istereo2

diff src/sdr.c @ 24:9d53a4938ce8

port to android mostly complete, ads not done, and needs some polishing
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 04 Oct 2015 08:15:24 +0300
parents 81d35769f546
children
line diff
     1.1 --- a/src/sdr.c	Sat Oct 03 06:10:30 2015 +0300
     1.2 +++ b/src/sdr.c	Sun Oct 04 08:15:24 2015 +0300
     1.3 @@ -1,27 +1,11 @@
     1.4 -/*
     1.5 -Stereoscopic tunnel for iOS.
     1.6 -Copyright (C) 2011  John Tsiombikas <nuclear@member.fsf.org>
     1.7 -
     1.8 -This program is free software: you can redistribute it and/or modify
     1.9 -it under the terms of the GNU General Public License as published by
    1.10 -the Free Software Foundation, either version 3 of the License, or
    1.11 -(at your option) any later version.
    1.12 -
    1.13 -This program is distributed in the hope that it will be useful,
    1.14 -but WITHOUT ANY WARRANTY; without even the implied warranty of
    1.15 -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    1.16 -GNU General Public License for more details.
    1.17 -
    1.18 -You should have received a copy of the GNU General Public License
    1.19 -along with this program.  If not, see <http://www.gnu.org/licenses/>.
    1.20 -*/
    1.21 -
    1.22  #include <stdio.h>
    1.23  #include <stdlib.h>
    1.24  #include <string.h>
    1.25  #include <errno.h>
    1.26 +#include <stdarg.h>
    1.27  #include <assert.h>
    1.28  #include "opengl.h"
    1.29 +#include "assman.h"
    1.30  
    1.31  #if defined(unix) || defined(__unix__)
    1.32  #include <unistd.h>
    1.33 @@ -30,6 +14,7 @@
    1.34  
    1.35  #include "sdr.h"
    1.36  
    1.37 +static const char *sdrtypestr(unsigned int sdrtype);
    1.38  
    1.39  unsigned int create_vertex_shader(const char *src)
    1.40  {
    1.41 @@ -41,6 +26,33 @@
    1.42  	return create_shader(src, GL_FRAGMENT_SHADER);
    1.43  }
    1.44  
    1.45 +unsigned int create_tessctl_shader(const char *src)
    1.46 +{
    1.47 +#ifdef GL_TESS_CONTROL_SHADER
    1.48 +	return create_shader(src, GL_TESS_CONTROL_SHADER);
    1.49 +#else
    1.50 +	return 0;
    1.51 +#endif
    1.52 +}
    1.53 +
    1.54 +unsigned int create_tesseval_shader(const char *src)
    1.55 +{
    1.56 +#ifdef GL_TESS_EVALUATION_SHADER
    1.57 +	return create_shader(src, GL_TESS_EVALUATION_SHADER);
    1.58 +#else
    1.59 +	return 0;
    1.60 +#endif
    1.61 +}
    1.62 +
    1.63 +unsigned int create_geometry_shader(const char *src)
    1.64 +{
    1.65 +#ifdef GL_GEOMETRY_SHADER
    1.66 +	return create_shader(src, GL_GEOMETRY_SHADER);
    1.67 +#else
    1.68 +	return 0;
    1.69 +#endif
    1.70 +}
    1.71 +
    1.72  unsigned int create_shader(const char *src, unsigned int sdr_type)
    1.73  {
    1.74  	unsigned int sdr;
    1.75 @@ -65,6 +77,7 @@
    1.76  		if((info_str = malloc(info_len + 1))) {
    1.77  			glGetShaderInfoLog(sdr, info_len, 0, info_str);
    1.78  			assert(glGetError() == GL_NO_ERROR);
    1.79 +			info_str[info_len] = 0;
    1.80  		}
    1.81  	}
    1.82  
    1.83 @@ -95,39 +108,58 @@
    1.84  	return load_shader(fname, GL_FRAGMENT_SHADER);
    1.85  }
    1.86  
    1.87 +unsigned int load_tessctl_shader(const char *fname)
    1.88 +{
    1.89 +#ifdef GL_TESS_CONTROL_SHADER
    1.90 +	return load_shader(fname, GL_TESS_CONTROL_SHADER);
    1.91 +#else
    1.92 +	return 0;
    1.93 +#endif
    1.94 +}
    1.95 +
    1.96 +unsigned int load_tesseval_shader(const char *fname)
    1.97 +{
    1.98 +#ifdef GL_TESS_EVALUATION_SHADER
    1.99 +	return load_shader(fname, GL_TESS_EVALUATION_SHADER);
   1.100 +#else
   1.101 +	return 0;
   1.102 +#endif
   1.103 +}
   1.104 +
   1.105 +unsigned int load_geometry_shader(const char *fname)
   1.106 +{
   1.107 +#ifdef GL_GEOMETRY_SHADER
   1.108 +	return load_shader(fname, GL_GEOMETRY_SHADER);
   1.109 +#else
   1.110 +	return 0;
   1.111 +#endif
   1.112 +}
   1.113 +
   1.114  unsigned int load_shader(const char *fname, unsigned int sdr_type)
   1.115  {
   1.116 -#if defined(unix) || defined(__unix__)
   1.117 -	struct stat st;
   1.118 -#endif
   1.119  	unsigned int sdr;
   1.120  	size_t filesize;
   1.121 -	FILE *fp;
   1.122 +	ass_file *fp;
   1.123  	char *src;
   1.124  
   1.125 -	if(!(fp = fopen(fname, "r"))) {
   1.126 +	if(!(fp = ass_fopen(fname, "rb"))) {
   1.127  		fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
   1.128  		return 0;
   1.129  	}
   1.130  
   1.131 -#if defined(unix) || defined(__unix__)
   1.132 -	fstat(fileno(fp), &st);
   1.133 -	filesize = st.st_size;
   1.134 -#else
   1.135 -	fseek(fp, 0, SEEK_END);
   1.136 -	filesize = ftell(fp);
   1.137 -	fseek(fp, 0, SEEK_SET);
   1.138 -#endif	/* unix */
   1.139 +	filesize = ass_fseek(fp, 0, SEEK_END);
   1.140 +	/*filesize = ass_ftell(fp);*/
   1.141 +	ass_fseek(fp, 0, SEEK_SET);
   1.142  
   1.143  	if(!(src = malloc(filesize + 1))) {
   1.144 -		fclose(fp);
   1.145 +		ass_fclose(fp);
   1.146  		return 0;
   1.147  	}
   1.148 -	fread(src, 1, filesize, fp);
   1.149 +	ass_fread(src, 1, filesize, fp);
   1.150  	src[filesize] = 0;
   1.151 -	fclose(fp);
   1.152 +	ass_fclose(fp);
   1.153  
   1.154 -	fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
   1.155 +	fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
   1.156  	sdr = create_shader(src, sdr_type);
   1.157  
   1.158  	free(src);
   1.159 @@ -135,27 +167,6 @@
   1.160  }
   1.161  
   1.162  
   1.163 -unsigned int get_vertex_shader(const char *fname)
   1.164 -{
   1.165 -	return get_shader(fname, GL_VERTEX_SHADER);
   1.166 -}
   1.167 -
   1.168 -unsigned int get_pixel_shader(const char *fname)
   1.169 -{
   1.170 -	return get_shader(fname, GL_FRAGMENT_SHADER);
   1.171 -}
   1.172 -
   1.173 -unsigned int get_shader(const char *fname, unsigned int sdr_type)
   1.174 -{
   1.175 -	unsigned int sdr;
   1.176 -
   1.177 -	if(!fname || !(sdr = load_shader(fname, sdr_type))) {
   1.178 -		return 0;
   1.179 -	}
   1.180 -	return sdr;
   1.181 -}
   1.182 -
   1.183 -
   1.184  /* ---- gpu programs ---- */
   1.185  
   1.186  unsigned int create_program(void)
   1.187 @@ -165,18 +176,28 @@
   1.188  	return prog;
   1.189  }
   1.190  
   1.191 -unsigned int create_program_link(unsigned int vs, unsigned int ps)
   1.192 +unsigned int create_program_link(unsigned int sdr0, ...)
   1.193  {
   1.194 -	unsigned int prog;
   1.195 +	unsigned int prog, sdr;
   1.196 +	va_list ap;
   1.197  
   1.198  	if(!(prog = create_program())) {
   1.199  		return 0;
   1.200  	}
   1.201  
   1.202 -	attach_shader(prog, vs);
   1.203 -	assert(glGetError() == GL_NO_ERROR);
   1.204 -	attach_shader(prog, ps);
   1.205 -	assert(glGetError() == GL_NO_ERROR);
   1.206 +	attach_shader(prog, sdr0);
   1.207 +	if(glGetError()) {
   1.208 +		return 0;
   1.209 +	}
   1.210 +
   1.211 +	va_start(ap, sdr0);
   1.212 +	while((sdr = va_arg(ap, unsigned int))) {
   1.213 +		attach_shader(prog, sdr);
   1.214 +		if(glGetError()) {
   1.215 +			return 0;
   1.216 +		}
   1.217 +	}
   1.218 +	va_end(ap);
   1.219  
   1.220  	if(link_program(prog) == -1) {
   1.221  		free_program(prog);
   1.222 @@ -187,12 +208,15 @@
   1.223  
   1.224  unsigned int create_program_load(const char *vfile, const char *pfile)
   1.225  {
   1.226 -	unsigned int vs, ps;
   1.227 +	unsigned int vs = 0, ps = 0;
   1.228  
   1.229 -	if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
   1.230 +	if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
   1.231  		return 0;
   1.232  	}
   1.233 -	return create_program_link(vs, ps);
   1.234 +	if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
   1.235 +		return 0;
   1.236 +	}
   1.237 +	return create_program_link(vs, ps, 0);
   1.238  }
   1.239  
   1.240  void free_program(unsigned int sdr)
   1.241 @@ -202,8 +226,16 @@
   1.242  
   1.243  void attach_shader(unsigned int prog, unsigned int sdr)
   1.244  {
   1.245 -	glAttachShader(prog, sdr);
   1.246 -	assert(glGetError() == GL_NO_ERROR);
   1.247 +	int err;
   1.248 +
   1.249 +	if(prog && sdr) {
   1.250 +		assert(glGetError() == GL_NO_ERROR);
   1.251 +		glAttachShader(prog, sdr);
   1.252 +		if((err = glGetError()) != GL_NO_ERROR) {
   1.253 +			fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
   1.254 +			abort();
   1.255 +		}
   1.256 +	}
   1.257  }
   1.258  
   1.259  int link_program(unsigned int prog)
   1.260 @@ -222,6 +254,7 @@
   1.261  		if((info_str = malloc(info_len + 1))) {
   1.262  			glGetProgramInfoLog(prog, info_len, 0, info_str);
   1.263  			assert(glGetError() == GL_NO_ERROR);
   1.264 +			info_str[info_len] = 0;
   1.265  		}
   1.266  	}
   1.267  
   1.268 @@ -259,13 +292,13 @@
   1.269  #define BEGIN_UNIFORM_CODE \
   1.270  	int loc, curr_prog; \
   1.271  	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
   1.272 -	if(curr_prog != prog && bind_program(prog) == -1) { \
   1.273 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
   1.274  		return -1; \
   1.275  	} \
   1.276  	if((loc = glGetUniformLocation(prog, name)) != -1)
   1.277  
   1.278  #define END_UNIFORM_CODE \
   1.279 -	if(curr_prog != prog) { \
   1.280 +	if((unsigned int)curr_prog != prog) { \
   1.281  		bind_program(curr_prog); \
   1.282  	} \
   1.283  	return loc == -1 ? -1 : 0
   1.284 @@ -286,6 +319,14 @@
   1.285  	END_UNIFORM_CODE;
   1.286  }
   1.287  
   1.288 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
   1.289 +{
   1.290 +	BEGIN_UNIFORM_CODE {
   1.291 +		glUniform2f(loc, x, y);
   1.292 +	}
   1.293 +	END_UNIFORM_CODE;
   1.294 +}
   1.295 +
   1.296  int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
   1.297  {
   1.298  	BEGIN_UNIFORM_CODE {
   1.299 @@ -323,13 +364,13 @@
   1.300  	int loc, curr_prog;
   1.301  
   1.302  	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
   1.303 -	if(curr_prog != prog && bind_program(prog) == -1) {
   1.304 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
   1.305  		return -1;
   1.306  	}
   1.307  
   1.308  	loc = glGetAttribLocation(prog, (char*)name);
   1.309  
   1.310 -	if(curr_prog != prog) {
   1.311 +	if((unsigned int)curr_prog != prog) {
   1.312  		bind_program(curr_prog);
   1.313  	}
   1.314  	return loc;
   1.315 @@ -339,3 +380,29 @@
   1.316  {
   1.317  	glVertexAttrib3f(attr_loc, x, y, z);
   1.318  }
   1.319 +
   1.320 +static const char *sdrtypestr(unsigned int sdrtype)
   1.321 +{
   1.322 +	switch(sdrtype) {
   1.323 +	case GL_VERTEX_SHADER:
   1.324 +		return "vertex";
   1.325 +	case GL_FRAGMENT_SHADER:
   1.326 +		return "pixel";
   1.327 +#ifdef GL_TESS_CONTROL_SHADER
   1.328 +	case GL_TESS_CONTROL_SHADER:
   1.329 +		return "tessellation control";
   1.330 +#endif
   1.331 +#ifdef GL_TESS_EVALUATION_SHADER
   1.332 +	case GL_TESS_EVALUATION_SHADER:
   1.333 +		return "tessellation evaluation";
   1.334 +#endif
   1.335 +#ifdef GL_GEOMETRY_SHADER
   1.336 +	case GL_GEOMETRY_SHADER:
   1.337 +		return "geometry";
   1.338 +#endif
   1.339 +
   1.340 +	default:
   1.341 +		break;
   1.342 +	}
   1.343 +	return "<unknown>";
   1.344 +}