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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138const Program = @This();
const std = @import("std");const assert = std.debug.assert;const log = std.log.scoped(.opengl);
const c = @import("c.zig").c;const Shader = @import("Shader.zig");const errors = @import("errors.zig");const glad = @import("glad.zig");
id: c.GLuint,
pub const Binding = struct { pub fn unbind(_: Binding) void { glad.context.UseProgram.?(0); }};
pub fn create() !Program { const id = glad.context.CreateProgram.?(); if (id == 0) try errors.mustError(); log.debug("program created id={}", .{id}); return .{ .id = id };}
/// Create a program from a vertex and fragment shader source. This will/// compile and link the vertex and fragment shader.pub 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 fn destroy(p: Program) void { assert(p.id != 0); glad.context.DeleteProgram.?(p.id); log.debug("program destroyed id={}", .{p.id});}
pub fn attachShader(p: Program, s: Shader) !void { glad.context.AttachShader.?(p.id, s.id); try errors.getError();}
pub fn link(p: Program) !void { glad.context.LinkProgram.?(p.id);
// Check if linking succeeded var success: c_int = undefined; glad.context.GetProgramiv.?(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 fn use(p: Program) !Binding { glad.context.UseProgram.?(p.id); try errors.getError(); return .{};}
pub fn uniformBlockBinding( self: Program, index: c.GLuint, binding: c.GLuint,) !void { glad.context.UniformBlockBinding.?(self.id, index, binding); try errors.getError();}
/// Requires the program is currently in use.pub fn setUniform( p: Program, n: [:0]const u8, value: anytype,) !void { const loc = glad.context.GetUniformLocation.?( p.id, @ptrCast(n.ptr), ); if (loc < 0) { return error.UniformNameInvalid; } try errors.getError();
// Perform the correct call depending on the type of the value. switch (@TypeOf(value)) { bool => glad.context.Uniform1i.?(loc, if (value) 1 else 0), comptime_int => glad.context.Uniform1i.?(loc, value), f32 => glad.context.Uniform1f.?(loc, value), @Vector(2, f32) => glad.context.Uniform2f.?(loc, value[0], value[1]), @Vector(3, f32) => glad.context.Uniform3f.?(loc, value[0], value[1], value[2]), @Vector(4, f32) => glad.context.Uniform4f.?(loc, value[0], value[1], value[2], value[3]), [4]@Vector(4, f32) => glad.context.UniformMatrix4fv.?( loc, 1, c.GL_FALSE, @ptrCast(&value), ), else => { log.warn("unsupported uniform type {}", .{@TypeOf(value)}); 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 fn getInfoLog(s: Program) [512]u8 { var msg: [512]u8 = undefined; glad.context.GetProgramInfoLog.?(s.id, msg.len, null, &msg); return msg;}