oculus1

annotate src/sdr.c @ 23:0c76f70fb7e9

merged
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 28 Sep 2013 04:13:33 +0300
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nuclear@16 1 /*
nuclear@16 2 Printblobs - halftoning display hack
nuclear@16 3 Copyright (C) 2013 John Tsiombikas <nuclear@member.fsf.org>
nuclear@16 4
nuclear@16 5 This program is free software: you can redistribute it and/or modify
nuclear@16 6 it under the terms of the GNU General Public License as published by
nuclear@16 7 the Free Software Foundation, either version 3 of the License, or
nuclear@16 8 (at your option) any later version.
nuclear@16 9
nuclear@16 10 This program is distributed in the hope that it will be useful,
nuclear@16 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@16 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@16 13 GNU General Public License for more details.
nuclear@16 14
nuclear@16 15 You should have received a copy of the GNU General Public License
nuclear@16 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@16 17 */
nuclear@16 18 #include <stdio.h>
nuclear@16 19 #include <stdlib.h>
nuclear@16 20 #include <string.h>
nuclear@16 21 #include <errno.h>
nuclear@16 22 #include <stdarg.h>
nuclear@16 23 #include <assert.h>
nuclear@16 24 #include <GL/glew.h>
nuclear@16 25
nuclear@16 26 #if defined(unix) || defined(__unix__)
nuclear@16 27 #include <unistd.h>
nuclear@16 28 #include <sys/stat.h>
nuclear@16 29 #endif /* unix */
nuclear@16 30
nuclear@16 31 #include "sdr.h"
nuclear@16 32
nuclear@16 33 static const char *sdrtypestr(unsigned int sdrtype);
nuclear@16 34
nuclear@16 35 unsigned int create_vertex_shader(const char *src)
nuclear@16 36 {
nuclear@16 37 return create_shader(src, GL_VERTEX_SHADER);
nuclear@16 38 }
nuclear@16 39
nuclear@16 40 unsigned int create_pixel_shader(const char *src)
nuclear@16 41 {
nuclear@16 42 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@16 43 }
nuclear@16 44
nuclear@16 45 unsigned int create_tessctl_shader(const char *src)
nuclear@16 46 {
nuclear@16 47 return create_shader(src, GL_TESS_CONTROL_SHADER);
nuclear@16 48 }
nuclear@16 49
nuclear@16 50 unsigned int create_tesseval_shader(const char *src)
nuclear@16 51 {
nuclear@16 52 return create_shader(src, GL_TESS_EVALUATION_SHADER);
nuclear@16 53 }
nuclear@16 54
nuclear@16 55 unsigned int create_geometry_shader(const char *src)
nuclear@16 56 {
nuclear@16 57 return create_shader(src, GL_GEOMETRY_SHADER);
nuclear@16 58 }
nuclear@16 59
nuclear@16 60 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@16 61 {
nuclear@16 62 unsigned int sdr;
nuclear@16 63 int success, info_len;
nuclear@16 64 char *info_str = 0;
nuclear@16 65 GLenum err;
nuclear@16 66
nuclear@16 67 sdr = glCreateShader(sdr_type);
nuclear@16 68 assert(glGetError() == GL_NO_ERROR);
nuclear@16 69 glShaderSource(sdr, 1, &src, 0);
nuclear@16 70 err = glGetError();
nuclear@16 71 assert(err == GL_NO_ERROR);
nuclear@16 72 glCompileShader(sdr);
nuclear@16 73 assert(glGetError() == GL_NO_ERROR);
nuclear@16 74
nuclear@16 75 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@16 76 assert(glGetError() == GL_NO_ERROR);
nuclear@16 77 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@16 78 assert(glGetError() == GL_NO_ERROR);
nuclear@16 79
nuclear@16 80 if(info_len) {
nuclear@16 81 if((info_str = malloc(info_len + 1))) {
nuclear@16 82 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@16 83 assert(glGetError() == GL_NO_ERROR);
nuclear@16 84 }
nuclear@16 85 }
nuclear@16 86
nuclear@16 87 if(success) {
nuclear@16 88 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@16 89 } else {
nuclear@16 90 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@16 91 glDeleteShader(sdr);
nuclear@16 92 sdr = 0;
nuclear@16 93 }
nuclear@16 94
nuclear@16 95 free(info_str);
nuclear@16 96 return sdr;
nuclear@16 97 }
nuclear@16 98
nuclear@16 99 void free_shader(unsigned int sdr)
nuclear@16 100 {
nuclear@16 101 glDeleteShader(sdr);
nuclear@16 102 }
nuclear@16 103
nuclear@16 104 unsigned int load_vertex_shader(const char *fname)
nuclear@16 105 {
nuclear@16 106 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@16 107 }
nuclear@16 108
nuclear@16 109 unsigned int load_pixel_shader(const char *fname)
nuclear@16 110 {
nuclear@16 111 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@16 112 }
nuclear@16 113
nuclear@16 114 unsigned int load_tessctl_shader(const char *fname)
nuclear@16 115 {
nuclear@16 116 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@16 117 }
nuclear@16 118
nuclear@16 119 unsigned int load_tesseval_shader(const char *fname)
nuclear@16 120 {
nuclear@16 121 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@16 122 }
nuclear@16 123
nuclear@16 124 unsigned int load_geometry_shader(const char *fname)
nuclear@16 125 {
nuclear@16 126 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@16 127 }
nuclear@16 128
nuclear@16 129 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@16 130 {
nuclear@16 131 #if defined(unix) || defined(__unix__)
nuclear@16 132 struct stat st;
nuclear@16 133 #endif
nuclear@16 134 unsigned int sdr;
nuclear@16 135 size_t filesize;
nuclear@16 136 FILE *fp;
nuclear@16 137 char *src;
nuclear@16 138
nuclear@16 139 if(!(fp = fopen(fname, "r"))) {
nuclear@16 140 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@16 141 return 0;
nuclear@16 142 }
nuclear@16 143
nuclear@16 144 #if defined(unix) || defined(__unix__)
nuclear@16 145 fstat(fileno(fp), &st);
nuclear@16 146 filesize = st.st_size;
nuclear@16 147 #else
nuclear@16 148 fseek(fp, 0, SEEK_END);
nuclear@16 149 filesize = ftell(fp);
nuclear@16 150 fseek(fp, 0, SEEK_SET);
nuclear@16 151 #endif /* unix */
nuclear@16 152
nuclear@16 153 if(!(src = malloc(filesize + 1))) {
nuclear@16 154 fclose(fp);
nuclear@16 155 return 0;
nuclear@16 156 }
nuclear@16 157 fread(src, 1, filesize, fp);
nuclear@16 158 src[filesize] = 0;
nuclear@16 159 fclose(fp);
nuclear@16 160
nuclear@16 161 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@16 162 sdr = create_shader(src, sdr_type);
nuclear@16 163
nuclear@16 164 free(src);
nuclear@16 165 return sdr;
nuclear@16 166 }
nuclear@16 167
nuclear@16 168
nuclear@16 169 unsigned int get_vertex_shader(const char *fname)
nuclear@16 170 {
nuclear@16 171 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@16 172 }
nuclear@16 173
nuclear@16 174 unsigned int get_pixel_shader(const char *fname)
nuclear@16 175 {
nuclear@16 176 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@16 177 }
nuclear@16 178
nuclear@16 179 unsigned int get_tessctl_shader(const char *fname)
nuclear@16 180 {
nuclear@16 181 return get_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@16 182 }
nuclear@16 183
nuclear@16 184 unsigned int get_tesseval_shader(const char *fname)
nuclear@16 185 {
nuclear@16 186 return get_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@16 187 }
nuclear@16 188
nuclear@16 189 unsigned int get_geometry_shader(const char *fname)
nuclear@16 190 {
nuclear@16 191 return get_shader(fname, GL_GEOMETRY_SHADER);
nuclear@16 192 }
nuclear@16 193
nuclear@16 194 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@16 195 {
nuclear@16 196 unsigned int sdr;
nuclear@16 197 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@16 198 return 0;
nuclear@16 199 }
nuclear@16 200 return sdr;
nuclear@16 201 }
nuclear@16 202
nuclear@16 203
nuclear@16 204 /* ---- gpu programs ---- */
nuclear@16 205
nuclear@16 206 unsigned int create_program(void)
nuclear@16 207 {
nuclear@16 208 unsigned int prog = glCreateProgram();
nuclear@16 209 assert(glGetError() == GL_NO_ERROR);
nuclear@16 210 return prog;
nuclear@16 211 }
nuclear@16 212
nuclear@16 213 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@16 214 {
nuclear@16 215 unsigned int prog, sdr;
nuclear@16 216 va_list ap;
nuclear@16 217
nuclear@16 218 if(!(prog = create_program())) {
nuclear@16 219 return 0;
nuclear@16 220 }
nuclear@16 221
nuclear@16 222 attach_shader(prog, sdr0);
nuclear@16 223 if(glGetError()) {
nuclear@16 224 return 0;
nuclear@16 225 }
nuclear@16 226
nuclear@16 227 va_start(ap, sdr0);
nuclear@16 228 while((sdr = va_arg(ap, unsigned int))) {
nuclear@16 229 attach_shader(prog, sdr);
nuclear@16 230 if(glGetError()) {
nuclear@16 231 return 0;
nuclear@16 232 }
nuclear@16 233 }
nuclear@16 234 va_end(ap);
nuclear@16 235
nuclear@16 236 if(link_program(prog) == -1) {
nuclear@16 237 free_program(prog);
nuclear@16 238 return 0;
nuclear@16 239 }
nuclear@16 240 return prog;
nuclear@16 241 }
nuclear@16 242
nuclear@16 243 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@16 244 {
nuclear@16 245 unsigned int vs = 0, ps = 0;
nuclear@16 246
nuclear@16 247 if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
nuclear@16 248 return 0;
nuclear@16 249 }
nuclear@16 250 if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
nuclear@16 251 return 0;
nuclear@16 252 }
nuclear@16 253 return create_program_link(vs, ps, 0);
nuclear@16 254 }
nuclear@16 255
nuclear@16 256 void free_program(unsigned int sdr)
nuclear@16 257 {
nuclear@16 258 glDeleteProgram(sdr);
nuclear@16 259 }
nuclear@16 260
nuclear@16 261 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@16 262 {
nuclear@16 263 glAttachShader(prog, sdr);
nuclear@16 264 assert(glGetError() == GL_NO_ERROR);
nuclear@16 265 }
nuclear@16 266
nuclear@16 267 int link_program(unsigned int prog)
nuclear@16 268 {
nuclear@16 269 int linked, info_len, retval = 0;
nuclear@16 270 char *info_str = 0;
nuclear@16 271
nuclear@16 272 glLinkProgram(prog);
nuclear@16 273 assert(glGetError() == GL_NO_ERROR);
nuclear@16 274 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@16 275 assert(glGetError() == GL_NO_ERROR);
nuclear@16 276 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@16 277 assert(glGetError() == GL_NO_ERROR);
nuclear@16 278
nuclear@16 279 if(info_len) {
nuclear@16 280 if((info_str = malloc(info_len + 1))) {
nuclear@16 281 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@16 282 assert(glGetError() == GL_NO_ERROR);
nuclear@16 283 }
nuclear@16 284 }
nuclear@16 285
nuclear@16 286 if(linked) {
nuclear@16 287 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@16 288 } else {
nuclear@16 289 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@16 290 retval = -1;
nuclear@16 291 }
nuclear@16 292
nuclear@16 293 free(info_str);
nuclear@16 294 return retval;
nuclear@16 295 }
nuclear@16 296
nuclear@16 297 int bind_program(unsigned int prog)
nuclear@16 298 {
nuclear@16 299 GLenum err;
nuclear@16 300
nuclear@16 301 glUseProgram(prog);
nuclear@16 302 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@16 303 /* maybe the program is not linked, try linking first */
nuclear@16 304 if(err == GL_INVALID_OPERATION) {
nuclear@16 305 if(link_program(prog) == -1) {
nuclear@16 306 return -1;
nuclear@16 307 }
nuclear@16 308 glUseProgram(prog);
nuclear@16 309 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@16 310 }
nuclear@16 311 return -1;
nuclear@16 312 }
nuclear@16 313 return 0;
nuclear@16 314 }
nuclear@16 315
nuclear@16 316 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@16 317 #define BEGIN_UNIFORM_CODE \
nuclear@16 318 int loc, curr_prog; \
nuclear@16 319 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@16 320 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@16 321 return -1; \
nuclear@16 322 } \
nuclear@16 323 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@16 324
nuclear@16 325 #define END_UNIFORM_CODE \
nuclear@16 326 if((unsigned int)curr_prog != prog) { \
nuclear@16 327 bind_program(curr_prog); \
nuclear@16 328 } \
nuclear@16 329 return loc == -1 ? -1 : 0
nuclear@16 330
nuclear@16 331 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@16 332 {
nuclear@16 333 BEGIN_UNIFORM_CODE {
nuclear@16 334 glUniform1i(loc, val);
nuclear@16 335 }
nuclear@16 336 END_UNIFORM_CODE;
nuclear@16 337 }
nuclear@16 338
nuclear@16 339 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@16 340 {
nuclear@16 341 BEGIN_UNIFORM_CODE {
nuclear@16 342 glUniform1f(loc, val);
nuclear@16 343 }
nuclear@16 344 END_UNIFORM_CODE;
nuclear@16 345 }
nuclear@16 346
nuclear@16 347 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@16 348 {
nuclear@16 349 BEGIN_UNIFORM_CODE {
nuclear@16 350 glUniform2f(loc, x, y);
nuclear@16 351 }
nuclear@16 352 END_UNIFORM_CODE;
nuclear@16 353 }
nuclear@16 354
nuclear@16 355 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@16 356 {
nuclear@16 357 BEGIN_UNIFORM_CODE {
nuclear@16 358 glUniform3f(loc, x, y, z);
nuclear@16 359 }
nuclear@16 360 END_UNIFORM_CODE;
nuclear@16 361 }
nuclear@16 362
nuclear@16 363 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@16 364 {
nuclear@16 365 BEGIN_UNIFORM_CODE {
nuclear@16 366 glUniform4f(loc, x, y, z, w);
nuclear@16 367 }
nuclear@16 368 END_UNIFORM_CODE;
nuclear@16 369 }
nuclear@16 370
nuclear@16 371 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@16 372 {
nuclear@16 373 BEGIN_UNIFORM_CODE {
nuclear@16 374 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@16 375 }
nuclear@16 376 END_UNIFORM_CODE;
nuclear@16 377 }
nuclear@16 378
nuclear@16 379 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@16 380 {
nuclear@16 381 BEGIN_UNIFORM_CODE {
nuclear@16 382 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@16 383 }
nuclear@16 384 END_UNIFORM_CODE;
nuclear@16 385 }
nuclear@16 386
nuclear@16 387 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@16 388 {
nuclear@16 389 int loc, curr_prog;
nuclear@16 390
nuclear@16 391 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@16 392 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@16 393 return -1;
nuclear@16 394 }
nuclear@16 395
nuclear@16 396 loc = glGetAttribLocation(prog, (char*)name);
nuclear@16 397
nuclear@16 398 if((unsigned int)curr_prog != prog) {
nuclear@16 399 bind_program(curr_prog);
nuclear@16 400 }
nuclear@16 401 return loc;
nuclear@16 402 }
nuclear@16 403
nuclear@16 404 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@16 405 {
nuclear@16 406 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@16 407 }
nuclear@16 408
nuclear@16 409 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@16 410 {
nuclear@16 411 switch(sdrtype) {
nuclear@16 412 case GL_VERTEX_SHADER:
nuclear@16 413 return "vertex";
nuclear@16 414 case GL_FRAGMENT_SHADER:
nuclear@16 415 return "pixel";
nuclear@16 416 case GL_TESS_CONTROL_SHADER:
nuclear@16 417 return "tessellation control";
nuclear@16 418 case GL_TESS_EVALUATION_SHADER:
nuclear@16 419 return "tessellation evaluation";
nuclear@16 420 case GL_GEOMETRY_SHADER:
nuclear@16 421 return "geometry";
nuclear@16 422
nuclear@16 423 default:
nuclear@16 424 break;
nuclear@16 425 }
nuclear@16 426 return "<unknown>";
nuclear@16 427 }