opengl: programs

This commit is contained in:
Mitchell Hashimoto
2022-04-01 15:34:03 -07:00
parent 847867ce9d
commit de0f707c96
2 changed files with 75 additions and 29 deletions

View File

@ -36,20 +36,13 @@ pub fn main() !void {
defer fs.destroy(); defer fs.destroy();
// Shader program // Shader program
const program = c.glCreateProgram(); const program = try gl.Program.create();
c.glAttachShader(program, vs.handle); defer program.destroy();
c.glAttachShader(program, fs.handle); try program.attachShader(vs);
c.glLinkProgram(program); try program.attachShader(fs);
var success: c_int = undefined; try program.link();
c.glGetProgramiv(program, c.GL_LINK_STATUS, &success); vs.destroy();
if (success != c.GL_TRUE) { fs.destroy();
var msg: [512]u8 = undefined;
c.glGetProgramInfoLog(program, 512, null, &msg);
std.log.err("program fail: {s}\n", .{std.mem.sliceTo(&msg, 0)});
return;
}
c.glDeleteShader(vs.handle);
c.glDeleteShader(fs.handle);
// Create our bufer or vertices // Create our bufer or vertices
const vertices = [_]f32{ const vertices = [_]f32{
@ -90,7 +83,7 @@ pub fn main() !void {
c.glClearColor(0.2, 0.3, 0.3, 1.0); c.glClearColor(0.2, 0.3, 0.3, 1.0);
c.glClear(c.GL_COLOR_BUFFER_BIT); c.glClear(c.GL_COLOR_BUFFER_BIT);
c.glUseProgram(program); c.glUseProgram(program.id);
c.glBindVertexArray(vao); c.glBindVertexArray(vao);
c.glDrawArrays(c.GL_TRIANGLES, 0, 3); c.glDrawArrays(c.GL_TRIANGLES, 0, 3);

View File

@ -36,30 +36,30 @@ fn mustError() Error!void {
} }
pub const Shader = struct { pub const Shader = struct {
handle: c.GLuint, id: c.GLuint,
pub fn create(typ: c.GLenum) Error!Shader { pub fn create(typ: c.GLenum) Error!Shader {
const handle = c.glCreateShader(typ); const id = c.glCreateShader(typ);
if (handle == 0) { if (id == 0) {
try mustError(); try mustError();
unreachable; unreachable;
} }
log.debug("shader created id={}", .{handle}); log.debug("shader created id={}", .{id});
return Shader{ .handle = handle }; return Shader{ .id = id };
} }
/// Set the source and compile a shader. /// Set the source and compile a shader.
pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void { pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
c.glShaderSource(s.handle, 1, &@ptrCast([*c]const u8, source), null); c.glShaderSource(s.id, 1, &@ptrCast([*c]const u8, source), null);
c.glCompileShader(s.handle); c.glCompileShader(s.id);
// Check if compilation succeeded // Check if compilation succeeded
var success: c_int = undefined; var success: c_int = undefined;
c.glGetShaderiv(s.handle, c.GL_COMPILE_STATUS, &success); c.glGetShaderiv(s.id, c.GL_COMPILE_STATUS, &success);
if (success == c.GL_TRUE) return; if (success == c.GL_TRUE) return;
log.err("shader compilation failure handle={} message={s}", .{ log.err("shader compilation failure id={} message={s}", .{
s.handle, s.id,
std.mem.sliceTo(&s.getInfoLog(), 0), std.mem.sliceTo(&s.getInfoLog(), 0),
}); });
return error.CompileFailed; return error.CompileFailed;
@ -73,13 +73,66 @@ pub const Shader = struct {
// if we ever need it. // if we ever need it.
pub fn getInfoLog(s: Shader) [512]u8 { pub fn getInfoLog(s: Shader) [512]u8 {
var msg: [512]u8 = undefined; var msg: [512]u8 = undefined;
c.glGetShaderInfoLog(s.handle, msg.len, null, &msg); c.glGetShaderInfoLog(s.id, msg.len, null, &msg);
return msg; return msg;
} }
pub fn destroy(s: Shader) void { pub fn destroy(s: Shader) void {
assert(s.handle != 0); assert(s.id != 0);
c.glDeleteShader(s.handle); c.glDeleteShader(s.id);
log.debug("shader destroyed id={}", .{s.handle}); log.debug("shader destroyed id={}", .{s.id});
}
};
pub const Program = struct {
id: c.GLuint,
pub fn create() !Program {
const id = c.glCreateProgram();
if (id == 0) try mustError();
log.debug("program created id={}", .{id});
return Program{ .id = id };
}
pub fn attachShader(p: Program, s: Shader) !void {
c.glAttachShader(p.id, s.id);
try getError();
}
pub fn link(p: Program) !void {
c.glLinkProgram(p.id);
// Check if linking succeeded
var success: c_int = undefined;
c.glGetProgramiv(p.id, c.GL_LINK_STATUS, &success);
if (success == c.GL_TRUE) {
log.debug("program linked id={}", .{p.id});
return;
}
log.err("program link failure id={} message={s}", .{
p.id,
std.mem.sliceTo(&p.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this program. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetProgramInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub fn destroy(p: Program) void {
assert(p.id != 0);
c.glDeleteProgram(p.id);
log.debug("program destroyed id={}", .{p.id});
} }
}; };