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-rw-r--r--src/gl/shader.c180
1 files changed, 180 insertions, 0 deletions
diff --git a/src/gl/shader.c b/src/gl/shader.c
new file mode 100644
index 0000000..3732aff
--- /dev/null
+++ b/src/gl/shader.c
@@ -0,0 +1,180 @@
+#include "gl/glad/glad.h"
+#include <GLFW/glfw3.h>
+#include <lua.h>
+#include <honeysuckle.h>
+#include "util/util.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);
+
+int gl_uniform_get_location(lua_State *L);
+int gl_uniform_1i(lua_State *L);
+int gl_uniform_4f(lua_State *L);
+
+int gl_uniform_matrix_4fv(lua_State *L);
+
+
+void setup_shader(lua_State *L, int gl_index)
+{
+ int tbl = hs_create_table(L,
+ /* functions */
+ hs_str_cfunc("CreateShader", gl_create_shader),
+ hs_str_cfunc("ShaderSource", 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("AttachShader", gl_program_attach_shader),
+ hs_str_cfunc("LinkProgram", gl_program_link),
+ hs_str_cfunc("UseProgram", gl_program_use),
+
+ hs_str_cfunc("GetUniformLocation", gl_uniform_get_location),
+ hs_str_cfunc("Uniform1i", gl_uniform_1i),
+ hs_str_cfunc("Uniform4f", gl_uniform_4f),
+
+ hs_str_cfunc("UniformMatrix4fv", gl_uniform_matrix_4fv),
+
+ /******** enums ********/
+ /* shader types */
+ hs_str_int("VERTEX_SHADER", GL_VERTEX_SHADER),
+ hs_str_int("FRAGMENT_SHADER", GL_FRAGMENT_SHADER),
+ );
+
+ append_table(L, gl_index, tbl);
+ lua_pop(L, 1);
+}
+
+
+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, (const GLchar * const*)&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_uniform_get_location(lua_State *L)
+{
+ lua_Integer program;
+ char *name;
+ hs_parse_args(L, hs_int(program), hs_str(name));
+ int location = glGetUniformLocation(program, (const GLchar*)name);
+ lua_pushinteger(L, location);
+ return 1;
+}
+
+
+int gl_uniform_1i(lua_State *L)
+{
+ lua_Integer location, v0;
+ hs_parse_args(L, hs_int(location), hs_int(v0));
+ glUniform1i(location, v0);
+ return 0;
+}
+
+
+int gl_uniform_4f(lua_State *L)
+{
+ lua_Integer location;
+ lua_Number v0, v1, v2, v3;
+ hs_parse_args(L, hs_int(location), hs_num(v0), hs_num(v1), hs_num(v2), hs_num(v3));
+ glUniform4f(location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int gl_uniform_matrix_4fv(lua_State *L)
+{
+ lua_Integer location;
+ bool transpose;
+ void *ptr;
+ hs_parse_args(L, hs_int(location), hs_bool(transpose), hs_user(ptr));
+
+ float *value = ptr;
+ glUniformMatrix4fv(location, 1, transpose, value);
+ return 0;
+}