glviewvol

annotate src/sdr.c @ 4:04330eb80b36

lots of stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 29 Dec 2014 05:41:36 +0200
parents
children 773f89037a35
rev   line source
nuclear@4 1 #include <stdio.h>
nuclear@4 2 #include <stdlib.h>
nuclear@4 3 #include <string.h>
nuclear@4 4 #include <errno.h>
nuclear@4 5 #include <stdarg.h>
nuclear@4 6 #include <assert.h>
nuclear@4 7 #include <GL/glew.h>
nuclear@4 8
nuclear@4 9 #if defined(unix) || defined(__unix__)
nuclear@4 10 #include <unistd.h>
nuclear@4 11 #include <sys/stat.h>
nuclear@4 12 #endif /* unix */
nuclear@4 13
nuclear@4 14 #include "sdr.h"
nuclear@4 15
nuclear@4 16 static const char *sdrtypestr(unsigned int sdrtype);
nuclear@4 17
nuclear@4 18 unsigned int create_vertex_shader(const char *src)
nuclear@4 19 {
nuclear@4 20 return create_shader(src, GL_VERTEX_SHADER);
nuclear@4 21 }
nuclear@4 22
nuclear@4 23 unsigned int create_pixel_shader(const char *src)
nuclear@4 24 {
nuclear@4 25 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@4 26 }
nuclear@4 27
nuclear@4 28 unsigned int create_tessctl_shader(const char *src)
nuclear@4 29 {
nuclear@4 30 #ifdef GL_TESS_CONTROL_SHADER
nuclear@4 31 return create_shader(src, GL_TESS_CONTROL_SHADER);
nuclear@4 32 #else
nuclear@4 33 return 0;
nuclear@4 34 #endif
nuclear@4 35 }
nuclear@4 36
nuclear@4 37 unsigned int create_tesseval_shader(const char *src)
nuclear@4 38 {
nuclear@4 39 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@4 40 return create_shader(src, GL_TESS_EVALUATION_SHADER);
nuclear@4 41 #else
nuclear@4 42 return 0;
nuclear@4 43 #endif
nuclear@4 44 }
nuclear@4 45
nuclear@4 46 unsigned int create_geometry_shader(const char *src)
nuclear@4 47 {
nuclear@4 48 #ifdef GL_GEOMETRY_SHADER
nuclear@4 49 return create_shader(src, GL_GEOMETRY_SHADER);
nuclear@4 50 #else
nuclear@4 51 return 0;
nuclear@4 52 #endif
nuclear@4 53 }
nuclear@4 54
nuclear@4 55 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@4 56 {
nuclear@4 57 unsigned int sdr;
nuclear@4 58 int success, info_len;
nuclear@4 59 char *info_str = 0;
nuclear@4 60 GLenum err;
nuclear@4 61
nuclear@4 62 sdr = glCreateShader(sdr_type);
nuclear@4 63 assert(glGetError() == GL_NO_ERROR);
nuclear@4 64 glShaderSource(sdr, 1, &src, 0);
nuclear@4 65 err = glGetError();
nuclear@4 66 assert(err == GL_NO_ERROR);
nuclear@4 67 glCompileShader(sdr);
nuclear@4 68 assert(glGetError() == GL_NO_ERROR);
nuclear@4 69
nuclear@4 70 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@4 71 assert(glGetError() == GL_NO_ERROR);
nuclear@4 72 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@4 73 assert(glGetError() == GL_NO_ERROR);
nuclear@4 74
nuclear@4 75 if(info_len) {
nuclear@4 76 if((info_str = malloc(info_len + 1))) {
nuclear@4 77 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@4 78 assert(glGetError() == GL_NO_ERROR);
nuclear@4 79 info_str[info_len] = 0;
nuclear@4 80 }
nuclear@4 81 }
nuclear@4 82
nuclear@4 83 if(success) {
nuclear@4 84 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@4 85 } else {
nuclear@4 86 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@4 87 glDeleteShader(sdr);
nuclear@4 88 sdr = 0;
nuclear@4 89 }
nuclear@4 90
nuclear@4 91 free(info_str);
nuclear@4 92 return sdr;
nuclear@4 93 }
nuclear@4 94
nuclear@4 95 void free_shader(unsigned int sdr)
nuclear@4 96 {
nuclear@4 97 glDeleteShader(sdr);
nuclear@4 98 }
nuclear@4 99
nuclear@4 100 unsigned int load_vertex_shader(const char *fname)
nuclear@4 101 {
nuclear@4 102 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@4 103 }
nuclear@4 104
nuclear@4 105 unsigned int load_pixel_shader(const char *fname)
nuclear@4 106 {
nuclear@4 107 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@4 108 }
nuclear@4 109
nuclear@4 110 unsigned int load_tessctl_shader(const char *fname)
nuclear@4 111 {
nuclear@4 112 #ifdef GL_TESS_CONTROL_SHADER
nuclear@4 113 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@4 114 #else
nuclear@4 115 return 0;
nuclear@4 116 #endif
nuclear@4 117 }
nuclear@4 118
nuclear@4 119 unsigned int load_tesseval_shader(const char *fname)
nuclear@4 120 {
nuclear@4 121 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@4 122 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@4 123 #else
nuclear@4 124 return 0;
nuclear@4 125 #endif
nuclear@4 126 }
nuclear@4 127
nuclear@4 128 unsigned int load_geometry_shader(const char *fname)
nuclear@4 129 {
nuclear@4 130 #ifdef GL_GEOMETRY_SHADER
nuclear@4 131 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@4 132 #else
nuclear@4 133 return 0;
nuclear@4 134 #endif
nuclear@4 135 }
nuclear@4 136
nuclear@4 137 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@4 138 {
nuclear@4 139 #if defined(unix) || defined(__unix__)
nuclear@4 140 struct stat st;
nuclear@4 141 #endif
nuclear@4 142 unsigned int sdr;
nuclear@4 143 size_t filesize;
nuclear@4 144 FILE *fp;
nuclear@4 145 char *src;
nuclear@4 146
nuclear@4 147 if(!(fp = fopen(fname, "rb"))) {
nuclear@4 148 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@4 149 return 0;
nuclear@4 150 }
nuclear@4 151
nuclear@4 152 #if defined(unix) || defined(__unix__)
nuclear@4 153 fstat(fileno(fp), &st);
nuclear@4 154 filesize = st.st_size;
nuclear@4 155 #else
nuclear@4 156 fseek(fp, 0, SEEK_END);
nuclear@4 157 filesize = ftell(fp);
nuclear@4 158 fseek(fp, 0, SEEK_SET);
nuclear@4 159 #endif /* unix */
nuclear@4 160
nuclear@4 161 if(!(src = malloc(filesize + 1))) {
nuclear@4 162 fclose(fp);
nuclear@4 163 return 0;
nuclear@4 164 }
nuclear@4 165 fread(src, 1, filesize, fp);
nuclear@4 166 src[filesize] = 0;
nuclear@4 167 fclose(fp);
nuclear@4 168
nuclear@4 169 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@4 170 sdr = create_shader(src, sdr_type);
nuclear@4 171
nuclear@4 172 free(src);
nuclear@4 173 return sdr;
nuclear@4 174 }
nuclear@4 175
nuclear@4 176
nuclear@4 177 unsigned int get_vertex_shader(const char *fname)
nuclear@4 178 {
nuclear@4 179 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@4 180 }
nuclear@4 181
nuclear@4 182 unsigned int get_pixel_shader(const char *fname)
nuclear@4 183 {
nuclear@4 184 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@4 185 }
nuclear@4 186
nuclear@4 187 unsigned int get_tessctl_shader(const char *fname)
nuclear@4 188 {
nuclear@4 189 #ifdef GL_TESS_CONTROL_SHADER
nuclear@4 190 return get_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@4 191 #else
nuclear@4 192 return 0;
nuclear@4 193 #endif
nuclear@4 194 }
nuclear@4 195
nuclear@4 196 unsigned int get_tesseval_shader(const char *fname)
nuclear@4 197 {
nuclear@4 198 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@4 199 return get_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@4 200 #else
nuclear@4 201 return 0;
nuclear@4 202 #endif
nuclear@4 203 }
nuclear@4 204
nuclear@4 205 unsigned int get_geometry_shader(const char *fname)
nuclear@4 206 {
nuclear@4 207 #ifdef GL_GEOMETRY_SHADER
nuclear@4 208 return get_shader(fname, GL_GEOMETRY_SHADER);
nuclear@4 209 #else
nuclear@4 210 return 0;
nuclear@4 211 #endif
nuclear@4 212 }
nuclear@4 213
nuclear@4 214 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@4 215 {
nuclear@4 216 unsigned int sdr;
nuclear@4 217 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@4 218 return 0;
nuclear@4 219 }
nuclear@4 220 return sdr;
nuclear@4 221 }
nuclear@4 222
nuclear@4 223
nuclear@4 224 /* ---- gpu programs ---- */
nuclear@4 225
nuclear@4 226 unsigned int create_program(void)
nuclear@4 227 {
nuclear@4 228 unsigned int prog = glCreateProgram();
nuclear@4 229 assert(glGetError() == GL_NO_ERROR);
nuclear@4 230 return prog;
nuclear@4 231 }
nuclear@4 232
nuclear@4 233 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@4 234 {
nuclear@4 235 unsigned int prog, sdr;
nuclear@4 236 va_list ap;
nuclear@4 237
nuclear@4 238 if(!(prog = create_program())) {
nuclear@4 239 return 0;
nuclear@4 240 }
nuclear@4 241
nuclear@4 242 attach_shader(prog, sdr0);
nuclear@4 243 if(glGetError()) {
nuclear@4 244 return 0;
nuclear@4 245 }
nuclear@4 246
nuclear@4 247 va_start(ap, sdr0);
nuclear@4 248 while((sdr = va_arg(ap, unsigned int))) {
nuclear@4 249 attach_shader(prog, sdr);
nuclear@4 250 if(glGetError()) {
nuclear@4 251 return 0;
nuclear@4 252 }
nuclear@4 253 }
nuclear@4 254 va_end(ap);
nuclear@4 255
nuclear@4 256 if(link_program(prog) == -1) {
nuclear@4 257 free_program(prog);
nuclear@4 258 return 0;
nuclear@4 259 }
nuclear@4 260 return prog;
nuclear@4 261 }
nuclear@4 262
nuclear@4 263 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@4 264 {
nuclear@4 265 unsigned int vs = 0, ps = 0;
nuclear@4 266
nuclear@4 267 if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
nuclear@4 268 return 0;
nuclear@4 269 }
nuclear@4 270 if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
nuclear@4 271 return 0;
nuclear@4 272 }
nuclear@4 273 return create_program_link(vs, ps, 0);
nuclear@4 274 }
nuclear@4 275
nuclear@4 276 void free_program(unsigned int sdr)
nuclear@4 277 {
nuclear@4 278 glDeleteProgram(sdr);
nuclear@4 279 }
nuclear@4 280
nuclear@4 281 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@4 282 {
nuclear@4 283 if(prog && sdr) {
nuclear@4 284 glAttachShader(prog, sdr);
nuclear@4 285 assert(glGetError() == GL_NO_ERROR);
nuclear@4 286 }
nuclear@4 287 }
nuclear@4 288
nuclear@4 289 int link_program(unsigned int prog)
nuclear@4 290 {
nuclear@4 291 int linked, info_len, retval = 0;
nuclear@4 292 char *info_str = 0;
nuclear@4 293
nuclear@4 294 glLinkProgram(prog);
nuclear@4 295 assert(glGetError() == GL_NO_ERROR);
nuclear@4 296 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@4 297 assert(glGetError() == GL_NO_ERROR);
nuclear@4 298 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@4 299 assert(glGetError() == GL_NO_ERROR);
nuclear@4 300
nuclear@4 301 if(info_len) {
nuclear@4 302 if((info_str = malloc(info_len + 1))) {
nuclear@4 303 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@4 304 assert(glGetError() == GL_NO_ERROR);
nuclear@4 305 info_str[info_len] = 0;
nuclear@4 306 }
nuclear@4 307 }
nuclear@4 308
nuclear@4 309 if(linked) {
nuclear@4 310 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@4 311 } else {
nuclear@4 312 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@4 313 retval = -1;
nuclear@4 314 }
nuclear@4 315
nuclear@4 316 free(info_str);
nuclear@4 317 return retval;
nuclear@4 318 }
nuclear@4 319
nuclear@4 320 int bind_program(unsigned int prog)
nuclear@4 321 {
nuclear@4 322 GLenum err;
nuclear@4 323
nuclear@4 324 glUseProgram(prog);
nuclear@4 325 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@4 326 /* maybe the program is not linked, try linking first */
nuclear@4 327 if(err == GL_INVALID_OPERATION) {
nuclear@4 328 if(link_program(prog) == -1) {
nuclear@4 329 return -1;
nuclear@4 330 }
nuclear@4 331 glUseProgram(prog);
nuclear@4 332 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@4 333 }
nuclear@4 334 return -1;
nuclear@4 335 }
nuclear@4 336 return 0;
nuclear@4 337 }
nuclear@4 338
nuclear@4 339 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@4 340 #define BEGIN_UNIFORM_CODE \
nuclear@4 341 int loc, curr_prog; \
nuclear@4 342 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@4 343 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@4 344 return -1; \
nuclear@4 345 } \
nuclear@4 346 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@4 347
nuclear@4 348 #define END_UNIFORM_CODE \
nuclear@4 349 if((unsigned int)curr_prog != prog) { \
nuclear@4 350 bind_program(curr_prog); \
nuclear@4 351 } \
nuclear@4 352 return loc == -1 ? -1 : 0
nuclear@4 353
nuclear@4 354 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@4 355 {
nuclear@4 356 BEGIN_UNIFORM_CODE {
nuclear@4 357 glUniform1i(loc, val);
nuclear@4 358 }
nuclear@4 359 END_UNIFORM_CODE;
nuclear@4 360 }
nuclear@4 361
nuclear@4 362 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@4 363 {
nuclear@4 364 BEGIN_UNIFORM_CODE {
nuclear@4 365 glUniform1f(loc, val);
nuclear@4 366 }
nuclear@4 367 END_UNIFORM_CODE;
nuclear@4 368 }
nuclear@4 369
nuclear@4 370 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@4 371 {
nuclear@4 372 BEGIN_UNIFORM_CODE {
nuclear@4 373 glUniform2f(loc, x, y);
nuclear@4 374 }
nuclear@4 375 END_UNIFORM_CODE;
nuclear@4 376 }
nuclear@4 377
nuclear@4 378 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@4 379 {
nuclear@4 380 BEGIN_UNIFORM_CODE {
nuclear@4 381 glUniform3f(loc, x, y, z);
nuclear@4 382 }
nuclear@4 383 END_UNIFORM_CODE;
nuclear@4 384 }
nuclear@4 385
nuclear@4 386 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@4 387 {
nuclear@4 388 BEGIN_UNIFORM_CODE {
nuclear@4 389 glUniform4f(loc, x, y, z, w);
nuclear@4 390 }
nuclear@4 391 END_UNIFORM_CODE;
nuclear@4 392 }
nuclear@4 393
nuclear@4 394 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@4 395 {
nuclear@4 396 BEGIN_UNIFORM_CODE {
nuclear@4 397 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@4 398 }
nuclear@4 399 END_UNIFORM_CODE;
nuclear@4 400 }
nuclear@4 401
nuclear@4 402 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@4 403 {
nuclear@4 404 BEGIN_UNIFORM_CODE {
nuclear@4 405 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@4 406 }
nuclear@4 407 END_UNIFORM_CODE;
nuclear@4 408 }
nuclear@4 409
nuclear@4 410 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@4 411 {
nuclear@4 412 int loc, curr_prog;
nuclear@4 413
nuclear@4 414 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@4 415 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@4 416 return -1;
nuclear@4 417 }
nuclear@4 418
nuclear@4 419 loc = glGetAttribLocation(prog, (char*)name);
nuclear@4 420
nuclear@4 421 if((unsigned int)curr_prog != prog) {
nuclear@4 422 bind_program(curr_prog);
nuclear@4 423 }
nuclear@4 424 return loc;
nuclear@4 425 }
nuclear@4 426
nuclear@4 427 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@4 428 {
nuclear@4 429 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@4 430 }
nuclear@4 431
nuclear@4 432 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@4 433 {
nuclear@4 434 switch(sdrtype) {
nuclear@4 435 case GL_VERTEX_SHADER:
nuclear@4 436 return "vertex";
nuclear@4 437 case GL_FRAGMENT_SHADER:
nuclear@4 438 return "pixel";
nuclear@4 439 #ifdef GL_TESS_CONTROL_SHADER
nuclear@4 440 case GL_TESS_CONTROL_SHADER:
nuclear@4 441 return "tessellation control";
nuclear@4 442 #endif
nuclear@4 443 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@4 444 case GL_TESS_EVALUATION_SHADER:
nuclear@4 445 return "tessellation evaluation";
nuclear@4 446 #endif
nuclear@4 447 #ifdef GL_GEOMETRY_SHADER
nuclear@4 448 case GL_GEOMETRY_SHADER:
nuclear@4 449 return "geometry";
nuclear@4 450 #endif
nuclear@4 451
nuclear@4 452 default:
nuclear@4 453 break;
nuclear@4 454 }
nuclear@4 455 return "<unknown>";
nuclear@4 456 }