3dphotoshoot

annotate src/sdr.c @ 27:3d082c566b53

fixed all the bugs, pc version works
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 18 Jun 2015 04:32:25 +0300
parents 4ca4e3c5a754
children
rev   line source
nuclear@10 1 #include <stdio.h>
nuclear@10 2 #include <stdlib.h>
nuclear@10 3 #include <string.h>
nuclear@10 4 #include <errno.h>
nuclear@10 5 #include <stdarg.h>
nuclear@10 6 #include <assert.h>
nuclear@10 7 #include "opengl.h"
nuclear@21 8 #include "assman.h"
nuclear@10 9
nuclear@10 10 #if defined(unix) || defined(__unix__)
nuclear@10 11 #include <unistd.h>
nuclear@10 12 #include <sys/stat.h>
nuclear@10 13 #endif /* unix */
nuclear@10 14
nuclear@10 15 #include "sdr.h"
nuclear@10 16
nuclear@10 17 static const char *sdrtypestr(unsigned int sdrtype);
nuclear@10 18
nuclear@10 19 unsigned int create_vertex_shader(const char *src)
nuclear@10 20 {
nuclear@10 21 return create_shader(src, GL_VERTEX_SHADER);
nuclear@10 22 }
nuclear@10 23
nuclear@10 24 unsigned int create_pixel_shader(const char *src)
nuclear@10 25 {
nuclear@10 26 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@10 27 }
nuclear@10 28
nuclear@10 29 unsigned int create_tessctl_shader(const char *src)
nuclear@10 30 {
nuclear@10 31 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 32 return create_shader(src, GL_TESS_CONTROL_SHADER);
nuclear@10 33 #else
nuclear@10 34 return 0;
nuclear@10 35 #endif
nuclear@10 36 }
nuclear@10 37
nuclear@10 38 unsigned int create_tesseval_shader(const char *src)
nuclear@10 39 {
nuclear@10 40 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 41 return create_shader(src, GL_TESS_EVALUATION_SHADER);
nuclear@10 42 #else
nuclear@10 43 return 0;
nuclear@10 44 #endif
nuclear@10 45 }
nuclear@10 46
nuclear@10 47 unsigned int create_geometry_shader(const char *src)
nuclear@10 48 {
nuclear@10 49 #ifdef GL_GEOMETRY_SHADER
nuclear@10 50 return create_shader(src, GL_GEOMETRY_SHADER);
nuclear@10 51 #else
nuclear@10 52 return 0;
nuclear@10 53 #endif
nuclear@10 54 }
nuclear@10 55
nuclear@10 56 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@10 57 {
nuclear@10 58 unsigned int sdr;
nuclear@10 59 int success, info_len;
nuclear@10 60 char *info_str = 0;
nuclear@10 61 GLenum err;
nuclear@10 62
nuclear@10 63 sdr = glCreateShader(sdr_type);
nuclear@10 64 assert(glGetError() == GL_NO_ERROR);
nuclear@10 65 glShaderSource(sdr, 1, &src, 0);
nuclear@10 66 err = glGetError();
nuclear@10 67 assert(err == GL_NO_ERROR);
nuclear@10 68 glCompileShader(sdr);
nuclear@10 69 assert(glGetError() == GL_NO_ERROR);
nuclear@10 70
nuclear@10 71 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@10 72 assert(glGetError() == GL_NO_ERROR);
nuclear@10 73 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@10 74 assert(glGetError() == GL_NO_ERROR);
nuclear@10 75
nuclear@10 76 if(info_len) {
nuclear@10 77 if((info_str = malloc(info_len + 1))) {
nuclear@10 78 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@10 79 assert(glGetError() == GL_NO_ERROR);
nuclear@10 80 info_str[info_len] = 0;
nuclear@10 81 }
nuclear@10 82 }
nuclear@10 83
nuclear@10 84 if(success) {
nuclear@10 85 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@10 86 } else {
nuclear@10 87 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@10 88 glDeleteShader(sdr);
nuclear@10 89 sdr = 0;
nuclear@10 90 }
nuclear@10 91
nuclear@10 92 free(info_str);
nuclear@10 93 return sdr;
nuclear@10 94 }
nuclear@10 95
nuclear@10 96 void free_shader(unsigned int sdr)
nuclear@10 97 {
nuclear@10 98 glDeleteShader(sdr);
nuclear@10 99 }
nuclear@10 100
nuclear@10 101 unsigned int load_vertex_shader(const char *fname)
nuclear@10 102 {
nuclear@10 103 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@10 104 }
nuclear@10 105
nuclear@10 106 unsigned int load_pixel_shader(const char *fname)
nuclear@10 107 {
nuclear@10 108 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@10 109 }
nuclear@10 110
nuclear@10 111 unsigned int load_tessctl_shader(const char *fname)
nuclear@10 112 {
nuclear@10 113 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 114 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@10 115 #else
nuclear@10 116 return 0;
nuclear@10 117 #endif
nuclear@10 118 }
nuclear@10 119
nuclear@10 120 unsigned int load_tesseval_shader(const char *fname)
nuclear@10 121 {
nuclear@10 122 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 123 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@10 124 #else
nuclear@10 125 return 0;
nuclear@10 126 #endif
nuclear@10 127 }
nuclear@10 128
nuclear@10 129 unsigned int load_geometry_shader(const char *fname)
nuclear@10 130 {
nuclear@10 131 #ifdef GL_GEOMETRY_SHADER
nuclear@10 132 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@10 133 #else
nuclear@10 134 return 0;
nuclear@10 135 #endif
nuclear@10 136 }
nuclear@10 137
nuclear@10 138 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@10 139 {
nuclear@10 140 unsigned int sdr;
nuclear@10 141 size_t filesize;
nuclear@21 142 ass_file *fp;
nuclear@10 143 char *src;
nuclear@10 144
nuclear@21 145 if(!(fp = ass_fopen(fname, "rb"))) {
nuclear@10 146 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@10 147 return 0;
nuclear@10 148 }
nuclear@10 149
nuclear@21 150 filesize = ass_fseek(fp, 0, SEEK_END);
nuclear@21 151 /*filesize = ass_ftell(fp);*/
nuclear@21 152 ass_fseek(fp, 0, SEEK_SET);
nuclear@10 153
nuclear@10 154 if(!(src = malloc(filesize + 1))) {
nuclear@21 155 ass_fclose(fp);
nuclear@10 156 return 0;
nuclear@10 157 }
nuclear@21 158 ass_fread(src, 1, filesize, fp);
nuclear@10 159 src[filesize] = 0;
nuclear@21 160 ass_fclose(fp);
nuclear@10 161
nuclear@10 162 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@10 163 sdr = create_shader(src, sdr_type);
nuclear@10 164
nuclear@10 165 free(src);
nuclear@10 166 return sdr;
nuclear@10 167 }
nuclear@10 168
nuclear@10 169
nuclear@10 170 /* ---- gpu programs ---- */
nuclear@10 171
nuclear@10 172 unsigned int create_program(void)
nuclear@10 173 {
nuclear@10 174 unsigned int prog = glCreateProgram();
nuclear@10 175 assert(glGetError() == GL_NO_ERROR);
nuclear@10 176 return prog;
nuclear@10 177 }
nuclear@10 178
nuclear@10 179 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@10 180 {
nuclear@10 181 unsigned int prog, sdr;
nuclear@10 182 va_list ap;
nuclear@10 183
nuclear@10 184 if(!(prog = create_program())) {
nuclear@10 185 return 0;
nuclear@10 186 }
nuclear@10 187
nuclear@10 188 attach_shader(prog, sdr0);
nuclear@10 189 if(glGetError()) {
nuclear@10 190 return 0;
nuclear@10 191 }
nuclear@10 192
nuclear@10 193 va_start(ap, sdr0);
nuclear@10 194 while((sdr = va_arg(ap, unsigned int))) {
nuclear@10 195 attach_shader(prog, sdr);
nuclear@10 196 if(glGetError()) {
nuclear@10 197 return 0;
nuclear@10 198 }
nuclear@10 199 }
nuclear@10 200 va_end(ap);
nuclear@10 201
nuclear@10 202 if(link_program(prog) == -1) {
nuclear@10 203 free_program(prog);
nuclear@10 204 return 0;
nuclear@10 205 }
nuclear@10 206 return prog;
nuclear@10 207 }
nuclear@10 208
nuclear@10 209 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@10 210 {
nuclear@10 211 unsigned int vs = 0, ps = 0;
nuclear@10 212
nuclear@10 213 if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
nuclear@10 214 return 0;
nuclear@10 215 }
nuclear@10 216 if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
nuclear@10 217 return 0;
nuclear@10 218 }
nuclear@10 219 return create_program_link(vs, ps, 0);
nuclear@10 220 }
nuclear@10 221
nuclear@10 222 void free_program(unsigned int sdr)
nuclear@10 223 {
nuclear@10 224 glDeleteProgram(sdr);
nuclear@10 225 }
nuclear@10 226
nuclear@10 227 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@10 228 {
nuclear@17 229 int err;
nuclear@17 230
nuclear@10 231 if(prog && sdr) {
nuclear@17 232 assert(glGetError() == GL_NO_ERROR);
nuclear@10 233 glAttachShader(prog, sdr);
nuclear@17 234 if((err = glGetError()) != GL_NO_ERROR) {
nuclear@17 235 fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
nuclear@10 236 abort();
nuclear@10 237 }
nuclear@10 238 }
nuclear@10 239 }
nuclear@10 240
nuclear@10 241 int link_program(unsigned int prog)
nuclear@10 242 {
nuclear@10 243 int linked, info_len, retval = 0;
nuclear@10 244 char *info_str = 0;
nuclear@10 245
nuclear@10 246 glLinkProgram(prog);
nuclear@10 247 assert(glGetError() == GL_NO_ERROR);
nuclear@10 248 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@10 249 assert(glGetError() == GL_NO_ERROR);
nuclear@10 250 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@10 251 assert(glGetError() == GL_NO_ERROR);
nuclear@10 252
nuclear@10 253 if(info_len) {
nuclear@10 254 if((info_str = malloc(info_len + 1))) {
nuclear@10 255 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@10 256 assert(glGetError() == GL_NO_ERROR);
nuclear@10 257 info_str[info_len] = 0;
nuclear@10 258 }
nuclear@10 259 }
nuclear@10 260
nuclear@10 261 if(linked) {
nuclear@10 262 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@10 263 } else {
nuclear@10 264 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@10 265 retval = -1;
nuclear@10 266 }
nuclear@10 267
nuclear@10 268 free(info_str);
nuclear@10 269 return retval;
nuclear@10 270 }
nuclear@10 271
nuclear@10 272 int bind_program(unsigned int prog)
nuclear@10 273 {
nuclear@10 274 GLenum err;
nuclear@10 275
nuclear@10 276 glUseProgram(prog);
nuclear@10 277 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@10 278 /* maybe the program is not linked, try linking first */
nuclear@10 279 if(err == GL_INVALID_OPERATION) {
nuclear@10 280 if(link_program(prog) == -1) {
nuclear@10 281 return -1;
nuclear@10 282 }
nuclear@10 283 glUseProgram(prog);
nuclear@10 284 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@10 285 }
nuclear@10 286 return -1;
nuclear@10 287 }
nuclear@10 288 return 0;
nuclear@10 289 }
nuclear@10 290
nuclear@10 291 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@10 292 #define BEGIN_UNIFORM_CODE \
nuclear@10 293 int loc, curr_prog; \
nuclear@10 294 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@10 295 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@10 296 return -1; \
nuclear@10 297 } \
nuclear@10 298 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@10 299
nuclear@10 300 #define END_UNIFORM_CODE \
nuclear@10 301 if((unsigned int)curr_prog != prog) { \
nuclear@10 302 bind_program(curr_prog); \
nuclear@10 303 } \
nuclear@10 304 return loc == -1 ? -1 : 0
nuclear@10 305
nuclear@10 306 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@10 307 {
nuclear@10 308 BEGIN_UNIFORM_CODE {
nuclear@10 309 glUniform1i(loc, val);
nuclear@10 310 }
nuclear@10 311 END_UNIFORM_CODE;
nuclear@10 312 }
nuclear@10 313
nuclear@10 314 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@10 315 {
nuclear@10 316 BEGIN_UNIFORM_CODE {
nuclear@10 317 glUniform1f(loc, val);
nuclear@10 318 }
nuclear@10 319 END_UNIFORM_CODE;
nuclear@10 320 }
nuclear@10 321
nuclear@10 322 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@10 323 {
nuclear@10 324 BEGIN_UNIFORM_CODE {
nuclear@10 325 glUniform2f(loc, x, y);
nuclear@10 326 }
nuclear@10 327 END_UNIFORM_CODE;
nuclear@10 328 }
nuclear@10 329
nuclear@10 330 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@10 331 {
nuclear@10 332 BEGIN_UNIFORM_CODE {
nuclear@10 333 glUniform3f(loc, x, y, z);
nuclear@10 334 }
nuclear@10 335 END_UNIFORM_CODE;
nuclear@10 336 }
nuclear@10 337
nuclear@10 338 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@10 339 {
nuclear@10 340 BEGIN_UNIFORM_CODE {
nuclear@10 341 glUniform4f(loc, x, y, z, w);
nuclear@10 342 }
nuclear@10 343 END_UNIFORM_CODE;
nuclear@10 344 }
nuclear@10 345
nuclear@10 346 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@10 347 {
nuclear@10 348 BEGIN_UNIFORM_CODE {
nuclear@10 349 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@10 350 }
nuclear@10 351 END_UNIFORM_CODE;
nuclear@10 352 }
nuclear@10 353
nuclear@10 354 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@10 355 {
nuclear@10 356 BEGIN_UNIFORM_CODE {
nuclear@10 357 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@10 358 }
nuclear@10 359 END_UNIFORM_CODE;
nuclear@10 360 }
nuclear@10 361
nuclear@10 362 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@10 363 {
nuclear@10 364 int loc, curr_prog;
nuclear@10 365
nuclear@10 366 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@10 367 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@10 368 return -1;
nuclear@10 369 }
nuclear@10 370
nuclear@10 371 loc = glGetAttribLocation(prog, (char*)name);
nuclear@10 372
nuclear@10 373 if((unsigned int)curr_prog != prog) {
nuclear@10 374 bind_program(curr_prog);
nuclear@10 375 }
nuclear@10 376 return loc;
nuclear@10 377 }
nuclear@10 378
nuclear@10 379 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@10 380 {
nuclear@10 381 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@10 382 }
nuclear@10 383
nuclear@10 384 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@10 385 {
nuclear@10 386 switch(sdrtype) {
nuclear@10 387 case GL_VERTEX_SHADER:
nuclear@10 388 return "vertex";
nuclear@10 389 case GL_FRAGMENT_SHADER:
nuclear@10 390 return "pixel";
nuclear@10 391 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 392 case GL_TESS_CONTROL_SHADER:
nuclear@10 393 return "tessellation control";
nuclear@10 394 #endif
nuclear@10 395 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 396 case GL_TESS_EVALUATION_SHADER:
nuclear@10 397 return "tessellation evaluation";
nuclear@10 398 #endif
nuclear@10 399 #ifdef GL_GEOMETRY_SHADER
nuclear@10 400 case GL_GEOMETRY_SHADER:
nuclear@10 401 return "geometry";
nuclear@10 402 #endif
nuclear@10 403
nuclear@10 404 default:
nuclear@10 405 break;
nuclear@10 406 }
nuclear@10 407 return "<unknown>";
nuclear@10 408 }