qvolray

annotate src/sdr.c @ 36:70b937008134

demo :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 15 Apr 2012 07:19:01 +0300
parents b050ce167ff1
children
rev   line source
nuclear@0 1 #ifndef NO_SHADERS
nuclear@0 2
nuclear@0 3 #include <stdio.h>
nuclear@0 4 #include <stdlib.h>
nuclear@0 5 #include <string.h>
nuclear@0 6 #include <errno.h>
nuclear@0 7 #include <assert.h>
nuclear@0 8 #include <GL/glew.h>
nuclear@0 9
nuclear@0 10 #if defined(unix) || defined(__unix__)
nuclear@0 11 #include <unistd.h>
nuclear@0 12 #include <sys/stat.h>
nuclear@0 13 #endif /* unix */
nuclear@0 14
nuclear@0 15 #include "sdr.h"
nuclear@0 16
nuclear@0 17 unsigned int create_vertex_shader(const char *src)
nuclear@0 18 {
nuclear@0 19 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 20 }
nuclear@0 21
nuclear@0 22 unsigned int create_pixel_shader(const char *src)
nuclear@0 23 {
nuclear@0 24 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 25 }
nuclear@0 26
nuclear@0 27 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 28 {
nuclear@0 29 unsigned int sdr;
nuclear@0 30 int success, info_len;
nuclear@0 31 char *info_str = 0;
nuclear@0 32 GLenum err;
nuclear@0 33
nuclear@0 34 sdr = glCreateShader(sdr_type);
nuclear@0 35 assert(glGetError() == GL_NO_ERROR);
nuclear@0 36 glShaderSource(sdr, 1, &src, 0);
nuclear@0 37 err = glGetError();
nuclear@0 38 assert(err == GL_NO_ERROR);
nuclear@0 39 glCompileShader(sdr);
nuclear@0 40 assert(glGetError() == GL_NO_ERROR);
nuclear@0 41
nuclear@0 42 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 43 assert(glGetError() == GL_NO_ERROR);
nuclear@0 44 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 45 assert(glGetError() == GL_NO_ERROR);
nuclear@0 46
nuclear@0 47 if(info_len) {
nuclear@0 48 if((info_str = malloc(info_len + 1))) {
nuclear@0 49 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 50 assert(glGetError() == GL_NO_ERROR);
nuclear@0 51 }
nuclear@0 52 }
nuclear@0 53
nuclear@0 54 if(success) {
nuclear@0 55 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 56 } else {
nuclear@0 57 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 58 glDeleteShader(sdr);
nuclear@0 59 sdr = 0;
nuclear@0 60 }
nuclear@0 61
nuclear@0 62 free(info_str);
nuclear@0 63 return sdr;
nuclear@0 64 }
nuclear@0 65
nuclear@0 66 void free_shader(unsigned int sdr)
nuclear@0 67 {
nuclear@0 68 glDeleteShader(sdr);
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 unsigned int load_vertex_shader(const char *fname)
nuclear@0 72 {
nuclear@0 73 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 unsigned int load_pixel_shader(const char *fname)
nuclear@0 77 {
nuclear@0 78 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 82 {
nuclear@0 83 #if defined(unix) || defined(__unix__)
nuclear@0 84 struct stat st;
nuclear@0 85 #endif
nuclear@0 86 unsigned int sdr;
nuclear@0 87 size_t filesize;
nuclear@0 88 FILE *fp;
nuclear@0 89 char *src;
nuclear@0 90
nuclear@0 91 if(!(fp = fopen(fname, "r"))) {
nuclear@0 92 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 93 return 0;
nuclear@0 94 }
nuclear@0 95
nuclear@0 96 #if defined(unix) || defined(__unix__)
nuclear@0 97 fstat(fileno(fp), &st);
nuclear@0 98 filesize = st.st_size;
nuclear@0 99 #else
nuclear@0 100 fseek(fp, 0, SEEK_END);
nuclear@0 101 filesize = ftell(fp);
nuclear@0 102 fseek(fp, 0, SEEK_SET);
nuclear@0 103 #endif /* unix */
nuclear@0 104
nuclear@0 105 if(!(src = malloc(filesize + 1))) {
nuclear@0 106 fclose(fp);
nuclear@0 107 return 0;
nuclear@0 108 }
nuclear@0 109 fread(src, 1, filesize, fp);
nuclear@0 110 src[filesize] = 0;
nuclear@0 111 fclose(fp);
nuclear@0 112
nuclear@0 113 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 114 sdr = create_shader(src, sdr_type);
nuclear@0 115
nuclear@0 116 free(src);
nuclear@0 117 return sdr;
nuclear@0 118 }
nuclear@0 119
nuclear@0 120
nuclear@0 121 unsigned int get_vertex_shader(const char *fname)
nuclear@0 122 {
nuclear@0 123 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 124 }
nuclear@0 125
nuclear@0 126 unsigned int get_pixel_shader(const char *fname)
nuclear@0 127 {
nuclear@0 128 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 129 }
nuclear@0 130
nuclear@0 131 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 132 {
nuclear@0 133 unsigned int sdr;
nuclear@0 134
nuclear@0 135 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@0 136 return 0;
nuclear@0 137 }
nuclear@0 138 return sdr;
nuclear@0 139 }
nuclear@0 140
nuclear@0 141
nuclear@0 142 /* ---- gpu programs ---- */
nuclear@0 143
nuclear@0 144 unsigned int create_program(void)
nuclear@0 145 {
nuclear@0 146 unsigned int prog = glCreateProgram();
nuclear@0 147 assert(glGetError() == GL_NO_ERROR);
nuclear@0 148 return prog;
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 152 {
nuclear@0 153 unsigned int prog;
nuclear@0 154
nuclear@0 155 if(!(prog = create_program())) {
nuclear@0 156 return 0;
nuclear@0 157 }
nuclear@0 158
nuclear@0 159 if(vs) {
nuclear@0 160 attach_shader(prog, vs);
nuclear@0 161 assert(glGetError() == GL_NO_ERROR);
nuclear@0 162 }
nuclear@0 163 if(ps) {
nuclear@0 164 attach_shader(prog, ps);
nuclear@0 165 assert(glGetError() == GL_NO_ERROR);
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 if(link_program(prog) == -1) {
nuclear@0 169 free_program(prog);
nuclear@0 170 return 0;
nuclear@0 171 }
nuclear@0 172 return prog;
nuclear@0 173 }
nuclear@0 174
nuclear@0 175 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 176 {
nuclear@0 177 unsigned int vs = 0, ps = 0;
nuclear@0 178
nuclear@0 179 if(vfile && !(vs = get_vertex_shader(vfile))) {
nuclear@0 180 return 0;
nuclear@0 181 }
nuclear@0 182 if(pfile && !(ps = get_pixel_shader(pfile))) {
nuclear@0 183 return 0;
nuclear@0 184 }
nuclear@0 185 return create_program_link(vs, ps);
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 void free_program(unsigned int sdr)
nuclear@0 189 {
nuclear@0 190 glDeleteProgram(sdr);
nuclear@0 191 }
nuclear@0 192
nuclear@0 193 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 194 {
nuclear@0 195 glAttachShader(prog, sdr);
nuclear@0 196 assert(glGetError() == GL_NO_ERROR);
nuclear@0 197 }
nuclear@0 198
nuclear@0 199 int link_program(unsigned int prog)
nuclear@0 200 {
nuclear@0 201 int linked, info_len, retval = 0;
nuclear@0 202 char *info_str = 0;
nuclear@0 203
nuclear@0 204 glLinkProgram(prog);
nuclear@0 205 assert(glGetError() == GL_NO_ERROR);
nuclear@0 206 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 207 assert(glGetError() == GL_NO_ERROR);
nuclear@0 208 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 209 assert(glGetError() == GL_NO_ERROR);
nuclear@0 210
nuclear@0 211 if(info_len) {
nuclear@0 212 if((info_str = malloc(info_len + 1))) {
nuclear@0 213 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 214 assert(glGetError() == GL_NO_ERROR);
nuclear@0 215 }
nuclear@0 216 }
nuclear@0 217
nuclear@0 218 if(linked) {
nuclear@0 219 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 220 } else {
nuclear@0 221 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 222 retval = -1;
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 free(info_str);
nuclear@0 226 return retval;
nuclear@0 227 }
nuclear@0 228
nuclear@0 229 int bind_program(unsigned int prog)
nuclear@0 230 {
nuclear@0 231 GLenum err;
nuclear@0 232
nuclear@0 233 glUseProgram(prog);
nuclear@0 234 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 235 /* maybe the program is not linked, try linking first */
nuclear@0 236 if(err == GL_INVALID_OPERATION) {
nuclear@0 237 if(link_program(prog) == -1) {
nuclear@0 238 return -1;
nuclear@0 239 }
nuclear@0 240 glUseProgram(prog);
nuclear@0 241 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 242 }
nuclear@0 243 return -1;
nuclear@0 244 }
nuclear@0 245 return 0;
nuclear@0 246 }
nuclear@0 247
nuclear@0 248 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 249 #define BEGIN_UNIFORM_CODE \
nuclear@0 250 int loc, curr_prog; \
nuclear@0 251 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@13 252 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 253 return -1; \
nuclear@0 254 } \
nuclear@0 255 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 256
nuclear@0 257 #define END_UNIFORM_CODE \
nuclear@13 258 if((unsigned int)curr_prog != prog) { \
nuclear@0 259 bind_program(curr_prog); \
nuclear@0 260 } \
nuclear@0 261 return loc == -1 ? -1 : 0
nuclear@0 262
nuclear@0 263 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 264 {
nuclear@0 265 BEGIN_UNIFORM_CODE {
nuclear@0 266 glUniform1i(loc, val);
nuclear@0 267 }
nuclear@0 268 END_UNIFORM_CODE;
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 272 {
nuclear@0 273 BEGIN_UNIFORM_CODE {
nuclear@0 274 glUniform1f(loc, val);
nuclear@0 275 }
nuclear@0 276 END_UNIFORM_CODE;
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@0 280 {
nuclear@0 281 BEGIN_UNIFORM_CODE {
nuclear@0 282 glUniform3f(loc, x, y, z);
nuclear@0 283 }
nuclear@0 284 END_UNIFORM_CODE;
nuclear@0 285 }
nuclear@0 286
nuclear@0 287 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@0 288 {
nuclear@0 289 BEGIN_UNIFORM_CODE {
nuclear@0 290 glUniform4f(loc, x, y, z, w);
nuclear@0 291 }
nuclear@0 292 END_UNIFORM_CODE;
nuclear@0 293 }
nuclear@0 294
nuclear@0 295 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
nuclear@0 296 {
nuclear@0 297 BEGIN_UNIFORM_CODE {
nuclear@0 298 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@0 299 }
nuclear@0 300 END_UNIFORM_CODE;
nuclear@0 301 }
nuclear@0 302
nuclear@0 303 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
nuclear@0 304 {
nuclear@0 305 BEGIN_UNIFORM_CODE {
nuclear@0 306 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@0 307 }
nuclear@0 308 END_UNIFORM_CODE;
nuclear@0 309 }
nuclear@0 310
nuclear@0 311 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 312 {
nuclear@0 313 int loc, curr_prog;
nuclear@0 314
nuclear@0 315 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@13 316 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 317 return -1;
nuclear@0 318 }
nuclear@0 319
nuclear@0 320 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 321
nuclear@13 322 if((unsigned int)curr_prog != prog) {
nuclear@0 323 bind_program(curr_prog);
nuclear@0 324 }
nuclear@0 325 return loc;
nuclear@0 326 }
nuclear@0 327
nuclear@0 328 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 329 {
nuclear@0 330 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 331 }
nuclear@0 332
nuclear@0 333 #endif /* !NO_SHADERS */