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shader_catalog.cpp
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#include "shader_catalog.h"
#include "opengl.h"
#include "file_utils.h"
void shader_register_loose_file(Catalog_Base *base, String short_name, String full_name);
void shader_perform_reload_or_creation(Catalog_Base *base, String short_name, String full_name, bool do_load_asset);
void init_shader(Shader *shader)
{
// Got memset to zero anyways
// shader->vertex_shader = 0;
// shader->fragment_shader = 0;
// shader->program_shader = 0;
// @Fixme: This is hard-coded to the XCNUU format rightnow (handle XCNUUs later)
// @Fixme: This has tremendous errors because some files does not contains normals, so the ordering is busted
// Temporary solution: specify the 'layout (location = ...)' in the shaders
shader->position_loc = 0;
shader->color_scale_loc = 1;
shader->normal_loc = 2;
shader->uv_0_loc = 3;
shader->uv_1_loc = 4;
shader->lightmap_uv_loc = 5;
shader->blend_weights_loc = -1;
shader->blend_indices_loc = -1;
shader->diffuse_texture_wraps = true;
shader->textures_point_sample = true;
shader->alpha_blend = true;
shader->depth_test = true;
shader->depth_write = true;
shader->backface_cull = true;
shader->loaded = false;
}
void init_shader_catalog(Shader_Catalog *catalog)
{
// @Fixme: Loading from the folder names 'my_name' for now
catalog->base.my_name = String("shaders");
array_add(&catalog->base.extensions, String("gl"));
catalog->base.proc_register_loose_file = shader_register_loose_file;
catalog->base.proc_perform_reload_or_creation = shader_perform_reload_or_creation;
init(&catalog->table);
}
void deinit_shader_catalog(Shader_Catalog *catalog)
{
array_free(&catalog->base.extensions);
for (auto it : catalog->table)
{
my_free(it.key.data);
auto shader = it.value;
my_free(shader->name.data);
my_free(shader->full_path.data);
my_free(shader);
}
deinit(&catalog->table);
}
Shader *make_placeholder(Shader_Catalog *catalog, String short_name, String full_path)
{
Shader *shader = New<Shader>(false);
init_shader(shader);
shader->name = copy_string(short_name);
shader->full_path = copy_string(full_path);
shader->loaded = false;
return shader;
}
bool load_shader_from_memory(String shader_text, String short_name, Shader *shader)
{
// @Note: Shader must be zero-terminated
shader->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
shader->fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
if (shader_text.count)
{
char *c_s_text = (char*)to_c_string(shader_text);
defer { my_free(c_s_text); };
String vert_string = sprint(String("#version 430 core\n#define VERTEX_SHADER\n#define COMM out\n%s"),
c_s_text);
String frag_string = sprint(String("#version 430 core\n#define FRAGMENT_SHADER\n#define COMM in\n%s"),
c_s_text);
GLint vert_length = vert_string.count;
GLint frag_length = frag_string.count;
char *c_v = (char*)to_c_string(vert_string);
char *c_f = (char*)to_c_string(frag_string);
glShaderSource(shader->vertex_shader, 1, &c_v, &vert_length);
glCompileShader(shader->vertex_shader);
DumpShaderInfoLog(shader->vertex_shader, short_name);
glShaderSource(shader->fragment_shader, 1, &c_f, &frag_length);
glCompileShader(shader->fragment_shader);
DumpShaderInfoLog(shader->fragment_shader, short_name);
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
glAttachShader(shader->program, shader->fragment_shader);
glLinkProgram(shader->program);
DumpProgramInfoLog(shader->program, short_name);
glDeleteShader(shader->vertex_shader);
glDeleteShader(shader->fragment_shader);
my_free(c_v);
my_free(c_f);
my_free(vert_string.data);
my_free(frag_string.data);
// @Note Setting the locations for the uniforms
#define shader_get_uniform(s, loc) \
{auto c = s; loc = glGetUniformLocation(shader->program, c); DumpGLErrors(#s " uniform");}
shader_get_uniform("transform", shader->transform_loc);
printf("transform location is: %d\n", shader->transform_loc);
shader_get_uniform("blend_matrices", shader->blend_matrices_loc);
printf("blend_matrices location is: %d\n", shader->blend_matrices_loc);
shader_get_uniform("diffuse_texture", shader->diffuse_texture_loc);
printf("diffuse location is: %d\n", shader->diffuse_texture_loc);
shader_get_uniform("lightmap_texture", shader->lightmap_texture_loc);
printf("lightmap location is: %d\n", shader->lightmap_texture_loc);
shader_get_uniform("blend_texture", shader->blend_texture_loc);
printf("blend_texture_loc location is: %d\n", shader->blend_texture_loc);
newline();
#undef shader_get_uniform
return true;
}
return false;
}
// @Todo: handle include file(s) in shader
// Remember to free the returned value
String process_shader_text(String data, Shader *shader)
{
String processed = copy_string(data);
i64 index = 0;
while (isspace(processed[index]))
index += 1;
while (index < (processed.count - 1))
{
if (processed[index] == '/' && processed[index + 1] == '/')
{
index += 2;
while (isspace(processed[index]))
index += 1;
if (processed[index] == '@' && processed[index + 1] == '@')
{
index += 2;
String temp;
u8 data[64];
temp.data = data;
temp.count = 0;
while (!isspace(processed[index]))
{
temp.data[temp.count] = processed[index];
temp.count += 1;
index += 1;
}
// @Hack: @Fixme:
if (temp == String("NoDepthWrite"))
{
// printf("------------> no depth writeee\n");
shader->depth_write = false;
}
else if (temp == String("NoDepthTest"))
{
// printf("------------> no depth test\n");
shader->depth_test = false;
}
else if (temp == String("DiffuseTextureClamped"))
{
// printf("------------> diffuse texture clamped\n");
shader->diffuse_texture_wraps = false;
}
else
{
printf("Unkown attribute: '%s'\n", temp_c_string(temp));
}
}
}
else
{
break;
}
while (isspace(processed[index]))
index += 1;
}
return processed;
}
void reload_asset(Shader_Catalog *catalog, Shader *shader)
{
auto [original_data, success] = read_entire_file(shader->full_path);
printf("Loading %s\n", temp_c_string(shader->name));
if (!success)
{
fprintf(stderr, "Unable to load shader '%s' from file '%s'.\n",
temp_c_string(shader->name), temp_c_string(shader->full_path));
return;
}
String processed_data = process_shader_text(original_data, shader);
my_free(original_data.data); // Free original data after processing
success = load_shader_from_memory(processed_data, shader->name, shader);
my_free(processed_data.data); // Free processed data after loaded to memory
if (!success)
{
fprintf(stderr, "Shader '%s' loaded but failed to compile.\n", temp_c_string(shader->name));
return;
}
}
void shader_register_loose_file(Catalog_Base *base, String short_name, String full_name)
{
Shader_Catalog *sc = (Shader_Catalog*)(base);
Shader *new_shader = make_placeholder(sc, short_name, full_name);
// printf("done making placeholder ^ data here will be freed at reload\n");
reload_asset(sc, new_shader);
new_shader->loaded = true;
auto table_key = copy_string(new_shader->name);
table_add(&sc->table, table_key, new_shader);
}
void shader_perform_reload_or_creation(Catalog_Base *base, String short_name, String full_name, bool do_load_asset)
{
assert(0);
}