istereo

annotate src/sdr.c @ 43:73813c1176de

better hgignore
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 14 Aug 2015 04:33:42 +0300
parents 14bbdfcb9030
children
rev   line source
nuclear@39 1 /*
nuclear@39 2 Stereoscopic tunnel for iOS.
nuclear@39 3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
nuclear@39 4
nuclear@39 5 This program is free software: you can redistribute it and/or modify
nuclear@39 6 it under the terms of the GNU General Public License as published by
nuclear@39 7 the Free Software Foundation, either version 3 of the License, or
nuclear@39 8 (at your option) any later version.
nuclear@39 9
nuclear@39 10 This program is distributed in the hope that it will be useful,
nuclear@39 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@39 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@39 13 GNU General Public License for more details.
nuclear@39 14
nuclear@39 15 You should have received a copy of the GNU General Public License
nuclear@39 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@39 17 */
nuclear@39 18
nuclear@0 19 #include <stdio.h>
nuclear@0 20 #include <stdlib.h>
nuclear@0 21 #include <string.h>
nuclear@0 22 #include <errno.h>
nuclear@0 23 #include <assert.h>
nuclear@1 24 #include "opengl.h"
nuclear@0 25
nuclear@0 26 #if defined(unix) || defined(__unix__)
nuclear@0 27 #include <unistd.h>
nuclear@0 28 #include <sys/stat.h>
nuclear@0 29 #endif /* unix */
nuclear@0 30
nuclear@0 31 #include "sdr.h"
nuclear@0 32
nuclear@0 33
nuclear@0 34 unsigned int create_vertex_shader(const char *src)
nuclear@0 35 {
nuclear@0 36 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 37 }
nuclear@0 38
nuclear@0 39 unsigned int create_pixel_shader(const char *src)
nuclear@0 40 {
nuclear@0 41 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 42 }
nuclear@0 43
nuclear@0 44 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 45 {
nuclear@0 46 unsigned int sdr;
nuclear@0 47 int success, info_len;
nuclear@0 48 char *info_str = 0;
nuclear@0 49 GLenum err;
nuclear@0 50
nuclear@0 51 sdr = glCreateShader(sdr_type);
nuclear@0 52 assert(glGetError() == GL_NO_ERROR);
nuclear@0 53 glShaderSource(sdr, 1, &src, 0);
nuclear@0 54 err = glGetError();
nuclear@0 55 assert(err == GL_NO_ERROR);
nuclear@0 56 glCompileShader(sdr);
nuclear@0 57 assert(glGetError() == GL_NO_ERROR);
nuclear@0 58
nuclear@0 59 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 60 assert(glGetError() == GL_NO_ERROR);
nuclear@0 61 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 62 assert(glGetError() == GL_NO_ERROR);
nuclear@0 63
nuclear@0 64 if(info_len) {
nuclear@0 65 if((info_str = malloc(info_len + 1))) {
nuclear@0 66 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 67 assert(glGetError() == GL_NO_ERROR);
nuclear@0 68 }
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 if(success) {
nuclear@0 72 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 73 } else {
nuclear@0 74 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 75 glDeleteShader(sdr);
nuclear@0 76 sdr = 0;
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 free(info_str);
nuclear@0 80 return sdr;
nuclear@0 81 }
nuclear@0 82
nuclear@0 83 void free_shader(unsigned int sdr)
nuclear@0 84 {
nuclear@0 85 glDeleteShader(sdr);
nuclear@0 86 }
nuclear@0 87
nuclear@0 88 unsigned int load_vertex_shader(const char *fname)
nuclear@0 89 {
nuclear@0 90 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 unsigned int load_pixel_shader(const char *fname)
nuclear@0 94 {
nuclear@0 95 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 96 }
nuclear@0 97
nuclear@0 98 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 99 {
nuclear@0 100 #if defined(unix) || defined(__unix__)
nuclear@0 101 struct stat st;
nuclear@0 102 #endif
nuclear@0 103 unsigned int sdr;
nuclear@0 104 size_t filesize;
nuclear@0 105 FILE *fp;
nuclear@0 106 char *src;
nuclear@0 107
nuclear@0 108 if(!(fp = fopen(fname, "r"))) {
nuclear@0 109 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 110 return 0;
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 #if defined(unix) || defined(__unix__)
nuclear@0 114 fstat(fileno(fp), &st);
nuclear@0 115 filesize = st.st_size;
nuclear@0 116 #else
nuclear@0 117 fseek(fp, 0, SEEK_END);
nuclear@0 118 filesize = ftell(fp);
nuclear@0 119 fseek(fp, 0, SEEK_SET);
nuclear@0 120 #endif /* unix */
nuclear@0 121
nuclear@0 122 if(!(src = malloc(filesize + 1))) {
nuclear@0 123 fclose(fp);
nuclear@0 124 return 0;
nuclear@0 125 }
nuclear@0 126 fread(src, 1, filesize, fp);
nuclear@0 127 src[filesize] = 0;
nuclear@0 128 fclose(fp);
nuclear@0 129
nuclear@0 130 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 131 sdr = create_shader(src, sdr_type);
nuclear@0 132
nuclear@0 133 free(src);
nuclear@0 134 return sdr;
nuclear@0 135 }
nuclear@0 136
nuclear@0 137
nuclear@0 138 unsigned int get_vertex_shader(const char *fname)
nuclear@0 139 {
nuclear@0 140 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 141 }
nuclear@0 142
nuclear@0 143 unsigned int get_pixel_shader(const char *fname)
nuclear@0 144 {
nuclear@0 145 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 146 }
nuclear@0 147
nuclear@0 148 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 149 {
nuclear@0 150 unsigned int sdr;
nuclear@0 151
nuclear@4 152 if(!fname || !(sdr = load_shader(fname, sdr_type))) {
nuclear@0 153 return 0;
nuclear@0 154 }
nuclear@0 155 return sdr;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158
nuclear@0 159 /* ---- gpu programs ---- */
nuclear@0 160
nuclear@0 161 unsigned int create_program(void)
nuclear@0 162 {
nuclear@0 163 unsigned int prog = glCreateProgram();
nuclear@0 164 assert(glGetError() == GL_NO_ERROR);
nuclear@0 165 return prog;
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 169 {
nuclear@0 170 unsigned int prog;
nuclear@0 171
nuclear@0 172 if(!(prog = create_program())) {
nuclear@0 173 return 0;
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 attach_shader(prog, vs);
nuclear@0 177 assert(glGetError() == GL_NO_ERROR);
nuclear@0 178 attach_shader(prog, ps);
nuclear@0 179 assert(glGetError() == GL_NO_ERROR);
nuclear@0 180
nuclear@0 181 if(link_program(prog) == -1) {
nuclear@0 182 free_program(prog);
nuclear@0 183 return 0;
nuclear@0 184 }
nuclear@0 185 return prog;
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 189 {
nuclear@0 190 unsigned int vs, ps;
nuclear@0 191
nuclear@0 192 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
nuclear@0 193 return 0;
nuclear@0 194 }
nuclear@0 195 return create_program_link(vs, ps);
nuclear@0 196 }
nuclear@0 197
nuclear@0 198 void free_program(unsigned int sdr)
nuclear@0 199 {
nuclear@0 200 glDeleteProgram(sdr);
nuclear@0 201 }
nuclear@0 202
nuclear@0 203 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 204 {
nuclear@0 205 glAttachShader(prog, sdr);
nuclear@0 206 assert(glGetError() == GL_NO_ERROR);
nuclear@0 207 }
nuclear@0 208
nuclear@0 209 int link_program(unsigned int prog)
nuclear@0 210 {
nuclear@0 211 int linked, info_len, retval = 0;
nuclear@0 212 char *info_str = 0;
nuclear@0 213
nuclear@0 214 glLinkProgram(prog);
nuclear@0 215 assert(glGetError() == GL_NO_ERROR);
nuclear@0 216 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 217 assert(glGetError() == GL_NO_ERROR);
nuclear@0 218 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 219 assert(glGetError() == GL_NO_ERROR);
nuclear@0 220
nuclear@0 221 if(info_len) {
nuclear@0 222 if((info_str = malloc(info_len + 1))) {
nuclear@0 223 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 224 assert(glGetError() == GL_NO_ERROR);
nuclear@0 225 }
nuclear@0 226 }
nuclear@0 227
nuclear@0 228 if(linked) {
nuclear@0 229 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 230 } else {
nuclear@0 231 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 232 retval = -1;
nuclear@0 233 }
nuclear@0 234
nuclear@0 235 free(info_str);
nuclear@0 236 return retval;
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 int bind_program(unsigned int prog)
nuclear@0 240 {
nuclear@0 241 GLenum err;
nuclear@0 242
nuclear@0 243 glUseProgram(prog);
nuclear@0 244 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 245 /* maybe the program is not linked, try linking first */
nuclear@0 246 if(err == GL_INVALID_OPERATION) {
nuclear@0 247 if(link_program(prog) == -1) {
nuclear@0 248 return -1;
nuclear@0 249 }
nuclear@0 250 glUseProgram(prog);
nuclear@0 251 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 252 }
nuclear@0 253 return -1;
nuclear@0 254 }
nuclear@0 255 return 0;
nuclear@0 256 }
nuclear@0 257
nuclear@0 258 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 259 #define BEGIN_UNIFORM_CODE \
nuclear@0 260 int loc, curr_prog; \
nuclear@0 261 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 262 if(curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 263 return -1; \
nuclear@0 264 } \
nuclear@0 265 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 266
nuclear@0 267 #define END_UNIFORM_CODE \
nuclear@0 268 if(curr_prog != prog) { \
nuclear@0 269 bind_program(curr_prog); \
nuclear@0 270 } \
nuclear@0 271 return loc == -1 ? -1 : 0
nuclear@0 272
nuclear@0 273 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 274 {
nuclear@0 275 BEGIN_UNIFORM_CODE {
nuclear@0 276 glUniform1i(loc, val);
nuclear@0 277 }
nuclear@0 278 END_UNIFORM_CODE;
nuclear@0 279 }
nuclear@0 280
nuclear@0 281 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 282 {
nuclear@0 283 BEGIN_UNIFORM_CODE {
nuclear@0 284 glUniform1f(loc, val);
nuclear@0 285 }
nuclear@0 286 END_UNIFORM_CODE;
nuclear@0 287 }
nuclear@0 288
nuclear@0 289 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@0 290 {
nuclear@0 291 BEGIN_UNIFORM_CODE {
nuclear@0 292 glUniform3f(loc, x, y, z);
nuclear@0 293 }
nuclear@0 294 END_UNIFORM_CODE;
nuclear@0 295 }
nuclear@0 296
nuclear@0 297 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@0 298 {
nuclear@0 299 BEGIN_UNIFORM_CODE {
nuclear@0 300 glUniform4f(loc, x, y, z, w);
nuclear@0 301 }
nuclear@0 302 END_UNIFORM_CODE;
nuclear@0 303 }
nuclear@0 304
nuclear@0 305 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@0 306 {
nuclear@0 307 BEGIN_UNIFORM_CODE {
nuclear@2 308 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@0 309 }
nuclear@0 310 END_UNIFORM_CODE;
nuclear@0 311 }
nuclear@0 312
nuclear@0 313 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@0 314 {
nuclear@0 315 BEGIN_UNIFORM_CODE {
nuclear@2 316 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@0 317 }
nuclear@0 318 END_UNIFORM_CODE;
nuclear@0 319 }
nuclear@0 320
nuclear@0 321 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 322 {
nuclear@0 323 int loc, curr_prog;
nuclear@0 324
nuclear@0 325 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 326 if(curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 327 return -1;
nuclear@0 328 }
nuclear@0 329
nuclear@0 330 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 331
nuclear@0 332 if(curr_prog != prog) {
nuclear@0 333 bind_program(curr_prog);
nuclear@0 334 }
nuclear@0 335 return loc;
nuclear@0 336 }
nuclear@0 337
nuclear@0 338 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 339 {
nuclear@0 340 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 341 }