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path: root/src/shader_sys.c
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#include "utils.h"

#include <stdlib.h>

#define MAX_SHADER_SIZE 8

// TODO: Compute?
// Would probably require a different path altogther 
// due to how those shaders are compiled tho
typedef enum{
    VERTEX = 0,
    FRAGMENT = 1
}ShaderStep;

// This returns *allocated* memory, 
// should be manually free()'ed or some kind of arena used.
static char* shader_block_preprocess(const char* shader_source, ShaderStep shader_step) {
    static const char* start_markers[2] = {"@vertex", "@fragment"};
    static const char* end_markers[2] = {"@vs_end", "@fs_end"};
    static const char* version_statement = "#version 330\n";
	
	char* parsed_total = NULL;

	i32 start_idx = TextFindIndex(shader_source, start_markers[shader_step]);
	if (start_idx == BLANK_DEFAULT){
		TRACELOG(LOG_ERROR, "%s could not be found.", start_markers[shader_step]);
		goto parse_err;
	}
	start_idx += TextLength(start_markers[shader_step]);
	
	i32 end_idx = TextFindIndex(shader_source, end_markers[shader_step]);
	if (end_idx == BLANK_DEFAULT){
		TRACELOG(LOG_ERROR, "%s could not be found. Don't forget to end blocks!", end_markers[shader_step]);
		goto parse_err;
	}
	
	i32 block_sz = end_idx - start_idx;
	
	const char* block = TextSubtext(shader_source, start_idx, block_sz);
	
	i32 total_block_size = block_sz + TextLength(version_statement);
	
	parsed_total = (char*)RL_MALLOC(total_block_size + NULL_TERM_SZ);
	
	i32 cursor = 0;
	TextAppend(parsed_total, version_statement, &cursor);
	TextAppend(parsed_total, block, &cursor);

parse_err:
	return parsed_total;
}

static Shader load_joined_shader(const char* path)
{
	Shader something = (Shader){0};
	
	char* shr = LoadFileText(path);
	
	char* vs = shader_block_preprocess(shr, VERTEX);
	if(vs == NULL){
		TRACELOG(LOG_ERROR, "Unsuccessful vertex shader parse for %s", path);
		goto vertex_err;
	}
	
	char* fs = shader_block_preprocess(shr, FRAGMENT);
	if(fs == NULL){
		TRACELOG(LOG_ERROR, "Unsuccessful fragment shader parse for %s", path);
		goto frag_err;
	}
	
	something = LoadShaderFromMemory(vs, fs);
	
	RL_FREE(fs); 
frag_err:
	RL_FREE(vs); 

vertex_err:
	UnloadFileText(shr);

	return something;
}

static Shader shader_slots[MAX_SHADER_SIZE] = {0};
static i32 shader_modtimes[MAX_SHADER_SIZE] = {0};
static const char* shader_paths[MAX_SHADER_SIZE] = {0};

void init_shader_sys(void)
{
	for(i32 i = 0; i < MAX_SHADER_SIZE; ++i){
        shader_slots[i] = (Shader){0};
		shader_modtimes[i] = BLANK_DEFAULT;
		shader_paths[i] = NULL;
    }
}

i32 load_new_shader(const char* path)
{
	i32 current_idx = BLANK_DEFAULT;
    for(i32 i = 0; i < MAX_SHADER_SIZE; ++i){
        if(shader_slots[i].id <= 0){
            current_idx = i;
            shader_slots[current_idx] = load_joined_shader(path);
			shader_modtimes[current_idx] = GetFileModTime(path);
			shader_paths[current_idx] = path;
            break;
        }
    }
	//TODO: Handle slots a bit better.
	if(current_idx == BLANK_DEFAULT)
		TRACELOG(LOG_WARNING, "Warning: No more empty shader slots.\n");
    
    return current_idx;
}

void set_active_shader(i32 idx)
{
	if(idx < 0 || idx >= MAX_SHADER_SIZE)
		TRACELOG(LOG_WARNING,"Bounds check: Attempted to set shader at non-existent index %i.\n", idx);
	else
		BeginShaderMode(shader_slots[idx]);
}

void update_shaders(void)
{
    for(i32 i = 0; i < MAX_SHADER_SIZE; ++i){
        if(shader_slots[i].id > 0){
            i32 current_mod = GetFileModTime(shader_paths[i]);
            
            if(current_mod != shader_modtimes[i]){
                shader_modtimes[i] = current_mod;
                
                UnloadShader(shader_slots[i]);
                shader_slots[i] = load_joined_shader(shader_paths[i]);
            }
        }
    }
}

void reset_active_shader(void)
{
	EndShaderMode();
}

void unload_shader(i32 idx)
{
	if(idx < 0 || idx >= MAX_SHADER_SIZE){
		TRACELOG(LOG_WARNING,"Bounds check: Attempted to unload shader at non-existent index %i.\n", idx);
		return;
	}
	
	UnloadShader(shader_slots[idx]);
	shader_slots[idx] = (Shader){0};
	shader_modtimes[idx] = BLANK_DEFAULT;
	shader_paths[idx] = NULL;
}

void unload_active_shaders(void)
{
	for(i32 i = 0; i < MAX_SHADER_SIZE; ++i){
        if(shader_slots[i].id > 0)
            unload_shader(i);
    }
}