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// SPDX-License-Identifier: 0BSD
#ifndef _SHADERS_HH_
#define _SHADERS_HH_
#include "../common/c_cpp/thirdparty/glad33/glad33.h"
#include "imgui.h"
#include <algorithm>
#include <vector>
#include <SDL3/SDL.h>
#define COUNTOF(arr) (sizeof(arr) / sizeof(*(arr)))
// Model type
enum
{
MODEL_QUAD = 0,
MODEL_CUBE,
_MODEL_COUNT
};
struct Shader
{
const char* path;
int model;
void(*ui_fn)(void);
void(*uf_fn)(Shader* prog);
// Private
bool ready = false;
GLuint program;
inline GLint get_required_uniform(const char* name)
{
GLint id = glGetUniformLocation(program, name);
if (id == -1) {
SDL_Log("Shader %s missing required uniform %s", path, name);
}
return id;
}
};
std::vector<Shader*>& GetShaders();
void AssertGL(GLenum error, const char* expr, int line);
#define GL(expr) \
expr; \
for (GLenum _glcode; (_glcode = glGetError()) != GL_NO_ERROR; ) { \
AssertGL(_glcode, #expr, __LINE__); \
}
class ShaderRegisterHelper
{
public:
ShaderRegisterHelper(Shader* shader)
{
std::vector<Shader*>& shaders = GetShaders();
shaders.push_back(shader);
std::sort(shaders.begin(), shaders.end(), [](const Shader* a, const Shader* b) {
return std::strcmp(a->path, b->path) < 0;
});
}
};
#define ENABLE_SHADER(shader) static ShaderRegisterHelper _shader_reg = ShaderRegisterHelper(&shader);
#endif // _SHADERS_HH_
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