sstring_cstr(&define->name), sstring_length(&define->name)); | ||
| 296 | hash = fnv1a32_update( | ||
| 297 | hash, sstring_cstr(&define->value), sstring_length(&define->value)); | ||
| 294 | } | 298 | } |
| 295 | return (hash << 17) + cstring_hash(desc->code); | 299 | return hash; |
| 296 | } | 300 | } |
| 297 | 301 | ||
| 298 | static uint64_t hash_program_desc(const ShaderProgramDesc* desc) { | 302 | static hash_t hash_program_desc(const ShaderProgramDesc* desc) { |
| 299 | assert(desc); | 303 | assert(desc); |
| 300 | return ((uint64_t)desc->vertex_shader->id << 32) | | 304 | return ((hash_t)desc->vertex_shader->id << 16) | |
| 301 | (uint64_t)desc->fragment_shader->id; | 305 | (hash_t)desc->fragment_shader->id; |
| 302 | } | 306 | } |
| 303 | 307 | ||
| 304 | static Shader* find_cached_shader(ShaderCache* cache, uint64_t hash) { | 308 | static Shader* find_cached_shader(ShaderCache* cache, hash_t hash) { |
| 305 | assert(cache); | 309 | assert(cache); |
| 306 | mempool_foreach(cache, entry, { | 310 | mempool_foreach(cache, entry, { |
| 307 | if (entry->hash == hash) { | 311 | if (entry->hash == hash) { |
| @@ -311,7 +315,7 @@ static Shader* find_cached_shader(ShaderCache* cache, uint64_t hash) { | |||
| 311 | return 0; | 315 | return 0; |
| 312 | } | 316 | } |
| 313 | 317 | ||
| 314 | static ShaderProgram* find_cached_program(ProgramCache* cache, uint64_t hash) { | 318 | static ShaderProgram* find_cached_program(ProgramCache* cache, hash_t hash) { |
| 315 | assert(cache); | 319 | assert(cache); |
| 316 | mempool_foreach(cache, entry, { | 320 | mempool_foreach(cache, entry, { |
| 317 | if (entry->hash == hash) { | 321 | if (entry->hash == hash) { |
| @@ -350,9 +354,9 @@ Shader* gfx_make_shader(GfxCore* gfxcore, const ShaderDesc* desc) { | |||
| 350 | assert(desc); | 354 | assert(desc); |
| 351 | 355 | ||
| 352 | // Check the shader cache first. | 356 | // Check the shader cache first. |
| 353 | ShaderCache* cache = &gfxcore->shader_cache; | 357 | ShaderCache* cache = &gfxcore->shader_cache; |
| 354 | const uint64_t hash = hash_shader_desc(desc); | 358 | const hash_t hash = hash_shader_desc(desc); |
| 355 | Shader* shader = find_cached_shader(cache, hash); | 359 | Shader* shader = find_cached_shader(cache, hash); |
| 356 | if (shader) { | 360 | if (shader) { |
| 357 | // LOGD("Found cached shader with hash [%lx]", hash); | 361 | // LOGD("Found cached shader with hash [%lx]", hash); |
| 358 | return shader; | 362 | return shader; |
| @@ -395,7 +399,7 @@ ShaderProgram* gfx_make_shader_program( | |||
| 395 | 399 | ||
| 396 | // Check the shader program cache first. | 400 | // Check the shader program cache first. |
| 397 | ProgramCache* cache = &gfxcore->program_cache; | 401 | ProgramCache* cache = &gfxcore->program_cache; |
| 398 | const uint64_t hash = hash_program_desc(desc); | 402 | const hash_t hash = hash_program_desc(desc); |
| 399 | ShaderProgram* prog = find_cached_program(cache, hash); | 403 | ShaderProgram* prog = find_cached_program(cache, hash); |
| 400 | if (prog) { | 404 | if (prog) { |
| 401 | // LOGD("Found cached shader program with hash [%lx]", hash); | 405 | // LOGD("Found cached shader program with hash [%lx]", hash); |
diff --git a/src/core/core_impl.h b/src/core/core_impl.h index eefdfbe..320532d 100644 --- a/src/core/core_impl.h +++ b/src/core/core_impl.h | |||
| @@ -15,16 +15,18 @@ | |||
| 15 | 15 | ||
| 16 | #include <stdint.h> | 16 | #include <stdint.h> |
| 17 | 17 | ||
| 18 | typedef uint32_t hash_t; | ||
| 19 | |||
| 18 | // TODO: Make a generic (hash, void*) structure and define functions over it. | 20 | // TODO: Make a generic (hash, void*) structure and define functions over it. |
| 19 | // Then define a macro that defines type-safe macros given the type of the | 21 | // Then define a macro that defines type-safe macros given the type of the |
| 20 | // entry. | 22 | // entry. |
| 21 | typedef struct ShaderCacheEntry { | 23 | typedef struct ShaderCacheEntry { |
| 22 | uint64_t hash; | 24 | hash_t hash; |
| 23 | Shader* shader; | 25 | Shader* shader; |
| 24 | } ShaderCacheEntry; | 26 | } ShaderCacheEntry; |
| 25 | 27 | ||
| 26 | typedef struct ShaderProgramCacheEntry { | 28 | typedef struct ShaderProgramCacheEntry { |
| 27 | uint64_t hash; | 29 | hash_t hash; |
| 28 | ShaderProgram* program; | 30 | ShaderProgram* program; |
| 29 | } ShaderProgramCacheEntry; | 31 | } ShaderProgramCacheEntry; |
| 30 | 32 | ||
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 | ||
| 17 | static GLenum primitive_type_to_gl(PrimitiveType type) { | 17 | static 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. |
| 49 | static void configure_buffer( | 46 | static 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 | ||
| 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; |
