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program.c
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program.c
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#include "program.h"
#include "geometry.h"
#include <stdio.h>
static int program_gc(lua_State *L)
{
struct program *p = lua_touserdata(L, -1);
if (p)
program_destroy(p);
return 0;
}
void program_init(struct program *p)
{
p->program = glCreateProgram();
p->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
p->fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
p->vertex_text = "";
p->fragment_text = "";
p->linked = false;
glAttachShader(p->program, p->vertex_shader);
glAttachShader(p->program, p->fragment_shader);
}
void lprogram_create(lua_State *L)
{
struct program *program = lua_newuserdata(L, sizeof(struct program));
program_init(program);
int program_idx = lua_gettop(L);
lua_newtable(L);
lua_pushcfunction(L, program_gc);
lua_setfield(L, -2, "__gc");
lua_setmetatable(L, program_idx);
}
bool lprogram_set_shaders(lua_State *L, const char *vs_text, const char *fs_text)
{
struct program *program = lua_touserdata(L, -1);
if ((vs_text && fs_text) && (strcmp(program->vertex_text, vs_text) || strcmp(program->fragment_text, fs_text))) {
program->linked = false;
program->vertex_text = strdup(vs_text);
program->fragment_text = strdup(fs_text);
if (!program_compile(program)) {
return false;
}
glBindAttribLocation(program->program, ATTRIBUTE_VERTEX, "vertex");
glBindAttribLocation(program->program, ATTRIBUTE_NORMAL, "normal");
glBindAttribLocation(program->program, ATTRIBUTE_UV, "uv");
glBindAttribLocation(program->program, ATTRIBUTE_TANGENT, "tangent");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT0, "weights[0]");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT1, "weights[1]");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT2, "weights[2]");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT3, "weights[3]");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT4, "weights[4]");
glBindAttribLocation(program->program, ATTRIBUTE_WEIGHT5, "weights[5]");
program_link(program);
}
return program->linked;
}
bool program_compile(struct program *p)
{
glShaderSource(p->vertex_shader, 1, &p->vertex_text, NULL);
glShaderSource(p->fragment_shader, 1, &p->fragment_text, NULL);
glCompileShader(p->vertex_shader);
glCompileShader(p->fragment_shader);
char info_log[1000];
GLint ret;
glGetShaderiv(p->vertex_shader, GL_COMPILE_STATUS, &ret);
if (ret == GL_FALSE) {
glGetShaderInfoLog(p->vertex_shader, 1000, NULL, info_log);
fprintf(stderr, "Vertex shader compile failed:\n %s", info_log);
return false;
}
glGetShaderiv(p->fragment_shader, GL_COMPILE_STATUS, &ret);
if (ret == GL_FALSE) {
glGetShaderInfoLog(p->fragment_shader, 1000, NULL, info_log);
fprintf(stderr, "Fragment shader compile failed:\n %s", info_log);
return false;
}
return true;
}
bool program_link(struct program *p)
{
GLint link_status;
glLinkProgram(p->program);
glGetProgramiv(p->program, GL_LINK_STATUS, &link_status);
if (link_status == GL_FALSE) {
char info_log[1000];
glGetProgramInfoLog(p->program, 1000, NULL, info_log);
fprintf(stderr, "Program link failed:\n %s\n", info_log);
}
p->linked = link_status == GL_TRUE;
return link_status;
}
void program_destroy(struct program *p)
{
glDeleteProgram(p->program);
glDeleteShader(p->vertex_shader);
glDeleteShader(p->fragment_shader);
}