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