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path: root/src/libjin/Render/JSL.cpp
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#include "../modules.h"
#if JIN_MODULES_RENDER

#include "../utils/macros.h"
#include "jsl.h"
namespace jin
{
namespace render
{
    //vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) 
    static const char* base_f = " "
        //"#version 120             \n"
        "#define number float     \n"
        "#define Image sampler2D  \n"
        "#define Canvas sampler2D \n"
        "#define Color vec4       \n"
        "#define Texel texture2D  \n"
        "#define extern uniform   \n"
        "uniform Image _tex0_;    \n"
        "%s                       \n"
        "void main(){             \n"
        "   gl_FragColor = effect(gl_Color, _tex0_, gl_TexCoord[0].xy, gl_FragCoord.xy);\n"
        "}\0";

    shared JSLProgram* JSLProgram::currentJSLProgram = nullptr; 

    JSLProgram* JSLProgram::createJSLProgram(const char* program)
    {
        return new JSLProgram(program);
    }

    JSLProgram::JSLProgram(const char* program)
        : currentTextureUnit(0)
    {
        initialize(program);
    }

    JSLProgram::~JSLProgram()
    {
        destroy();
    }

    inline void JSLProgram::destroy()
    {
        if (currentJSLProgram == this)
            unuse();
    }

    inline void JSLProgram::initialize(const char* program)
    {
        char* fs = (char*)alloca(strlen(program) + strlen(base_f));
        sprintf(fs, base_f, program);
        GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, (const GLchar**)&fs, NULL);
        glCompileShader(fragmentShader);

        pid = glCreateProgram();
        glAttachShader(pid, fragmentShader);
        glLinkProgram(pid);
    }
    
    static inline GLint getMaxTextureUnits()
    {
        GLint maxTextureUnits = 0;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); 
        return maxTextureUnits; 
    }

    GLint JSLProgram::getTextureUnit(const std::string& name)
    {
        std::map<std::string, GLint>::iterator texture_unit = texturePool.find(name);
        if (texture_unit != texturePool.end())
            return texture_unit->second;
        static GLint maxTextureUnits = getMaxTextureUnits();
        if (++currentTextureUnit >= maxTextureUnits)
            return 0;
        texturePool[name] = currentTextureUnit;
        return currentTextureUnit;
    }

#define checkJSL() if (currentJSLProgram != this) return

    void JSLProgram::sendFloat(const char* variable, float number)
    {
        checkJSL();

        int loc = glGetUniformLocation(pid, variable); 
        glUniform1f(loc, number);
    }

    void JSLProgram::sendTexture(const char* variable, const Texture* tex)
    {
        checkJSL();

        GLint location = glGetUniformLocation(pid, variable);
        if (location == -1)
            return;
        GLint texture_unit = getTextureUnit(variable);
        glUniform1i(location, texture_unit);
        glActiveTexture(GL_TEXTURE0 + texture_unit);
        glBindTexture(GL_TEXTURE_2D, tex->getTexture());
        glActiveTexture(GL_TEXTURE0);
    }

    void JSLProgram::sendCanvas(const char* variable, const Canvas* canvas)
    {
        checkJSL();

        GLint location = glGetUniformLocation(pid, variable);
        if (location == -1)
            return; 
        GLint texture_unit = getTextureUnit(variable);
        glUniform1i(location, texture_unit);
        glActiveTexture(GL_TEXTURE0 + texture_unit);
        glBindTexture(GL_TEXTURE_2D, canvas->getTexture());
        glActiveTexture(GL_TEXTURE0);
    }

    void JSLProgram::sendVec2(const char* name, float x, float y)
    {
        checkJSL();

        int loc = glGetUniformLocation(pid, name);
        glUniform2f(loc, x, y);
    }

    void JSLProgram::sendVec3(const char* name, float x, float y, float z)
    {
        checkJSL();

        int loc = glGetUniformLocation(pid, name);
        glUniform3f(loc, x, y, z);
    }

    void JSLProgram::sendVec4(const char* name, float x, float y, float z, float w)
    {
        checkJSL();

        int loc = glGetUniformLocation(pid, name);
        glUniform4f(loc, x, y, z, w);
    }
    
    void JSLProgram::sendColor(const char* name, const color* col) 
    {
        checkJSL();

        int loc = glGetUniformLocation(pid, name);
        glUniform4f(loc,
            col->rgba.r / 255.f,
            col->rgba.g / 255.f,
            col->rgba.b / 255.f,
            col->rgba.a / 255.f
        );
    }

}
}

#endif // JIN_MODULES_RENDER