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authorsanine <sanine.not@pm.me>2022-08-22 10:31:56 -0500
committersanine <sanine.not@pm.me>2022-08-22 10:31:56 -0500
commit65ad3a58adcfe21690f379ab894a104b3852e3e9 (patch)
tree2e86cb35d06b29ac98ca22c7eb6d051d4fde855b /src/gl
parentf84ee69cdf694a1f64f2536efed4b7d0dd75553a (diff)
refactor: move shader functions into separate file
Diffstat (limited to 'src/gl')
-rw-r--r--src/gl/gl.c120
-rw-r--r--src/gl/gl.h1
-rw-r--r--src/gl/shader.c124
3 files changed, 130 insertions, 115 deletions
diff --git a/src/gl/gl.c b/src/gl/gl.c
index cef93fa..d0fb33c 100644
--- a/src/gl/gl.c
+++ b/src/gl/gl.c
@@ -4,6 +4,7 @@
#include <GLFW/glfw3.h>
#include <lua.h>
#include <honeysuckle.h>
+#include "gl.h"
/* needs to be here because glad uses macros to define glBufferData */
#ifdef HONEY_TEST_H
@@ -27,17 +28,6 @@ int gl_vertex_array_bind(lua_State *L);
int gl_vertex_attrib_pointer(lua_State *L);
int gl_vertex_array_enable_attrib(lua_State *L);
-/* shaders */
-int gl_create_shader(lua_State *L);
-int gl_shader_set_source(lua_State *L);
-int gl_shader_compile(lua_State *L);
-int gl_shader_delete(lua_State *L);
-
-int gl_program_create(lua_State *L);
-int gl_program_attach_shader(lua_State *L);
-int gl_program_link(lua_State *L);
-int gl_program_use(lua_State *L);
-
/* drawing */
int gl_set_viewport(lua_State *L);
int gl_draw_arrays(lua_State *L);
@@ -63,6 +53,7 @@ void setup_gl(lua_State *L, int honey_index)
int buffer_binding_targets = hs_create_table(L,
hs_str_int("arrayBuffer", GL_ARRAY_BUFFER),
+ hs_str_int("elementArrayBuffer", GL_ELEMENT_ARRAY_BUFFER),
);
int buffer_usage_patterns = hs_create_table(L,
@@ -71,11 +62,6 @@ void setup_gl(lua_State *L, int honey_index)
hs_str_int("dynamicDraw", GL_DYNAMIC_DRAW),
);
- int shader_types = hs_create_table(L,
- hs_str_int("vertexShader", GL_VERTEX_SHADER),
- hs_str_int("fragmentShader", GL_FRAGMENT_SHADER),
- );
-
int primitive_types = hs_create_table(L,
hs_str_int("points", GL_POINTS),
hs_str_int("lines", GL_LINES),
@@ -88,7 +74,7 @@ void setup_gl(lua_State *L, int honey_index)
hs_str_int("stencilBuffer", GL_STENCIL_BUFFER_BIT),
);
- hs_create_table(L,
+ int gl_index = hs_create_table(L,
hs_str_cfunc("init", gl_init),
hs_str_cfunc("initGlad", glad_init),
hs_str_cfunc("terminate", gl_terminate),
@@ -110,19 +96,6 @@ void setup_gl(lua_State *L, int honey_index)
hs_str_tbl("bufferTarget", buffer_binding_targets),
hs_str_tbl("bufferUsage", buffer_usage_patterns),
- /* shader */
- hs_str_cfunc("createShader", gl_create_shader),
- hs_str_cfunc("setShaderSource", gl_shader_set_source),
- hs_str_cfunc("compileShader", gl_shader_compile),
- hs_str_cfunc("deleteShader", gl_shader_delete),
-
- hs_str_cfunc("createProgram", gl_program_create),
- hs_str_cfunc("programAttachShader", gl_program_attach_shader),
- hs_str_cfunc("linkProgram", gl_program_link),
- hs_str_cfunc("useProgram", gl_program_use),
-
- hs_str_tbl("shaderType", shader_types),
-
/* drawing */
hs_str_cfunc("drawArrays", gl_draw_arrays),
hs_str_cfunc("setClearColor", gl_set_clear_color),
@@ -132,6 +105,8 @@ void setup_gl(lua_State *L, int honey_index)
hs_str_tbl("primitiveType", primitive_types),
hs_str_tbl("bufferMask", buffer_masks),
);
+
+ setup_shader(L, gl_index);
lua_setfield(L, honey_index, "gl");
}
@@ -236,91 +211,6 @@ int gl_buffer_data(lua_State *L)
}
-int gl_create_shader(lua_State *L)
-{
- lua_Integer type;
- hs_parse_args(L, hs_int(type));
- lua_Integer shader = glCreateShader(type);
- lua_pushinteger(L, shader);
- return 1;
-}
-
-
-int gl_shader_set_source(lua_State *L)
-{
- lua_Integer shader;
- char *code;
- hs_parse_args(L, hs_int(shader), hs_str(code));
- glShaderSource(shader, 1, &code, NULL);
- return 0;
-}
-
-
-int gl_shader_compile(lua_State *L)
-{
- lua_Integer shader;
- hs_parse_args(L, hs_int(shader));
- glCompileShader(shader);
- int success; char log[1024];
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(shader, 1024, NULL, log);
- hs_throw_error(L, "shader compilation failed: %s", log);
- }
- return 0;
-}
-
-
-int gl_shader_delete(lua_State *L)
-{
- lua_Integer shader;
- hs_parse_args(L, hs_int(shader));
- glDeleteShader(shader);
- return 0;
-}
-
-
-int gl_program_create(lua_State *L)
-{
- lua_Integer program = glCreateProgram();
- lua_pushinteger(L, program);
- return 1;
-}
-
-
-int gl_program_attach_shader(lua_State *L)
-{
- lua_Integer program, shader;
- hs_parse_args(L, hs_int(program), hs_int(shader)),
- glAttachShader(program, shader);
- return 0;
-}
-
-
-int gl_program_link(lua_State *L)
-{
- lua_Integer program;
- hs_parse_args(L, hs_int(program));
- glLinkProgram(program);
- int success; char log[1024];
- glGetProgramiv(program, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(program, 1024, NULL, log);
- hs_throw_error(L, "shader linking failed: %s", log);
- }
- return 0;
-}
-
-
-int gl_program_use(lua_State *L)
-{
- lua_Integer program;
- hs_parse_args(L, hs_int(program));
- glUseProgram(program);
- return 0;
-}
-
-
int gl_vertex_array_create(lua_State *L)
{
int array;
diff --git a/src/gl/gl.h b/src/gl/gl.h
index 2e27851..b209957 100644
--- a/src/gl/gl.h
+++ b/src/gl/gl.h
@@ -4,6 +4,7 @@
#include <lua.h>
void setup_gl(lua_State *L, int honey_index);
+void setup_shader(lua_State *L, int gl_index);
void setup_window(lua_State *L, int honey_index);
#endif
diff --git a/src/gl/shader.c b/src/gl/shader.c
new file mode 100644
index 0000000..96946fe
--- /dev/null
+++ b/src/gl/shader.c
@@ -0,0 +1,124 @@
+#include "gl/glad/glad.h"
+#include <GLFW/glfw3.h>
+#include <lua.h>
+#include <honeysuckle.h>
+
+int gl_create_shader(lua_State *L);
+int gl_shader_set_source(lua_State *L);
+int gl_shader_compile(lua_State *L);
+int gl_shader_delete(lua_State *L);
+
+int gl_program_create(lua_State *L);
+int gl_program_attach_shader(lua_State *L);
+int gl_program_link(lua_State *L);
+int gl_program_use(lua_State *L);
+
+
+void setup_shader(lua_State *L, int gl_index)
+{
+ int shader_types = hs_create_table(L,
+ hs_str_int("vertexShader", GL_VERTEX_SHADER),
+ hs_str_int("fragmentShader", GL_FRAGMENT_SHADER),
+ );
+
+ hs_create_table(L,
+ hs_str_cfunc("create", gl_create_shader),
+ hs_str_cfunc("setSource", gl_shader_set_source),
+ hs_str_cfunc("compile", gl_shader_compile),
+ hs_str_cfunc("delete", gl_shader_delete),
+
+ hs_str_cfunc("createProgram", gl_program_create),
+ hs_str_cfunc("attachShader", gl_program_attach_shader),
+ hs_str_cfunc("link", gl_program_link),
+ hs_str_cfunc("use", gl_program_use),
+
+ hs_str_tbl("type", shader_types),
+ );
+
+ lua_setfield(L, gl_index, "shader");
+}
+
+
+int gl_create_shader(lua_State *L)
+{
+ lua_Integer type;
+ hs_parse_args(L, hs_int(type));
+ lua_Integer shader = glCreateShader(type);
+ lua_pushinteger(L, shader);
+ return 1;
+}
+
+
+int gl_shader_set_source(lua_State *L)
+{
+ lua_Integer shader;
+ char *code;
+ hs_parse_args(L, hs_int(shader), hs_str(code));
+ glShaderSource(shader, 1, &code, NULL);
+ return 0;
+}
+
+
+int gl_shader_compile(lua_State *L)
+{
+ lua_Integer shader;
+ hs_parse_args(L, hs_int(shader));
+ glCompileShader(shader);
+ int success; char log[1024];
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(shader, 1024, NULL, log);
+ hs_throw_error(L, "shader compilation failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_shader_delete(lua_State *L)
+{
+ lua_Integer shader;
+ hs_parse_args(L, hs_int(shader));
+ glDeleteShader(shader);
+ return 0;
+}
+
+
+int gl_program_create(lua_State *L)
+{
+ lua_Integer program = glCreateProgram();
+ lua_pushinteger(L, program);
+ return 1;
+}
+
+
+int gl_program_attach_shader(lua_State *L)
+{
+ lua_Integer program, shader;
+ hs_parse_args(L, hs_int(program), hs_int(shader)),
+ glAttachShader(program, shader);
+ return 0;
+}
+
+
+int gl_program_link(lua_State *L)
+{
+ lua_Integer program;
+ hs_parse_args(L, hs_int(program));
+ glLinkProgram(program);
+ int success; char log[1024];
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(program, 1024, NULL, log);
+ hs_throw_error(L, "shader linking failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_program_use(lua_State *L)
+{
+ lua_Integer program;
+ hs_parse_args(L, hs_int(program));
+ glUseProgram(program);
+ return 0;
+}