3dphotoshoot

annotate src/sdr.c @ 13:8cfe061ddd5f

fixed the assets directories in the android makefile
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 07 Jun 2015 02:29:10 +0300
parents
children aef7f51f6397
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@10 8
nuclear@10 9 #if defined(unix) || defined(__unix__)
nuclear@10 10 #include <unistd.h>
nuclear@10 11 #include <sys/stat.h>
nuclear@10 12 #endif /* unix */
nuclear@10 13
nuclear@10 14 #include "sdr.h"
nuclear@10 15
nuclear@10 16 static const char *sdrtypestr(unsigned int sdrtype);
nuclear@10 17
nuclear@10 18 unsigned int create_vertex_shader(const char *src)
nuclear@10 19 {
nuclear@10 20 return create_shader(src, GL_VERTEX_SHADER);
nuclear@10 21 }
nuclear@10 22
nuclear@10 23 unsigned int create_pixel_shader(const char *src)
nuclear@10 24 {
nuclear@10 25 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@10 26 }
nuclear@10 27
nuclear@10 28 unsigned int create_tessctl_shader(const char *src)
nuclear@10 29 {
nuclear@10 30 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 31 return create_shader(src, GL_TESS_CONTROL_SHADER);
nuclear@10 32 #else
nuclear@10 33 return 0;
nuclear@10 34 #endif
nuclear@10 35 }
nuclear@10 36
nuclear@10 37 unsigned int create_tesseval_shader(const char *src)
nuclear@10 38 {
nuclear@10 39 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 40 return create_shader(src, GL_TESS_EVALUATION_SHADER);
nuclear@10 41 #else
nuclear@10 42 return 0;
nuclear@10 43 #endif
nuclear@10 44 }
nuclear@10 45
nuclear@10 46 unsigned int create_geometry_shader(const char *src)
nuclear@10 47 {
nuclear@10 48 #ifdef GL_GEOMETRY_SHADER
nuclear@10 49 return create_shader(src, GL_GEOMETRY_SHADER);
nuclear@10 50 #else
nuclear@10 51 return 0;
nuclear@10 52 #endif
nuclear@10 53 }
nuclear@10 54
nuclear@10 55 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@10 56 {
nuclear@10 57 unsigned int sdr;
nuclear@10 58 int success, info_len;
nuclear@10 59 char *info_str = 0;
nuclear@10 60 GLenum err;
nuclear@10 61
nuclear@10 62 sdr = glCreateShader(sdr_type);
nuclear@10 63 assert(glGetError() == GL_NO_ERROR);
nuclear@10 64 glShaderSource(sdr, 1, &src, 0);
nuclear@10 65 err = glGetError();
nuclear@10 66 assert(err == GL_NO_ERROR);
nuclear@10 67 glCompileShader(sdr);
nuclear@10 68 assert(glGetError() == GL_NO_ERROR);
nuclear@10 69
nuclear@10 70 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@10 71 assert(glGetError() == GL_NO_ERROR);
nuclear@10 72 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@10 73 assert(glGetError() == GL_NO_ERROR);
nuclear@10 74
nuclear@10 75 if(info_len) {
nuclear@10 76 if((info_str = malloc(info_len + 1))) {
nuclear@10 77 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@10 78 assert(glGetError() == GL_NO_ERROR);
nuclear@10 79 info_str[info_len] = 0;
nuclear@10 80 }
nuclear@10 81 }
nuclear@10 82
nuclear@10 83 if(success) {
nuclear@10 84 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@10 85 } else {
nuclear@10 86 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@10 87 glDeleteShader(sdr);
nuclear@10 88 sdr = 0;
nuclear@10 89 }
nuclear@10 90
nuclear@10 91 free(info_str);
nuclear@10 92 return sdr;
nuclear@10 93 }
nuclear@10 94
nuclear@10 95 void free_shader(unsigned int sdr)
nuclear@10 96 {
nuclear@10 97 glDeleteShader(sdr);
nuclear@10 98 }
nuclear@10 99
nuclear@10 100 unsigned int load_vertex_shader(const char *fname)
nuclear@10 101 {
nuclear@10 102 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@10 103 }
nuclear@10 104
nuclear@10 105 unsigned int load_pixel_shader(const char *fname)
nuclear@10 106 {
nuclear@10 107 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@10 108 }
nuclear@10 109
nuclear@10 110 unsigned int load_tessctl_shader(const char *fname)
nuclear@10 111 {
nuclear@10 112 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 113 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@10 114 #else
nuclear@10 115 return 0;
nuclear@10 116 #endif
nuclear@10 117 }
nuclear@10 118
nuclear@10 119 unsigned int load_tesseval_shader(const char *fname)
nuclear@10 120 {
nuclear@10 121 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 122 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@10 123 #else
nuclear@10 124 return 0;
nuclear@10 125 #endif
nuclear@10 126 }
nuclear@10 127
nuclear@10 128 unsigned int load_geometry_shader(const char *fname)
nuclear@10 129 {
nuclear@10 130 #ifdef GL_GEOMETRY_SHADER
nuclear@10 131 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@10 132 #else
nuclear@10 133 return 0;
nuclear@10 134 #endif
nuclear@10 135 }
nuclear@10 136
nuclear@10 137 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@10 138 {
nuclear@10 139 #if defined(unix) || defined(__unix__)
nuclear@10 140 struct stat st;
nuclear@10 141 #endif
nuclear@10 142 unsigned int sdr;
nuclear@10 143 size_t filesize;
nuclear@10 144 FILE *fp;
nuclear@10 145 char *src;
nuclear@10 146
nuclear@10 147 if(!(fp = fopen(fname, "rb"))) {
nuclear@10 148 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@10 149 return 0;
nuclear@10 150 }
nuclear@10 151
nuclear@10 152 #if defined(unix) || defined(__unix__)
nuclear@10 153 fstat(fileno(fp), &st);
nuclear@10 154 filesize = st.st_size;
nuclear@10 155 #else
nuclear@10 156 fseek(fp, 0, SEEK_END);
nuclear@10 157 filesize = ftell(fp);
nuclear@10 158 fseek(fp, 0, SEEK_SET);
nuclear@10 159 #endif /* unix */
nuclear@10 160
nuclear@10 161 if(!(src = malloc(filesize + 1))) {
nuclear@10 162 fclose(fp);
nuclear@10 163 return 0;
nuclear@10 164 }
nuclear@10 165 fread(src, 1, filesize, fp);
nuclear@10 166 src[filesize] = 0;
nuclear@10 167 fclose(fp);
nuclear@10 168
nuclear@10 169 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@10 170 sdr = create_shader(src, sdr_type);
nuclear@10 171
nuclear@10 172 free(src);
nuclear@10 173 return sdr;
nuclear@10 174 }
nuclear@10 175
nuclear@10 176
nuclear@10 177 /* ---- gpu programs ---- */
nuclear@10 178
nuclear@10 179 unsigned int create_program(void)
nuclear@10 180 {
nuclear@10 181 unsigned int prog = glCreateProgram();
nuclear@10 182 assert(glGetError() == GL_NO_ERROR);
nuclear@10 183 return prog;
nuclear@10 184 }
nuclear@10 185
nuclear@10 186 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@10 187 {
nuclear@10 188 unsigned int prog, sdr;
nuclear@10 189 va_list ap;
nuclear@10 190
nuclear@10 191 if(!(prog = create_program())) {
nuclear@10 192 return 0;
nuclear@10 193 }
nuclear@10 194
nuclear@10 195 attach_shader(prog, sdr0);
nuclear@10 196 if(glGetError()) {
nuclear@10 197 return 0;
nuclear@10 198 }
nuclear@10 199
nuclear@10 200 va_start(ap, sdr0);
nuclear@10 201 while((sdr = va_arg(ap, unsigned int))) {
nuclear@10 202 attach_shader(prog, sdr);
nuclear@10 203 if(glGetError()) {
nuclear@10 204 return 0;
nuclear@10 205 }
nuclear@10 206 }
nuclear@10 207 va_end(ap);
nuclear@10 208
nuclear@10 209 if(link_program(prog) == -1) {
nuclear@10 210 free_program(prog);
nuclear@10 211 return 0;
nuclear@10 212 }
nuclear@10 213 return prog;
nuclear@10 214 }
nuclear@10 215
nuclear@10 216 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@10 217 {
nuclear@10 218 unsigned int vs = 0, ps = 0;
nuclear@10 219
nuclear@10 220 if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
nuclear@10 221 return 0;
nuclear@10 222 }
nuclear@10 223 if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
nuclear@10 224 return 0;
nuclear@10 225 }
nuclear@10 226 return create_program_link(vs, ps, 0);
nuclear@10 227 }
nuclear@10 228
nuclear@10 229 void free_program(unsigned int sdr)
nuclear@10 230 {
nuclear@10 231 glDeleteProgram(sdr);
nuclear@10 232 }
nuclear@10 233
nuclear@10 234 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@10 235 {
nuclear@10 236 if(prog && sdr) {
nuclear@10 237 glAttachShader(prog, sdr);
nuclear@10 238 if(glGetError() != GL_NO_ERROR) {
nuclear@10 239 fprintf(stderr, "failed to attach shader %u to program %u\n", sdr, prog);
nuclear@10 240 abort();
nuclear@10 241 }
nuclear@10 242 }
nuclear@10 243 }
nuclear@10 244
nuclear@10 245 int link_program(unsigned int prog)
nuclear@10 246 {
nuclear@10 247 int linked, info_len, retval = 0;
nuclear@10 248 char *info_str = 0;
nuclear@10 249
nuclear@10 250 glLinkProgram(prog);
nuclear@10 251 assert(glGetError() == GL_NO_ERROR);
nuclear@10 252 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@10 253 assert(glGetError() == GL_NO_ERROR);
nuclear@10 254 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@10 255 assert(glGetError() == GL_NO_ERROR);
nuclear@10 256
nuclear@10 257 if(info_len) {
nuclear@10 258 if((info_str = malloc(info_len + 1))) {
nuclear@10 259 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@10 260 assert(glGetError() == GL_NO_ERROR);
nuclear@10 261 info_str[info_len] = 0;
nuclear@10 262 }
nuclear@10 263 }
nuclear@10 264
nuclear@10 265 if(linked) {
nuclear@10 266 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@10 267 } else {
nuclear@10 268 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@10 269 retval = -1;
nuclear@10 270 }
nuclear@10 271
nuclear@10 272 free(info_str);
nuclear@10 273 return retval;
nuclear@10 274 }
nuclear@10 275
nuclear@10 276 int bind_program(unsigned int prog)
nuclear@10 277 {
nuclear@10 278 GLenum err;
nuclear@10 279
nuclear@10 280 glUseProgram(prog);
nuclear@10 281 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@10 282 /* maybe the program is not linked, try linking first */
nuclear@10 283 if(err == GL_INVALID_OPERATION) {
nuclear@10 284 if(link_program(prog) == -1) {
nuclear@10 285 return -1;
nuclear@10 286 }
nuclear@10 287 glUseProgram(prog);
nuclear@10 288 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@10 289 }
nuclear@10 290 return -1;
nuclear@10 291 }
nuclear@10 292 return 0;
nuclear@10 293 }
nuclear@10 294
nuclear@10 295 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@10 296 #define BEGIN_UNIFORM_CODE \
nuclear@10 297 int loc, curr_prog; \
nuclear@10 298 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@10 299 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@10 300 return -1; \
nuclear@10 301 } \
nuclear@10 302 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@10 303
nuclear@10 304 #define END_UNIFORM_CODE \
nuclear@10 305 if((unsigned int)curr_prog != prog) { \
nuclear@10 306 bind_program(curr_prog); \
nuclear@10 307 } \
nuclear@10 308 return loc == -1 ? -1 : 0
nuclear@10 309
nuclear@10 310 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@10 311 {
nuclear@10 312 BEGIN_UNIFORM_CODE {
nuclear@10 313 glUniform1i(loc, val);
nuclear@10 314 }
nuclear@10 315 END_UNIFORM_CODE;
nuclear@10 316 }
nuclear@10 317
nuclear@10 318 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@10 319 {
nuclear@10 320 BEGIN_UNIFORM_CODE {
nuclear@10 321 glUniform1f(loc, val);
nuclear@10 322 }
nuclear@10 323 END_UNIFORM_CODE;
nuclear@10 324 }
nuclear@10 325
nuclear@10 326 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@10 327 {
nuclear@10 328 BEGIN_UNIFORM_CODE {
nuclear@10 329 glUniform2f(loc, x, y);
nuclear@10 330 }
nuclear@10 331 END_UNIFORM_CODE;
nuclear@10 332 }
nuclear@10 333
nuclear@10 334 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@10 335 {
nuclear@10 336 BEGIN_UNIFORM_CODE {
nuclear@10 337 glUniform3f(loc, x, y, z);
nuclear@10 338 }
nuclear@10 339 END_UNIFORM_CODE;
nuclear@10 340 }
nuclear@10 341
nuclear@10 342 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@10 343 {
nuclear@10 344 BEGIN_UNIFORM_CODE {
nuclear@10 345 glUniform4f(loc, x, y, z, w);
nuclear@10 346 }
nuclear@10 347 END_UNIFORM_CODE;
nuclear@10 348 }
nuclear@10 349
nuclear@10 350 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@10 351 {
nuclear@10 352 BEGIN_UNIFORM_CODE {
nuclear@10 353 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@10 354 }
nuclear@10 355 END_UNIFORM_CODE;
nuclear@10 356 }
nuclear@10 357
nuclear@10 358 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@10 359 {
nuclear@10 360 BEGIN_UNIFORM_CODE {
nuclear@10 361 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@10 362 }
nuclear@10 363 END_UNIFORM_CODE;
nuclear@10 364 }
nuclear@10 365
nuclear@10 366 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@10 367 {
nuclear@10 368 int loc, curr_prog;
nuclear@10 369
nuclear@10 370 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@10 371 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@10 372 return -1;
nuclear@10 373 }
nuclear@10 374
nuclear@10 375 loc = glGetAttribLocation(prog, (char*)name);
nuclear@10 376
nuclear@10 377 if((unsigned int)curr_prog != prog) {
nuclear@10 378 bind_program(curr_prog);
nuclear@10 379 }
nuclear@10 380 return loc;
nuclear@10 381 }
nuclear@10 382
nuclear@10 383 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@10 384 {
nuclear@10 385 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@10 386 }
nuclear@10 387
nuclear@10 388 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@10 389 {
nuclear@10 390 switch(sdrtype) {
nuclear@10 391 case GL_VERTEX_SHADER:
nuclear@10 392 return "vertex";
nuclear@10 393 case GL_FRAGMENT_SHADER:
nuclear@10 394 return "pixel";
nuclear@10 395 #ifdef GL_TESS_CONTROL_SHADER
nuclear@10 396 case GL_TESS_CONTROL_SHADER:
nuclear@10 397 return "tessellation control";
nuclear@10 398 #endif
nuclear@10 399 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@10 400 case GL_TESS_EVALUATION_SHADER:
nuclear@10 401 return "tessellation evaluation";
nuclear@10 402 #endif
nuclear@10 403 #ifdef GL_GEOMETRY_SHADER
nuclear@10 404 case GL_GEOMETRY_SHADER:
nuclear@10 405 return "geometry";
nuclear@10 406 #endif
nuclear@10 407
nuclear@10 408 default:
nuclear@10 409 break;
nuclear@10 410 }
nuclear@10 411 return "<unknown>";
nuclear@10 412 }