ghostty/src/opengl/Program.zig
2022-08-18 11:33:28 -07:00

117 lines
3.2 KiB
Zig

const Program = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig");
const Shader = @import("Shader.zig");
const errors = @import("errors.zig");
id: c.GLuint,
const Binding = struct {
pub inline fn unbind(_: Binding) void {
c.glUseProgram(0);
}
};
pub inline fn create() !Program {
const id = c.glCreateProgram();
if (id == 0) try errors.mustError();
log.debug("program created id={}", .{id});
return Program{ .id = id };
}
/// Create a program from a vertex and fragment shader source. This will
/// compile and link the vertex and fragment shader.
pub inline fn createVF(vsrc: [:0]const u8, fsrc: [:0]const u8) !Program {
const vs = try Shader.create(c.GL_VERTEX_SHADER);
try vs.setSourceAndCompile(vsrc);
defer vs.destroy();
const fs = try Shader.create(c.GL_FRAGMENT_SHADER);
try fs.setSourceAndCompile(fsrc);
defer fs.destroy();
const p = try create();
try p.attachShader(vs);
try p.attachShader(fs);
try p.link();
return p;
}
pub inline fn attachShader(p: Program, s: Shader) !void {
c.glAttachShader(p.id, s.id);
try errors.getError();
}
pub inline 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;
}
pub inline fn use(p: Program) !Binding {
c.glUseProgram(p.id);
return Binding{};
}
/// Requires the program is currently in use.
pub inline fn setUniform(p: Program, n: [:0]const u8, value: anytype) !void {
const loc = c.glGetUniformLocation(p.id, n);
if (loc < 0) {
return error.UniformNameInvalid;
}
try errors.getError();
// Perform the correct call depending on the type of the value.
switch (@TypeOf(value)) {
comptime_int => c.glUniform1i(loc, value),
f32 => c.glUniform1f(loc, value),
@Vector(2, f32) => c.glUniform2f(loc, value[0], value[1]),
@Vector(3, f32) => c.glUniform3f(loc, value[0], value[1], value[2]),
@Vector(4, f32) => c.glUniform4f(loc, value[0], value[1], value[2], value[3]),
[4]@Vector(4, f32) => c.glUniformMatrix4fv(
loc,
1,
c.GL_FALSE,
@ptrCast([*c]const f32, &value),
),
else => unreachable,
}
try errors.getError();
}
/// 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 inline fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
c.glGetProgramInfoLog(s.id, msg.len, null, &msg);
return msg;
}
pub inline fn destroy(p: Program) void {
assert(p.id != 0);
c.glDeleteProgram(p.id);
log.debug("program destroyed id={}", .{p.id});
}