Files
ghostty/src/renderer/opengl/CustomProgram.zig
2023-11-17 21:51:06 -08:00

116 lines
2.9 KiB
Zig

/// The OpenGL program for custom shaders.
const CustomProgram = @This();
const std = @import("std");
const Allocator = std.mem.Allocator;
const gl = @import("opengl");
program: gl.Program,
/// This VAO is used for all custom shaders. It contains a single quad
/// by using an EBO. The vertex ID (gl_VertexID) can be used to determine the
/// position of the vertex.
vao: gl.VertexArray,
ebo: gl.Buffer,
pub const Uniforms = extern struct {
resolution: [3]f32 align(16),
time: f32 align(4),
time_delta: f32 align(4),
frame_rate: f32 align(4),
frame: i32 align(4),
channel_time: [4][4]f32 align(16),
channel_resolution: [4][4]f32 align(16),
mouse: [4]f32 align(16),
date: [4]f32 align(16),
sample_rate: f32 align(4),
};
pub fn createList(alloc: Allocator, srcs: []const [:0]const u8) ![]const CustomProgram {
var programs = std.ArrayList(CustomProgram).init(alloc);
defer programs.deinit();
errdefer for (programs.items) |program| program.deinit();
for (srcs) |src| {
try programs.append(try CustomProgram.init(src));
}
return try programs.toOwnedSlice();
}
pub fn init(src: [:0]const u8) !CustomProgram {
_ = src;
const program = try gl.Program.createVF(
@embedFile("../shaders/custom.v.glsl"),
//src,
@embedFile("../shaders/temp.f.glsl"),
);
errdefer program.destroy();
// Create our uniform buffer that is shared across all custom shaders
const ubo = try gl.Buffer.create();
errdefer ubo.destroy();
{
var ubobind = try ubo.bind(.uniform);
defer ubobind.unbind();
try ubobind.setDataNull(Uniforms, .static_draw);
}
// Setup our VAO for the custom shader.
const vao = try gl.VertexArray.create();
errdefer vao.destroy();
const vaobind = try vao.bind();
defer vaobind.unbind();
// Element buffer (EBO)
const ebo = try gl.Buffer.create();
errdefer ebo.destroy();
var ebobind = try ebo.bind(.element_array);
defer ebobind.unbind();
try ebobind.setData([6]u8{
0, 1, 3, // Top-left triangle
1, 2, 3, // Bottom-right triangle
}, .static_draw);
return .{
.program = program,
.vao = vao,
.ebo = ebo,
};
}
pub fn deinit(self: CustomProgram) void {
self.ebo.destroy();
self.vao.destroy();
self.program.destroy();
}
pub fn bind(self: CustomProgram) !Binding {
const program = try self.program.use();
errdefer program.unbind();
const vao = try self.vao.bind();
errdefer vao.unbind();
const ebo = try self.ebo.bind(.element_array);
errdefer ebo.unbind();
return .{
.program = program,
.vao = vao,
.ebo = ebo,
};
}
pub const Binding = struct {
program: gl.Program.Binding,
vao: gl.VertexArray.Binding,
ebo: gl.Buffer.Binding,
pub fn unbind(self: Binding) void {
self.ebo.unbind();
self.vao.unbind();
self.program.unbind();
}
};