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b6a32ebe7f
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991d394098
| Author | SHA1 | Date | |
|---|---|---|---|
| 991d394098 | |||
| abe245294d |
@@ -277,19 +277,22 @@ when RENDER_BACKEND_OPENGL {
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opengl_activate_bind_textures_in_material(material)
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model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
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assert(model_matrix_loc >= 0)
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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if model_matrix_loc >= 0 {
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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}
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view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix")
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assert(view_matrix_loc >= 0)
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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if view_matrix_loc >= 0 {
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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}
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projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix")
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assert(projection_matrix_loc >= 0)
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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if projection_matrix_loc >= 0 {
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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}
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}
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opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
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49
shader.odin
49
shader.odin
@@ -1,5 +1,6 @@
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package renderer
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import "core:fmt"
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import os "core:os/os2"
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Shader :: struct {
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@@ -9,7 +10,7 @@ Shader :: struct {
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}
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Shader_Program :: struct {
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vertex_shader, fragment_shader: Shader,
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vertex_shader, fragment_shader: ^Shader,
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backend: Shader_Program_Backend,
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}
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@@ -20,6 +21,7 @@ Shader_Type :: enum {
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}
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create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (Shader, bool) {
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fmt.printfln("Creating shader")
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bytes, error := os.read_entire_file_from_path(path, context.allocator)
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if error != nil {
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return {}, false
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@@ -36,6 +38,7 @@ create_shader :: proc(renderer: ^Renderer, type: Shader_Type, path: string) -> (
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return {}, false
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}
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s.backend = shader_opengl
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fmt.printfln("Backend id: %v", s.backend)
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}
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else {
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#assert(false)
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@@ -57,8 +60,8 @@ create_shader_program :: proc(renderer: ^Renderer, vertex_shader, fragment_shade
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assert(fragment_shader != nil)
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p: Shader_Program
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p.vertex_shader = vertex_shader^
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p.fragment_shader = fragment_shader^
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p.vertex_shader = vertex_shader
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p.fragment_shader = fragment_shader
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when RENDER_BACKEND_OPENGL {
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program_opengl, ok := opengl_create_shader_program(renderer, vertex_shader, fragment_shader)
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@@ -80,4 +83,42 @@ delete_shader_program :: proc(renderer: ^Renderer, shader_program: ^Shader_Progr
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when RENDER_BACKEND_OPENGL {
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opengl_delete_shader_program(renderer, shader_program)
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}
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}
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}
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reload_shader_program :: proc(renderer: ^Renderer, p: ^Shader_Program) -> bool {
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assert(renderer != nil)
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assert(p != nil)
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assert(p.vertex_shader != nil)
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assert(p.fragment_shader != nil)
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new_vs, vs_ok := create_shader(renderer, p.vertex_shader.type, p.vertex_shader.path)
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if !vs_ok {
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fmt.printfln("Failed to reload vertex shader")
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return false
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}
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new_fs, fs_ok := create_shader(renderer, p.fragment_shader.type, p.fragment_shader.path)
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if !fs_ok {
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fmt.printfln("Failed to reload fragment shader")
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delete_shader(renderer, &new_vs)
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return false
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}
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new_program, program_ok := create_shader_program(renderer, &new_vs, &new_fs)
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if !program_ok {
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fmt.printfln("Failed to relink shader program")
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delete_shader(renderer, &new_vs)
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delete_shader(renderer, &new_fs)
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return false
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}
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delete_shader_program(renderer, p)
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delete_shader(renderer, p.vertex_shader)
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delete_shader(renderer, p.fragment_shader)
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p.backend = new_program.backend
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p.vertex_shader^ = new_vs
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p.fragment_shader^ = new_fs
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return true
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}
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