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-rw-r--r--src/opengl/shader.c201
1 files changed, 201 insertions, 0 deletions
diff --git a/src/opengl/shader.c b/src/opengl/shader.c
new file mode 100644
index 0000000..d78b1ef
--- /dev/null
+++ b/src/opengl/shader.c
@@ -0,0 +1,201 @@
+#include <stdbool.h>
+#include <glad/glad.h>
+#include <GLFW/glfw3.h>
+#include <lua.h>
+#include <lauxlib.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_1f(lua_State *L);
+int gl_uniform_3f(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)
+{
+ struct honey_tbl_t tbl[] = {
+ /* functions */
+ H_FUNC("CreateShader", gl_create_shader),
+ H_FUNC("ShaderSource", gl_shader_set_source),
+ H_FUNC("CompileShader", gl_shader_compile),
+ H_FUNC("DeleteShader", gl_shader_delete),
+
+ H_FUNC("CreateProgram", gl_program_create),
+ H_FUNC("AttachShader", gl_program_attach_shader),
+ H_FUNC("LinkProgram", gl_program_link),
+ H_FUNC("UseProgram", gl_program_use),
+
+ H_FUNC("GetUniformLocation", gl_uniform_get_location),
+ H_FUNC("Uniform1i", gl_uniform_1i),
+ H_FUNC("Uniform1f", gl_uniform_1i),
+ H_FUNC("Uniform3f", gl_uniform_1i),
+ H_FUNC("Uniform4f", gl_uniform_4f),
+
+ H_FUNC("UniformMatrix4fv", gl_uniform_matrix_4fv),
+
+ /******** enums ********/
+ /* shader types */
+ H_INT("VERTEX_SHADER", GL_VERTEX_SHADER),
+ H_INT("FRAGMENT_SHADER", GL_FRAGMENT_SHADER),
+
+ H_END
+ };
+ create_table(L, tbl);
+ append_table(L, gl_index, lua_gettop(L));
+ lua_pop(L, 1);
+}
+
+
+int gl_create_shader(lua_State *L)
+{
+ lua_Integer type = luaL_checkinteger(L, 1);
+ lua_Integer shader = glCreateShader(type);
+ lua_pushinteger(L, shader);
+ return 1;
+}
+
+
+int gl_shader_set_source(lua_State *L)
+{
+ lua_Integer shader = luaL_checkinteger(L, 1);
+ const char *code = luaL_checkstring(L, 2);
+ glShaderSource(shader, 1, (const GLchar * const*)&code, NULL);
+ return 0;
+}
+
+
+int gl_shader_compile(lua_State *L)
+{
+ lua_Integer shader = luaL_checkinteger(L, 1);
+ glCompileShader(shader);
+ int success; char log[1024];
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(shader, 1024, NULL, log);
+ luaL_error(L, "shader compilation failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_shader_delete(lua_State *L)
+{
+ lua_Integer shader = luaL_checkinteger(L, 1);
+ 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;
+ program = luaL_checkinteger(L, 1);
+ shader = luaL_checkinteger(L, 2);
+ glAttachShader(program, shader);
+ return 0;
+}
+
+
+int gl_program_link(lua_State *L)
+{
+ lua_Integer program = luaL_checkinteger(L, 1);
+ glLinkProgram(program);
+ int success; char log[1024];
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+ if (!success) {
+ glGetProgramInfoLog(program, 1024, NULL, log);
+ luaL_error(L, "shader linking failed: %s", log);
+ }
+ return 0;
+}
+
+
+int gl_program_use(lua_State *L)
+{
+ lua_Integer program = luaL_checkinteger(L, 1);
+ glUseProgram(program);
+ return 0;
+}
+
+
+int gl_uniform_get_location(lua_State *L)
+{
+ lua_Integer program = luaL_checkinteger(L, 1);
+ const char *name = luaL_checkstring(L, 2);
+ int location = glGetUniformLocation(program, (const GLchar*)name);
+ lua_pushinteger(L, location);
+ return 1;
+}
+
+
+int gl_uniform_1i(lua_State *L)
+{
+ lua_Integer location, v0;
+ location = luaL_checkinteger(L, 1);
+ v0 = luaL_checkinteger(L, 2);
+ glUniform1i(location, v0);
+ return 0;
+}
+
+
+int gl_uniform_1f(lua_State *L)
+{
+ int location = luaL_checkinteger(L, 1);
+ double value = luaL_checknumber(L, 2);
+ glUniform1f(location, value);
+ return 0;
+}
+
+
+int gl_uniform_3f(lua_State *L)
+{
+ int location = luaL_checkinteger(L, 1);
+ double v0 = luaL_checknumber(L, 2);
+ double v1 = luaL_checknumber(L, 3);
+ double v2 = luaL_checknumber(L, 4);
+ glUniform3f(location, v0, v1, v2);
+ return 0;
+}
+
+
+int gl_uniform_4f(lua_State *L)
+{
+ lua_Integer location = luaL_checkinteger(L, 1);
+ lua_Number v0 = luaL_checknumber(L, 2);
+ lua_Number v1 = luaL_checknumber(L, 3);
+ lua_Number v2 = luaL_checknumber(L, 4);
+ lua_Number v3 = luaL_checknumber(L, 5);
+ glUniform4f(location, v0, v1, v2, v3);
+ return 0;
+}
+
+
+int gl_uniform_matrix_4fv(lua_State *L)
+{
+ lua_Integer location = luaL_checkinteger(L, 1);
+ bool transpose = lua_toboolean(L, 2);
+ float *value = lua_touserdata(L, 3);
+ glUniformMatrix4fv(location, 1, transpose, value);
+ return 0;
+}