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https://github.com/thepigeongenerator/mcaselector-lite.git
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60 lines
1.9 KiB
C
60 lines
1.9 KiB
C
// Copyright (c) 2025 Quinn
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// Licensed under the MIT Licence. See LICENSE for details
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#include "shader.h"
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#include <stddef.h>
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#include <stdint.h>
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#include <stdio.h>
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#include "../error.h"
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#define NAM_S(name) _binary_res_##name##_start // name of a start variable
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#define NAM_E(name) _binary_res_##name##_end // name of an end variable
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// macro for generating the variable declarations
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#define DEF_GLSL(name) \
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extern char const NAM_S(name)[]; \
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extern char const NAM_E(name)[]
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// NOTE: we are currently just sucking up the memory costs for ease. We can either include the source files themselves. Or use compression, where I'd prefer the latter for ease of installation.
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// NOLINTBEGIN (bugprone-reserved-identifier)
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DEF_GLSL(sh_vert_glsl);
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DEF_GLSL(sh_frag_glsl);
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DEF_GLSL(sh_geom_glsl);
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// NOLINTEND
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/* compile a shader */
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static GLuint shader_compile(GLenum type, const char *src, size_t len) {
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int ilen = len;
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, &ilen);
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glCompileShader(shader);
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// repurposing ilen for the max length of the shader log
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &ilen);
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if (ilen > 0) {
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char log[ilen];
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glGetShaderInfoLog(shader, ilen, &ilen, log);
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log[ilen - 1] = '\0'; // terminate the string one character sooner since the log includes a newline
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error("error whilst compiling shader type '0X%X': '%s'", type, log);
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}
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return shader;
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}
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#define COMPILE_NAME(_type, _name) shader_compile(_type, NAM_S(_name), (uintptr_t)NAM_E(_name) - (uintptr_t)NAM_S(_name))
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int shader_init(GLuint pipe) {
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GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl);
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GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl);
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GLuint gs = COMPILE_NAME(GL_GEOMETRY_SHADER, sh_geom_glsl);
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glAttachShader(pipe, vs);
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glAttachShader(pipe, fs);
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glAttachShader(pipe, gs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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glDeleteShader(gs);
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return 1;
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}
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