3dphotoshoot

annotate src/sdr.c @ 21:4ca4e3c5a754

port to C++ completed, shader programs now use the SdrProg class
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 11 Jun 2015 04:56:33 +0300
parents aef7f51f6397
children 2712c5da2e00
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 printf(" filesize: %ld\n", filesize);
nuclear@21 153 ass_fseek(fp, 0, SEEK_SET);
nuclear@10 154
nuclear@10 155 if(!(src = malloc(filesize + 1))) {
nuclear@21 156 ass_fclose(fp);
nuclear@10 157 return 0;
nuclear@10 158 }
nuclear@21 159 ass_fread(src, 1, filesize, fp);
nuclear@10 160 src[filesize] = 0;
nuclear@21 161 ass_fclose(fp);
nuclear@10 162
nuclear@10 163 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@10 164 sdr = create_shader(src, sdr_type);
nuclear@10 165
nuclear@10 166 free(src);
nuclear@10 167 return sdr;
nuclear@10 168 }
nuclear@10 169
nuclear@10 170
nuclear@10 171 /* ---- gpu programs ---- */
nuclear@10 172
nuclear@10 173 unsigned int create_program(void)
nuclear@10 174 {
nuclear@10 175 unsigned int prog = glCreateProgram();
nuclear@10 176 assert(glGetError() == GL_NO_ERROR);
nuclear@10 177 return prog;
nuclear@10 178 }
nuclear@10 179
nuclear@10 180 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@10 181 {
nuclear@10 182 unsigned int prog, sdr;
nuclear@10 183 va_list ap;
nuclear@10 184
nuclear@10 185 if(!(prog = create_program())) {
nuclear@10 186 return 0;
nuclear@10 187 }
nuclear@10 188
nuclear@10 189 attach_shader(prog, sdr0);
nuclear@10 190 if(glGetError()) {
nuclear@10 191 return 0;
nuclear@10 192 }
nuclear@10 193
nuclear@10 194 va_start(ap, sdr0);
nuclear@10 195 while((sdr = va_arg(ap, unsigned int))) {
nuclear@10 196 attach_shader(prog, sdr);
nuclear@10 197 if(glGetError()) {
nuclear@10 198 return 0;
nuclear@10 199 }
nuclear@10 200 }
nuclear@10 201 va_end(ap);
nuclear@10 202
nuclear@10 203 if(link_program(prog) == -1) {
nuclear@10 204 free_program(prog);
nuclear@10 205 return 0;
nuclear@10 206 }
nuclear@10 207 return prog;
nuclear@10 208 }
nuclear@10 209
nuclear@10 210 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@10 211 {
nuclear@10 212 unsigned int vs = 0, ps = 0;
nuclear@10 213
nuclear@10 214 if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
nuclear@10 215 return 0;
nuclear@10 216 }
nuclear@10 217 if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
nuclear@10 218 return 0;
nuclear@10 219 }
nuclear@10 220 return create_program_link(vs, ps, 0);
nuclear@10 221 }
nuclear@10 222
nuclear@10 223 void free_program(unsigned int sdr)
nuclear@10 224 {
nuclear@10 225 glDeleteProgram(sdr);
nuclear@10 226 }
nuclear@10 227
nuclear@10 228 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@10 229 {
nuclear@17 230 int err;
nuclear@17 231
nuclear@10 232 if(prog && sdr) {
nuclear@17 233 assert(glGetError() == GL_NO_ERROR);
nuclear@10 234 glAttachShader(prog, sdr);
nuclear@17 235 if((err = glGetError()) != GL_NO_ERROR) {
nuclear@17 236 fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
nuclear@10 237 abort();
nuclear@10 238 }
nuclear@10 239 }
nuclear@10 240 }
nuclear@10 241
nuclear@10 242 int link_program(unsigned int prog)
nuclear@10 243 {
nuclear@10 244 int linked, info_len, retval = 0;
nuclear@10 245 char *info_str = 0;
nuclear@10 246
nuclear@10 247 glLinkProgram(prog);
nuclear@10 248 assert(glGetError() == GL_NO_ERROR);
nuclear@10 249 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@10 250 assert(glGetError() == GL_NO_ERROR);
nuclear@10 251 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@10 252 assert(glGetError() == GL_NO_ERROR);
nuclear@10 253
nuclear@10 254 if(info_len) {
nuclear@10 255 if((info_str = malloc(info_len + 1))) {
nuclear@10 256 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@10 257 assert(glGetError() == GL_NO_ERROR);
nuclear@10 258 info_str[info_len] = 0;
nuclear@10 259 }
nuclear@10 260 }
nuclear@10 261
nuclear@10 262 if(linked) {
nuclear@10 263 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@10 264 } else {
nuclear@10 265 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@10 266 retval = -1;
nuclear@10 267 }
nuclear@10 268
nuclear@10 269 free(info_str);
nuclear@10 270 return retval;
nuclear@10 271 }
nuclear@10 272
nuclear@10 273 int bind_program(unsigned int prog)
nuclear@10 274 {
nuclear@10 275 GLenum err;
nuclear@10 276
nuclear@10 277 glUseProgram(prog);
nuclear@10 278 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@10 279 /* maybe the program is not linked, try linking first */
nuclear@10 280 if(err == GL_INVALID_OPERATION) {
nuclear@10 281 if(link_program(prog) == -1) {
nuclear@10 282 return -1;
nuclear@10 283 }
nuclear@10 284 glUseProgram(prog);
nuclear@10 285 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@10 286 }
nuclear@10 287 return -1;
nuclear@10 288 }
nuclear@10 289 return 0;
nuclear@10 290 }
nuclear@10 291
nuclear@10 292 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@10 293 #define BEGIN_UNIFORM_CODE \
nuclear@10 294 int loc, curr_prog; \
nuclear@10 295 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@10 296 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@10 297 return -1; \
nuclear@10 298 } \
nuclear@10 299 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@10 300
nuclear@10 301 #define END_UNIFORM_CODE \
nuclear@10 302 if((unsigned int)curr_prog != prog) { \
nuclear@10 303 bind_program(curr_prog); \
nuclear@10 304 } \
nuclear@10 305 return loc == -1 ? -1 : 0
nuclear@10 306
nuclear@10 307 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@10 308 {
nuclear@10 309 BEGIN_UNIFORM_CODE {
nuclear@10 310 glUniform1i(loc, val);
nuclear@10 311 }
nuclear@10 312 END_UNIFORM_CODE;
nuclear@10 313 }
nuclear@10 314
nuclear@10 315 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@10 316 {
nuclear@10 317 BEGIN_UNIFORM_CODE {
nuclear@10 318 glUniform1f(loc, val);
nuclear@10 319 }
nuclear@10 320 END_UNIFORM_CODE;
nuclear@10 321 }
nuclear@10 322
nuclear@10 323 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@10 324 {
nuclear@10 325 BEGIN_UNIFORM_CODE {
nuclear@10 326 glUniform2f(loc, x, y);
nuclear@10 327 }
nuclear@10 328 END_UNIFORM_CODE;
nuclear@10 329 }
nuclear@10 330
nuclear@10 331 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@10 332 {
nuclear@10 333 BEGIN_UNIFORM_CODE {
nuclear@10 334 glUniform3f(loc, x, y, z);
nuclear@10 335 }
nuclear@10 336 END_UNIFORM_CODE;
nuclear@10 337 }
nuclear@10 338
nuclear@10 339 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@10 340 {
nuclear@10 341 BEGIN_UNIFORM_CODE {
nuclear@10 342 glUniform4f(loc, x, y, z, w);
nuclear@10 343 }
nuclear@10 344 END_UNIFORM_CODE;
nuclear@10 345 }
nuclear@10 346
nuclear@10 347 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@10 348 {
nuclear@10 349 BEGIN_UNIFORM_CODE {
nuclear@10 350 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@10 351 }
nuclear@10 352 END_UNIFORM_CODE;
nuclear@10 353 }
nuclear@10 354
nuclear@10 355 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@10 356 {
nuclear@10 357 BEGIN_UNIFORM_CODE {
nuclear@10 358 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@10 359 }
nuclear@10 360 END_UNIFORM_CODE;
nuclear@10 361 }
nuclear@10 362
nuclear@10 363 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@10 364 {
nuclear@10 365 int loc, curr_prog;
nuclear@10 366
nuclear@10 367 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@10 368 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@10 369 return -1;
nuclear@10 370 }
nuclear@10 371
nuclear@10 372 loc = glGetAttribLocation(prog, (char*)name);
nuclear@10 373
nuclear@10 374 if((unsigned int)curr_prog != prog) {
nuclear@10 375 bind_program(curr_prog);
nuclear@10 376 }
nuclear@10 377 return loc;
nuclear@10 378 }
nuclear@10 379
nuclear@10 380 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@10 381 {
nuclear@10 382 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@10 383 }
nuclear@10 384
nuclear@10 385 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@10 386 {
nuclear@10 387 switch(sdrtype) {
nuclear@10 388 case GL_VERTEX_SHADER:
nuclear@10 389 return "vertex";
nuclear@10 390 case GL_FRAGMENT_SHADER:
nuclear@10 391 return "pixel";
nuclear@10 392 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 393 case GL_TESS_CONTROL_SHADER:
nuclear@10 394 return "tessellation control";
nuclear@10 395 #endif
nuclear@10 396 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 397 case GL_TESS_EVALUATION_SHADER:
nuclear@10 398 return "tessellation evaluation";
nuclear@10 399 #endif
nuclear@10 400 #ifdef GL_GEOMETRY_SHADER
nuclear@10 401 case GL_GEOMETRY_SHADER:
nuclear@10 402 return "geometry";
nuclear@10 403 #endif
nuclear@10 404
nuclear@10 405 default:
nuclear@10 406 break;
nuclear@10 407 }
nuclear@10 408 return "<unknown>";
nuclear@10 409 }