split shader compilation to dedicated function

This commit is contained in:
Nickiel12 2024-10-08 11:54:24 -07:00
parent c9d750f583
commit 5fad1822d0

View file

@ -8,47 +8,6 @@ const gl = @cImport({
@cInclude("GLFW/glfw3.h");
});
const vertexShaderSource: [*c]const u8 =
\\ #version 460 core
\\ layout (location = 0) in vec3 aPos;
\\ layout (location = 1) in vec3 aColor;
\\ out vec2 vertexColor;
\\
\\ void main() {
\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
\\ vertexColor = vec2(aColor.x, aColor.y);
\\ }
;
const fragementShaderSource: [*c]const u8 =
\\ #version 330 core
\\ out vec4 FragColor;
\\
\\ uniform float zed_c;
\\ in vec2 vertexColor;
\\ void main() {
\\ FragColor = vec4(vertexColor.x, vertexColor.y, zed_c, 1.0f);
\\ }
;
const rectShaderSource: [*c]const u8 =
\\ #version 460 core
\\ layout (location = 0) in vec3 aPos;
\\ out vec2 vertexColor;
\\ void main() {
\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
\\ vertexColor = vec2(aPos.x * 2.0f, aPos.y * 2.0f);
\\ }
;
const yellowShaderSource: [*c]const u8 =
\\ #version 460 core
\\ out vec4 FragColor;
\\ void main() {
\\ FragColor = vec4(0.8f, 0.8f, 0.1f, 1.0f);
\\ }
;
const ShaderInitError = error{
VertexCompilation,
FragementCompilation,
@ -121,7 +80,7 @@ pub fn main() void {
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, 2 * 3 * @sizeOf(c_uint), @ptrCast(&draw_indices), gl.GL_STATIC_DRAW);
// ----- Simple Triangle ------
const verticies: [3][6]f32 = .{ .{ -0.5, -0.5, 0.0, 1.0, 0.2, 0.0 }, .{ 0.5, -0.5, 0.0, 0.2, 1.0, 0.0 }, .{ 0.0, 0.5, 0.0, 0.2, 0.2, 0.0 } };
const verticies: [3][6]f32 = .{ .{ -0.8, 0.0, 0.0, 1.0, 0.2, 0.0 }, .{ -0.4, 0.8, 0.0, 0.2, 1.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.2, 0.2, 0.0 } };
// Vertex array object
var vao: c_uint = undefined;
@ -223,87 +182,95 @@ fn handle_input(window: *gl.GLFWwindow) void {
}
}
const vertexShaderSource: [*c]const u8 =
\\ #version 460 core
\\ layout (location = 0) in vec3 aPos;
\\ layout (location = 1) in vec3 aColor;
\\ out vec2 vertexColor;
\\
\\ void main() {
\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
\\ vertexColor = vec2(aColor.x, aColor.y);
\\ }
;
const fragementShaderSource: [*c]const u8 =
\\ #version 330 core
\\ out vec4 FragColor;
\\
\\ uniform float zed_c;
\\ in vec2 vertexColor;
\\ void main() {
\\ FragColor = vec4(vertexColor.x, vertexColor.y, zed_c, 1.0f);
\\ }
;
const rectShaderSource: [*c]const u8 =
\\ #version 460 core
\\ layout (location = 0) in vec3 aPos;
\\ out vec2 vertexColor;
\\ void main() {
\\ gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
\\ vertexColor = vec2(aPos.x * 2.0f, aPos.y * 2.0f);
\\ }
;
const yellowShaderSource: [*c]const u8 =
\\ #version 460 core
\\ out vec4 FragColor;
\\ void main() {
\\ FragColor = vec4(0.8f, 0.8f, 0.1f, 1.0f);
\\ }
;
fn init_shader_program(orange_program: *const c_uint, yellow_program: *const c_uint) ShaderInitError!void {
const triangle_verts = try compile_shader(gl.GL_VERTEX_SHADER, &vertexShaderSource, "Triangle Vertex", ShaderInitError.VertexCompilation);
const triangle_frag = try compile_shader(gl.GL_FRAGMENT_SHADER, &fragementShaderSource, "Orange", ShaderInitError.FragementCompilation);
try link_program(orange_program.*, triangle_verts, triangle_frag, "Triangle");
const rect_verts = try compile_shader(gl.GL_VERTEX_SHADER, &rectShaderSource, "Rectangle Vertex", ShaderInitError.VertexCompilation);
const rect_frag = try compile_shader(gl.GL_FRAGMENT_SHADER, &yellowShaderSource, "Yellow", ShaderInitError.FragementCompilation);
try link_program(yellow_program.*, rect_verts, rect_frag, "Rectangle");
std.debug.print("Shaders compiled\n", .{});
}
// you know, I really don't like that basically everything is just a c_uint. It sucks to not have nice types
fn compile_shader(shader_type: c_uint, source: *const [*c]const u8, debug_name: []const u8, err_type: ShaderInitError) ShaderInitError!c_uint {
var success: c_int = undefined;
const shader: c_uint = gl.glCreateShader(shader_type);
gl.glShaderSource(shader, 1, source, null);
gl.glCompileShader(shader);
gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS, &success);
std.debug.print("{s} shader compiled!\n", .{debug_name});
if (success == 0) {
var infoLog: [512:0]u8 = undefined;
const vertex_shader: c_uint = gl.glCreateShader(gl.GL_VERTEX_SHADER);
const rect_shader: c_uint = gl.glCreateShader(gl.GL_VERTEX_SHADER);
const orange_shader: c_uint = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
const yellow_shader: c_uint = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
gl.glShaderSource(vertex_shader, 1, &vertexShaderSource, null);
gl.glCompileShader(vertex_shader);
gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS, &success);
std.debug.print("Vertex Shader compiled\n", .{});
if (success == 0) {
std.debug.print("Shader compile failed!\n", .{});
gl.glGetShaderInfoLog(vertex_shader, 512, null, &infoLog);
std.debug.print("Error Log: {s}\n", .{infoLog});
return ShaderInitError.VertexCompilation;
}
gl.glShaderSource(orange_shader, 1, &fragementShaderSource, null);
gl.glCompileShader(orange_shader);
gl.glGetShaderiv(orange_shader, gl.GL_COMPILE_STATUS, &success);
std.debug.print("Fragment Shader compiled\n", .{});
if (success == 0) {
std.debug.print("Shader compile failed!\n", .{});
gl.glGetShaderInfoLog(orange_shader, 512, null, &infoLog);
std.debug.print("Error Log: {s}\n", .{infoLog});
return ShaderInitError.FragementCompilation;
}
gl.glAttachShader(orange_program.*, vertex_shader);
gl.glAttachShader(orange_program.*, orange_shader);
gl.glLinkProgram(orange_program.*);
std.debug.print("Shader Linking Complete\n", .{});
gl.glGetProgramiv(orange_program.*, gl.GL_LINK_STATUS, &success);
if (success == 0) {
std.debug.print("Shader linking failed!\n", .{});
gl.glGetProgramInfoLog(orange_program.*, 512, null, &infoLog);
std.debug.print("{s} shader compile failed!\n", .{debug_name});
gl.glGetShaderInfoLog(shader, 512, null, &infoLog);
std.debug.print("Error Log: {s}", .{infoLog});
return ShaderInitError.ShaderProgramLinking;
return err_type;
}
return shader;
}
gl.glShaderSource(rect_shader, 1, &rectShaderSource, null);
gl.glCompileShader(rect_shader);
gl.glGetShaderiv(rect_shader, gl.GL_COMPILE_STATUS, &success);
std.debug.print("Rectangle shader compiled!\n", .{});
if (success == 0) {
std.debug.print("Rectangle shader compile failed!\n", .{});
gl.glGetShaderInfoLog(rect_shader, 512, null, &infoLog);
std.debug.print("Error Log: {s}", .{infoLog});
return ShaderInitError.VertexCompilation;
}
fn link_program(program: c_uint, vertex_shader: c_uint, fragment_shader: c_uint, debug_name: []const u8) ShaderInitError!void {
var success: c_int = undefined;
gl.glShaderSource(yellow_shader, 1, &yellowShaderSource, null);
gl.glCompileShader(yellow_shader);
gl.glGetShaderiv(yellow_shader, gl.GL_COMPILE_STATUS, &success);
std.debug.print("Yellow Fragment shader compiled!\n", .{});
if (success == 0) {
std.debug.print("Yellow fragement shader compile failed!\n", .{});
gl.glGetShaderInfoLog(yellow_shader, 512, null, &infoLog);
std.debug.print("Error Log: {s}", .{infoLog});
return ShaderInitError.FragementCompilation;
}
gl.glAttachShader(yellow_program.*, rect_shader);
gl.glAttachShader(yellow_program.*, yellow_shader);
gl.glLinkProgram(yellow_program.*);
std.debug.print("Yellow Shader Linking Complete\n", .{});
gl.glGetProgramiv(orange_program.*, gl.GL_LINK_STATUS, &success);
gl.glAttachShader(program, vertex_shader);
gl.glAttachShader(program, fragment_shader);
gl.glLinkProgram(program);
std.debug.print("{s} Program Linking Complete\n", .{debug_name});
gl.glGetProgramiv(program, gl.GL_LINK_STATUS, &success);
if (success == 0) {
var infoLog: [512:0]u8 = undefined;
std.debug.print("Yellow Shader linking failed!\n", .{});
gl.glGetProgramInfoLog(orange_program.*, 512, null, &infoLog);
gl.glGetProgramInfoLog(program, 512, null, &infoLog);
std.debug.print("Error Log: {s}", .{infoLog});
return ShaderInitError.ShaderProgramLinking;
}
gl.glDeleteShader(rect_shader);
gl.glDeleteShader(vertex_shader);
gl.glDeleteShader(orange_shader);
gl.glDeleteShader(yellow_shader);
gl.glDeleteShader(fragment_shader);
std.debug.print("Shader program selected, cleaned up compiled shaders\n", .{});
}