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author | Tomasz Kramkowski <tk@the-tk.com> | 2018-10-22 01:41:32 +0300 |
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committer | Tomasz Kramkowski <tk@the-tk.com> | 2018-10-22 01:41:32 +0300 |
commit | 0cd7f50e11d89311762ae062bb1cfa876a317353 (patch) | |
tree | 2d4fbf2ff330c5d150f660d1aefd145d3135ddd0 | |
parent | 3c7790062aa05653efa0f8ee230c07cb7ead91dd (diff) | |
download | faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.tar.gz faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.tar.xz faqe-0cd7f50e11d89311762ae062bb1cfa876a317353.zip |
use shaders/data.h for the definition of vertices
Now that shaders/data.h is in place, it can be taken to the next
extreme.
The information stored in shaders/data.h is plentiful enough that vertex
attribute location information can be standardised, the definition of
vertices can be specified in only one place and the bindings for vertex
information can be generated.
It's around this point in time that I wish there was a better
pre-processor for all this. It might make things a lot cleaner.
-rw-r--r-- | faqe.c | 4 | ||||
-rw-r--r-- | glfunc.h | 1 | ||||
-rw-r--r-- | glprog.c | 6 | ||||
-rw-r--r-- | glprog.h | 4 | ||||
-rw-r--r-- | model.c | 12 | ||||
-rw-r--r-- | vertex.h | 5 |
6 files changed, 20 insertions, 12 deletions
@@ -81,10 +81,10 @@ int main(int argc, char **argv) gl_load((gl_loadfunc *)SDL_GL_GetProcAddress); - loadmodel(&mdl, "assets/utah.fmd"); - glprog_init(); + loadmodel(&mdl, "assets/utah.fmd"); + gl_prog_use(prog.main.prog); viewport(prog.main.uni.proj, WIDTH, HEIGHT); gl_uni_set1i(prog.main.tex.tdiff, 0); @@ -52,3 +52,4 @@ GL_FUNC(glBindTexture, void, gl_tex_bind, GLenum target, GLuint texture) GL_FUNC(glTexImage2D, void, gl_tex_img2d, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *data) GL_FUNC(glTexParameteri, void, gl_tex_parami, GLenum target, GLenum pname, GLint param) GL_FUNC(glGenerateMipmap, void, gl_tex_genmip, GLenum target) +GL_FUNC(glBindAttribLocation, void, gl_attr_bindloc, GLuint program, GLuint index, const char *name) @@ -107,7 +107,7 @@ static void detach_shaders(GLuint prog) static void load_shader(struct shader *s, const char *path) { GLuint prog; - GLint success; + GLint success, pos = 0; char log[LOGSIZE], *full, *src = NULL; size_t srclen = 0, fullsz; @@ -133,6 +133,8 @@ static void load_shader(struct shader *s, const char *path) } free(src); free(full); +#define SH_IN(_, name) gl_attr_bindloc(prog, pos++, #name); +#include "shaders/data.h" gl_prog_link(prog); gl_prog_param(prog, GL_LINK_STATUS, &success); if (!success) { @@ -150,6 +152,8 @@ static void load_shader(struct shader *s, const char *path) void glprog_init(void) { + GLint pos = 0; #define SH_PROG(name) load_shader(&prog.name, "shaders/" #name); +#define SH_IN(_, name) prog.attr.name = pos++; #include "shaders/data.h" } @@ -22,6 +22,10 @@ struct shader { struct glprog_progs { #define SH_PROG(name) struct shader name; #include "shaders/data.h" + struct { +#define SH_IN(_0, name) GLint name; +#include "shaders/data.h" + } attr; }; extern struct glprog_progs prog; @@ -5,6 +5,7 @@ #include <assert.h> #include "eprintf.h" +#include "glprog.h" #include "linmath.h" #include "model.h" #include "nelem.h" @@ -30,12 +31,11 @@ void model_load(struct model *mdl, const struct fmd *fmd) gl_buf_data(GL_ELEMENT_ARRAY_BUFFER, fmd->ntris * sizeof *fmd->tris, fmd->tris, GL_STATIC_DRAW); v = &fmd->verts[0]; - gl_va_define(0, NELEM(v->pos), GL_FLOAT, GL_FALSE, sizeof *v, (void *)offsetof(struct vertex, pos)); - gl_va_enable(0); - gl_va_define(1, NELEM(v->norm), GL_FLOAT, GL_FALSE, sizeof *v, (void *)offsetof(struct vertex, norm)); - gl_va_enable(1); - gl_va_define(2, NELEM(v->uv), GL_FLOAT, GL_FALSE, sizeof *v, (void *)offsetof(struct vertex, uv)); - gl_va_enable(2); + +#define SH_IN(_0, name) \ + gl_va_define(prog.attr.name, NELEM(v->name), GL_FLOAT, GL_FALSE, sizeof *v, (void *)offsetof(struct vertex, name)); \ + gl_va_enable(prog.attr.name); +#include "shaders/data.h" // TODO: materials, use a shared material set @@ -8,9 +8,8 @@ #include "linmath.h" struct vertex { - vec3 pos; - vec3 norm; - vec2 uv; +#define SH_IN(type, name) type name; +#include "shaders/data.h" }; #endif // VERTEX_H |