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-rw-r--r--src/gl/shader.c124
1 files changed, 124 insertions, 0 deletions
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;
+}