istereo
diff src/sdr.c @ 0:1bb950d0976b
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Tue, 06 Sep 2011 08:07:14 +0300 |
parents | |
children | 4d25539806d2 |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/sdr.c Tue Sep 06 08:07:14 2011 +0300 1.3 @@ -0,0 +1,323 @@ 1.4 +#include <stdio.h> 1.5 +#include <stdlib.h> 1.6 +#include <string.h> 1.7 +#include <errno.h> 1.8 +#include <assert.h> 1.9 +#include <OpenGLES/ES2/gl.h> 1.10 + 1.11 +#if defined(unix) || defined(__unix__) 1.12 +#include <unistd.h> 1.13 +#include <sys/stat.h> 1.14 +#endif /* unix */ 1.15 + 1.16 +#include "sdr.h" 1.17 + 1.18 + 1.19 +unsigned int create_vertex_shader(const char *src) 1.20 +{ 1.21 + return create_shader(src, GL_VERTEX_SHADER); 1.22 +} 1.23 + 1.24 +unsigned int create_pixel_shader(const char *src) 1.25 +{ 1.26 + return create_shader(src, GL_FRAGMENT_SHADER); 1.27 +} 1.28 + 1.29 +unsigned int create_shader(const char *src, unsigned int sdr_type) 1.30 +{ 1.31 + unsigned int sdr; 1.32 + int success, info_len; 1.33 + char *info_str = 0; 1.34 + GLenum err; 1.35 + 1.36 + sdr = glCreateShader(sdr_type); 1.37 + assert(glGetError() == GL_NO_ERROR); 1.38 + glShaderSource(sdr, 1, &src, 0); 1.39 + err = glGetError(); 1.40 + assert(err == GL_NO_ERROR); 1.41 + glCompileShader(sdr); 1.42 + assert(glGetError() == GL_NO_ERROR); 1.43 + 1.44 + glGetShaderiv(sdr, GL_COMPILE_STATUS, &success); 1.45 + assert(glGetError() == GL_NO_ERROR); 1.46 + glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len); 1.47 + assert(glGetError() == GL_NO_ERROR); 1.48 + 1.49 + if(info_len) { 1.50 + if((info_str = malloc(info_len + 1))) { 1.51 + glGetShaderInfoLog(sdr, info_len, 0, info_str); 1.52 + assert(glGetError() == GL_NO_ERROR); 1.53 + } 1.54 + } 1.55 + 1.56 + if(success) { 1.57 + fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str); 1.58 + } else { 1.59 + fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str); 1.60 + glDeleteShader(sdr); 1.61 + sdr = 0; 1.62 + } 1.63 + 1.64 + free(info_str); 1.65 + return sdr; 1.66 +} 1.67 + 1.68 +void free_shader(unsigned int sdr) 1.69 +{ 1.70 + glDeleteShader(sdr); 1.71 +} 1.72 + 1.73 +unsigned int load_vertex_shader(const char *fname) 1.74 +{ 1.75 + return load_shader(fname, GL_VERTEX_SHADER); 1.76 +} 1.77 + 1.78 +unsigned int load_pixel_shader(const char *fname) 1.79 +{ 1.80 + return load_shader(fname, GL_FRAGMENT_SHADER); 1.81 +} 1.82 + 1.83 +unsigned int load_shader(const char *fname, unsigned int sdr_type) 1.84 +{ 1.85 +#if defined(unix) || defined(__unix__) 1.86 + struct stat st; 1.87 +#endif 1.88 + unsigned int sdr; 1.89 + size_t filesize; 1.90 + FILE *fp; 1.91 + char *src; 1.92 + 1.93 + if(!(fp = fopen(fname, "r"))) { 1.94 + fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno)); 1.95 + return 0; 1.96 + } 1.97 + 1.98 +#if defined(unix) || defined(__unix__) 1.99 + fstat(fileno(fp), &st); 1.100 + filesize = st.st_size; 1.101 +#else 1.102 + fseek(fp, 0, SEEK_END); 1.103 + filesize = ftell(fp); 1.104 + fseek(fp, 0, SEEK_SET); 1.105 +#endif /* unix */ 1.106 + 1.107 + if(!(src = malloc(filesize + 1))) { 1.108 + fclose(fp); 1.109 + return 0; 1.110 + } 1.111 + fread(src, 1, filesize, fp); 1.112 + src[filesize] = 0; 1.113 + fclose(fp); 1.114 + 1.115 + fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname); 1.116 + sdr = create_shader(src, sdr_type); 1.117 + 1.118 + free(src); 1.119 + return sdr; 1.120 +} 1.121 + 1.122 + 1.123 +unsigned int get_vertex_shader(const char *fname) 1.124 +{ 1.125 + return get_shader(fname, GL_VERTEX_SHADER); 1.126 +} 1.127 + 1.128 +unsigned int get_pixel_shader(const char *fname) 1.129 +{ 1.130 + return get_shader(fname, GL_FRAGMENT_SHADER); 1.131 +} 1.132 + 1.133 +unsigned int get_shader(const char *fname, unsigned int sdr_type) 1.134 +{ 1.135 + unsigned int sdr; 1.136 + 1.137 + if(!(sdr = load_shader(fname, sdr_type))) { 1.138 + return 0; 1.139 + } 1.140 + return sdr; 1.141 +} 1.142 + 1.143 + 1.144 +/* ---- gpu programs ---- */ 1.145 + 1.146 +unsigned int create_program(void) 1.147 +{ 1.148 + unsigned int prog = glCreateProgram(); 1.149 + assert(glGetError() == GL_NO_ERROR); 1.150 + return prog; 1.151 +} 1.152 + 1.153 +unsigned int create_program_link(unsigned int vs, unsigned int ps) 1.154 +{ 1.155 + unsigned int prog; 1.156 + 1.157 + if(!(prog = create_program())) { 1.158 + return 0; 1.159 + } 1.160 + 1.161 + attach_shader(prog, vs); 1.162 + assert(glGetError() == GL_NO_ERROR); 1.163 + attach_shader(prog, ps); 1.164 + assert(glGetError() == GL_NO_ERROR); 1.165 + 1.166 + if(link_program(prog) == -1) { 1.167 + free_program(prog); 1.168 + return 0; 1.169 + } 1.170 + return prog; 1.171 +} 1.172 + 1.173 +unsigned int create_program_load(const char *vfile, const char *pfile) 1.174 +{ 1.175 + unsigned int vs, ps; 1.176 + 1.177 + if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) { 1.178 + return 0; 1.179 + } 1.180 + return create_program_link(vs, ps); 1.181 +} 1.182 + 1.183 +void free_program(unsigned int sdr) 1.184 +{ 1.185 + glDeleteProgram(sdr); 1.186 +} 1.187 + 1.188 +void attach_shader(unsigned int prog, unsigned int sdr) 1.189 +{ 1.190 + glAttachShader(prog, sdr); 1.191 + assert(glGetError() == GL_NO_ERROR); 1.192 +} 1.193 + 1.194 +int link_program(unsigned int prog) 1.195 +{ 1.196 + int linked, info_len, retval = 0; 1.197 + char *info_str = 0; 1.198 + 1.199 + glLinkProgram(prog); 1.200 + assert(glGetError() == GL_NO_ERROR); 1.201 + glGetProgramiv(prog, GL_LINK_STATUS, &linked); 1.202 + assert(glGetError() == GL_NO_ERROR); 1.203 + glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len); 1.204 + assert(glGetError() == GL_NO_ERROR); 1.205 + 1.206 + if(info_len) { 1.207 + if((info_str = malloc(info_len + 1))) { 1.208 + glGetProgramInfoLog(prog, info_len, 0, info_str); 1.209 + assert(glGetError() == GL_NO_ERROR); 1.210 + } 1.211 + } 1.212 + 1.213 + if(linked) { 1.214 + fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str); 1.215 + } else { 1.216 + fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str); 1.217 + retval = -1; 1.218 + } 1.219 + 1.220 + free(info_str); 1.221 + return retval; 1.222 +} 1.223 + 1.224 +int bind_program(unsigned int prog) 1.225 +{ 1.226 + GLenum err; 1.227 + 1.228 + glUseProgram(prog); 1.229 + if(prog && (err = glGetError()) != GL_NO_ERROR) { 1.230 + /* maybe the program is not linked, try linking first */ 1.231 + if(err == GL_INVALID_OPERATION) { 1.232 + if(link_program(prog) == -1) { 1.233 + return -1; 1.234 + } 1.235 + glUseProgram(prog); 1.236 + return glGetError() == GL_NO_ERROR ? 0 : -1; 1.237 + } 1.238 + return -1; 1.239 + } 1.240 + return 0; 1.241 +} 1.242 + 1.243 +/* ugly but I'm not going to write the same bloody code over and over */ 1.244 +#define BEGIN_UNIFORM_CODE \ 1.245 + int loc, curr_prog; \ 1.246 + glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \ 1.247 + if(curr_prog != prog && bind_program(prog) == -1) { \ 1.248 + return -1; \ 1.249 + } \ 1.250 + if((loc = glGetUniformLocation(prog, name)) != -1) 1.251 + 1.252 +#define END_UNIFORM_CODE \ 1.253 + if(curr_prog != prog) { \ 1.254 + bind_program(curr_prog); \ 1.255 + } \ 1.256 + return loc == -1 ? -1 : 0 1.257 + 1.258 +int set_uniform_int(unsigned int prog, const char *name, int val) 1.259 +{ 1.260 + BEGIN_UNIFORM_CODE { 1.261 + glUniform1i(loc, val); 1.262 + } 1.263 + END_UNIFORM_CODE; 1.264 +} 1.265 + 1.266 +int set_uniform_float(unsigned int prog, const char *name, float val) 1.267 +{ 1.268 + BEGIN_UNIFORM_CODE { 1.269 + glUniform1f(loc, val); 1.270 + } 1.271 + END_UNIFORM_CODE; 1.272 +} 1.273 + 1.274 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z) 1.275 +{ 1.276 + BEGIN_UNIFORM_CODE { 1.277 + glUniform3f(loc, x, y, z); 1.278 + } 1.279 + END_UNIFORM_CODE; 1.280 +} 1.281 + 1.282 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w) 1.283 +{ 1.284 + BEGIN_UNIFORM_CODE { 1.285 + glUniform4f(loc, x, y, z, w); 1.286 + } 1.287 + END_UNIFORM_CODE; 1.288 +} 1.289 + 1.290 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat) 1.291 +{ 1.292 + BEGIN_UNIFORM_CODE { 1.293 + glUniformMatrix4fv(loc, 16, GL_FALSE, mat); 1.294 + } 1.295 + END_UNIFORM_CODE; 1.296 +} 1.297 + 1.298 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat) 1.299 +{ 1.300 + BEGIN_UNIFORM_CODE { 1.301 + glUniformMatrix4fv(loc, 16, GL_TRUE, mat); 1.302 + } 1.303 + END_UNIFORM_CODE; 1.304 +} 1.305 + 1.306 +int get_attrib_loc(unsigned int prog, const char *name) 1.307 +{ 1.308 + int loc, curr_prog; 1.309 + 1.310 + glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); 1.311 + if(curr_prog != prog && bind_program(prog) == -1) { 1.312 + return -1; 1.313 + } 1.314 + 1.315 + loc = glGetAttribLocation(prog, (char*)name); 1.316 + 1.317 + if(curr_prog != prog) { 1.318 + bind_program(curr_prog); 1.319 + } 1.320 + return loc; 1.321 +} 1.322 + 1.323 +void set_attrib_float3(int attr_loc, float x, float y, float z) 1.324 +{ 1.325 + glVertexAttrib3f(attr_loc, x, y, z); 1.326 +}