istereo

annotate src/sdr.c @ 19:ab4972098eb7

tunnel first take
author John Tsiombikas <nuclear@mutantstargoat.com>
date Wed, 07 Sep 2011 10:15:19 +0300
parents bb68fac22579
children ff055bff6a15
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <string.h>
nuclear@0 4 #include <errno.h>
nuclear@0 5 #include <assert.h>
nuclear@1 6 #include "opengl.h"
nuclear@0 7
nuclear@0 8 #if defined(unix) || defined(__unix__)
nuclear@0 9 #include <unistd.h>
nuclear@0 10 #include <sys/stat.h>
nuclear@0 11 #endif /* unix */
nuclear@0 12
nuclear@0 13 #include "sdr.h"
nuclear@0 14
nuclear@0 15
nuclear@0 16 unsigned int create_vertex_shader(const char *src)
nuclear@0 17 {
nuclear@0 18 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 19 }
nuclear@0 20
nuclear@0 21 unsigned int create_pixel_shader(const char *src)
nuclear@0 22 {
nuclear@0 23 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 24 }
nuclear@0 25
nuclear@0 26 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 27 {
nuclear@0 28 unsigned int sdr;
nuclear@0 29 int success, info_len;
nuclear@0 30 char *info_str = 0;
nuclear@0 31 GLenum err;
nuclear@0 32
nuclear@0 33 sdr = glCreateShader(sdr_type);
nuclear@0 34 assert(glGetError() == GL_NO_ERROR);
nuclear@0 35 glShaderSource(sdr, 1, &src, 0);
nuclear@0 36 err = glGetError();
nuclear@0 37 assert(err == GL_NO_ERROR);
nuclear@0 38 glCompileShader(sdr);
nuclear@0 39 assert(glGetError() == GL_NO_ERROR);
nuclear@0 40
nuclear@0 41 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 42 assert(glGetError() == GL_NO_ERROR);
nuclear@0 43 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 44 assert(glGetError() == GL_NO_ERROR);
nuclear@0 45
nuclear@0 46 if(info_len) {
nuclear@0 47 if((info_str = malloc(info_len + 1))) {
nuclear@0 48 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 49 assert(glGetError() == GL_NO_ERROR);
nuclear@0 50 }
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 if(success) {
nuclear@0 54 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 55 } else {
nuclear@0 56 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 57 glDeleteShader(sdr);
nuclear@0 58 sdr = 0;
nuclear@0 59 }
nuclear@0 60
nuclear@0 61 free(info_str);
nuclear@0 62 return sdr;
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 void free_shader(unsigned int sdr)
nuclear@0 66 {
nuclear@0 67 glDeleteShader(sdr);
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 unsigned int load_vertex_shader(const char *fname)
nuclear@0 71 {
nuclear@0 72 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 73 }
nuclear@0 74
nuclear@0 75 unsigned int load_pixel_shader(const char *fname)
nuclear@0 76 {
nuclear@0 77 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 81 {
nuclear@0 82 #if defined(unix) || defined(__unix__)
nuclear@0 83 struct stat st;
nuclear@0 84 #endif
nuclear@0 85 unsigned int sdr;
nuclear@0 86 size_t filesize;
nuclear@0 87 FILE *fp;
nuclear@0 88 char *src;
nuclear@0 89
nuclear@0 90 if(!(fp = fopen(fname, "r"))) {
nuclear@0 91 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 92 return 0;
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 #if defined(unix) || defined(__unix__)
nuclear@0 96 fstat(fileno(fp), &st);
nuclear@0 97 filesize = st.st_size;
nuclear@0 98 #else
nuclear@0 99 fseek(fp, 0, SEEK_END);
nuclear@0 100 filesize = ftell(fp);
nuclear@0 101 fseek(fp, 0, SEEK_SET);
nuclear@0 102 #endif /* unix */
nuclear@0 103
nuclear@0 104 if(!(src = malloc(filesize + 1))) {
nuclear@0 105 fclose(fp);
nuclear@0 106 return 0;
nuclear@0 107 }
nuclear@0 108 fread(src, 1, filesize, fp);
nuclear@0 109 src[filesize] = 0;
nuclear@0 110 fclose(fp);
nuclear@0 111
nuclear@0 112 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 113 sdr = create_shader(src, sdr_type);
nuclear@0 114
nuclear@0 115 free(src);
nuclear@0 116 return sdr;
nuclear@0 117 }
nuclear@0 118
nuclear@0 119
nuclear@0 120 unsigned int get_vertex_shader(const char *fname)
nuclear@0 121 {
nuclear@0 122 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 123 }
nuclear@0 124
nuclear@0 125 unsigned int get_pixel_shader(const char *fname)
nuclear@0 126 {
nuclear@0 127 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 128 }
nuclear@0 129
nuclear@0 130 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 131 {
nuclear@0 132 unsigned int sdr;
nuclear@0 133
nuclear@4 134 if(!fname || !(sdr = load_shader(fname, sdr_type))) {
nuclear@0 135 return 0;
nuclear@0 136 }
nuclear@0 137 return sdr;
nuclear@0 138 }
nuclear@0 139
nuclear@0 140
nuclear@0 141 /* ---- gpu programs ---- */
nuclear@0 142
nuclear@0 143 unsigned int create_program(void)
nuclear@0 144 {
nuclear@0 145 unsigned int prog = glCreateProgram();
nuclear@0 146 assert(glGetError() == GL_NO_ERROR);
nuclear@0 147 return prog;
nuclear@0 148 }
nuclear@0 149
nuclear@0 150 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 151 {
nuclear@0 152 unsigned int prog;
nuclear@0 153
nuclear@0 154 if(!(prog = create_program())) {
nuclear@0 155 return 0;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158 attach_shader(prog, vs);
nuclear@0 159 assert(glGetError() == GL_NO_ERROR);
nuclear@0 160 attach_shader(prog, ps);
nuclear@0 161 assert(glGetError() == GL_NO_ERROR);
nuclear@0 162
nuclear@0 163 if(link_program(prog) == -1) {
nuclear@0 164 free_program(prog);
nuclear@0 165 return 0;
nuclear@0 166 }
nuclear@0 167 return prog;
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 171 {
nuclear@0 172 unsigned int vs, ps;
nuclear@0 173
nuclear@0 174 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
nuclear@0 175 return 0;
nuclear@0 176 }
nuclear@0 177 return create_program_link(vs, ps);
nuclear@0 178 }
nuclear@0 179
nuclear@0 180 void free_program(unsigned int sdr)
nuclear@0 181 {
nuclear@0 182 glDeleteProgram(sdr);
nuclear@0 183 }
nuclear@0 184
nuclear@0 185 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 186 {
nuclear@0 187 glAttachShader(prog, sdr);
nuclear@0 188 assert(glGetError() == GL_NO_ERROR);
nuclear@0 189 }
nuclear@0 190
nuclear@0 191 int link_program(unsigned int prog)
nuclear@0 192 {
nuclear@0 193 int linked, info_len, retval = 0;
nuclear@0 194 char *info_str = 0;
nuclear@0 195
nuclear@0 196 glLinkProgram(prog);
nuclear@0 197 assert(glGetError() == GL_NO_ERROR);
nuclear@0 198 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 199 assert(glGetError() == GL_NO_ERROR);
nuclear@0 200 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 201 assert(glGetError() == GL_NO_ERROR);
nuclear@0 202
nuclear@0 203 if(info_len) {
nuclear@0 204 if((info_str = malloc(info_len + 1))) {
nuclear@0 205 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 206 assert(glGetError() == GL_NO_ERROR);
nuclear@0 207 }
nuclear@0 208 }
nuclear@0 209
nuclear@0 210 if(linked) {
nuclear@0 211 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 212 } else {
nuclear@0 213 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 214 retval = -1;
nuclear@0 215 }
nuclear@0 216
nuclear@0 217 free(info_str);
nuclear@0 218 return retval;
nuclear@0 219 }
nuclear@0 220
nuclear@0 221 int bind_program(unsigned int prog)
nuclear@0 222 {
nuclear@0 223 GLenum err;
nuclear@0 224
nuclear@0 225 glUseProgram(prog);
nuclear@0 226 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 227 /* maybe the program is not linked, try linking first */
nuclear@0 228 if(err == GL_INVALID_OPERATION) {
nuclear@0 229 if(link_program(prog) == -1) {
nuclear@0 230 return -1;
nuclear@0 231 }
nuclear@0 232 glUseProgram(prog);
nuclear@0 233 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 234 }
nuclear@0 235 return -1;
nuclear@0 236 }
nuclear@0 237 return 0;
nuclear@0 238 }
nuclear@0 239
nuclear@0 240 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 241 #define BEGIN_UNIFORM_CODE \
nuclear@0 242 int loc, curr_prog; \
nuclear@0 243 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 244 if(curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 245 return -1; \
nuclear@0 246 } \
nuclear@0 247 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 248
nuclear@0 249 #define END_UNIFORM_CODE \
nuclear@0 250 if(curr_prog != prog) { \
nuclear@0 251 bind_program(curr_prog); \
nuclear@0 252 } \
nuclear@0 253 return loc == -1 ? -1 : 0
nuclear@0 254
nuclear@0 255 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 256 {
nuclear@0 257 BEGIN_UNIFORM_CODE {
nuclear@0 258 glUniform1i(loc, val);
nuclear@0 259 }
nuclear@0 260 END_UNIFORM_CODE;
nuclear@0 261 }
nuclear@0 262
nuclear@0 263 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 264 {
nuclear@0 265 BEGIN_UNIFORM_CODE {
nuclear@0 266 glUniform1f(loc, val);
nuclear@0 267 }
nuclear@0 268 END_UNIFORM_CODE;
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@0 272 {
nuclear@0 273 BEGIN_UNIFORM_CODE {
nuclear@0 274 glUniform3f(loc, x, y, z);
nuclear@0 275 }
nuclear@0 276 END_UNIFORM_CODE;
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@0 280 {
nuclear@0 281 BEGIN_UNIFORM_CODE {
nuclear@0 282 glUniform4f(loc, x, y, z, w);
nuclear@0 283 }
nuclear@0 284 END_UNIFORM_CODE;
nuclear@0 285 }
nuclear@0 286
nuclear@0 287 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@0 288 {
nuclear@0 289 BEGIN_UNIFORM_CODE {
nuclear@2 290 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@0 291 }
nuclear@0 292 END_UNIFORM_CODE;
nuclear@0 293 }
nuclear@0 294
nuclear@0 295 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@0 296 {
nuclear@0 297 BEGIN_UNIFORM_CODE {
nuclear@2 298 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@0 299 }
nuclear@0 300 END_UNIFORM_CODE;
nuclear@0 301 }
nuclear@0 302
nuclear@0 303 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 304 {
nuclear@0 305 int loc, curr_prog;
nuclear@0 306
nuclear@0 307 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 308 if(curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 309 return -1;
nuclear@0 310 }
nuclear@0 311
nuclear@0 312 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 313
nuclear@0 314 if(curr_prog != prog) {
nuclear@0 315 bind_program(curr_prog);
nuclear@0 316 }
nuclear@0 317 return loc;
nuclear@0 318 }
nuclear@0 319
nuclear@0 320 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 321 {
nuclear@0 322 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 323 }