rayfract

annotate src/sdr.c @ 0:09bb67c000bc

ray-fract repository
author John Tsiombikas <nuclear@siggraph.org>
date Thu, 21 Oct 2010 23:39:26 +0300
parents
children 1496aae2e7d4
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@0 6 #include <GL/glew.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 unsigned int create_vertex_shader(const char *src)
nuclear@0 16 {
nuclear@0 17 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 18 }
nuclear@0 19
nuclear@0 20 unsigned int create_pixel_shader(const char *src)
nuclear@0 21 {
nuclear@0 22 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 23 }
nuclear@0 24
nuclear@0 25 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 26 {
nuclear@0 27 unsigned int sdr;
nuclear@0 28 int success, info_len;
nuclear@0 29 char *info_str = 0;
nuclear@0 30 GLenum err;
nuclear@0 31
nuclear@0 32 sdr = glCreateShader(sdr_type);
nuclear@0 33 assert(glGetError() == GL_NO_ERROR);
nuclear@0 34 glShaderSource(sdr, 1, &src, 0);
nuclear@0 35 err = glGetError();
nuclear@0 36 assert(err == GL_NO_ERROR);
nuclear@0 37 glCompileShader(sdr);
nuclear@0 38 assert(glGetError() == GL_NO_ERROR);
nuclear@0 39
nuclear@0 40 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 41 assert(glGetError() == GL_NO_ERROR);
nuclear@0 42 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 43 assert(glGetError() == GL_NO_ERROR);
nuclear@0 44
nuclear@0 45 if(info_len) {
nuclear@0 46 if((info_str = malloc(info_len + 1))) {
nuclear@0 47 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 48 assert(glGetError() == GL_NO_ERROR);
nuclear@0 49 }
nuclear@0 50 }
nuclear@0 51
nuclear@0 52 if(success) {
nuclear@0 53 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 54 } else {
nuclear@0 55 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 56 glDeleteShader(sdr);
nuclear@0 57 sdr = 0;
nuclear@0 58 }
nuclear@0 59
nuclear@0 60 free(info_str);
nuclear@0 61 return sdr;
nuclear@0 62 }
nuclear@0 63
nuclear@0 64 void free_shader(unsigned int sdr)
nuclear@0 65 {
nuclear@0 66 glDeleteShader(sdr);
nuclear@0 67 }
nuclear@0 68
nuclear@0 69 unsigned int load_vertex_shader(const char *fname)
nuclear@0 70 {
nuclear@0 71 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 72 }
nuclear@0 73
nuclear@0 74 unsigned int load_pixel_shader(const char *fname)
nuclear@0 75 {
nuclear@0 76 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 80 {
nuclear@0 81 #if defined(unix) || defined(__unix__)
nuclear@0 82 struct stat st;
nuclear@0 83 #endif
nuclear@0 84 unsigned int sdr;
nuclear@0 85 size_t filesize;
nuclear@0 86 FILE *fp;
nuclear@0 87 char *src;
nuclear@0 88
nuclear@0 89 if(!(fp = fopen(fname, "r"))) {
nuclear@0 90 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 91 return 0;
nuclear@0 92 }
nuclear@0 93
nuclear@0 94 #if defined(unix) || defined(__unix__)
nuclear@0 95 fstat(fileno(fp), &st);
nuclear@0 96 filesize = st.st_size;
nuclear@0 97 #else
nuclear@0 98 fseek(fp, 0, SEEK_END);
nuclear@0 99 filesize = ftell(fp);
nuclear@0 100 fseek(fp, 0, SEEK_SET);
nuclear@0 101 #endif /* unix */
nuclear@0 102
nuclear@0 103 if(!(src = malloc(filesize + 1))) {
nuclear@0 104 fclose(fp);
nuclear@0 105 return 0;
nuclear@0 106 }
nuclear@0 107 fread(src, 1, filesize, fp);
nuclear@0 108 src[filesize] = 0;
nuclear@0 109 fclose(fp);
nuclear@0 110
nuclear@0 111 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 112 sdr = create_shader(src, sdr_type);
nuclear@0 113
nuclear@0 114 free(src);
nuclear@0 115 return sdr;
nuclear@0 116 }
nuclear@0 117
nuclear@0 118
nuclear@0 119 unsigned int get_vertex_shader(const char *fname)
nuclear@0 120 {
nuclear@0 121 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 122 }
nuclear@0 123
nuclear@0 124 unsigned int get_pixel_shader(const char *fname)
nuclear@0 125 {
nuclear@0 126 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 127 }
nuclear@0 128
nuclear@0 129 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 130 {
nuclear@0 131 unsigned int sdr;
nuclear@0 132 #if 0
nuclear@0 133 if((res = get_resource(sdrman, fname))) {
nuclear@0 134 /* TODO: validate that the shader matches sdr_type? */
nuclear@0 135 return (uintptr_t)res;
nuclear@0 136 }
nuclear@0 137 #endif
nuclear@0 138
nuclear@0 139 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@0 140 return 0;
nuclear@0 141 }
nuclear@0 142 add_shader(fname, sdr);
nuclear@0 143 return sdr;
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 int add_shader(const char *fname, unsigned int sdr)
nuclear@0 147 {
nuclear@0 148 return 0;/*add_resource(sdrman, fname, (void*)(uintptr_t)sdr);*/
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 int remove_shader(const char *fname)
nuclear@0 152 {
nuclear@0 153 return 0;/*remove_resource(sdrman, fname);*/
nuclear@0 154 }
nuclear@0 155
nuclear@0 156
nuclear@0 157 /* ---- gpu programs ---- */
nuclear@0 158
nuclear@0 159 unsigned int create_program(void)
nuclear@0 160 {
nuclear@0 161 unsigned int prog = glCreateProgram();
nuclear@0 162 assert(glGetError() == GL_NO_ERROR);
nuclear@0 163 return prog;
nuclear@0 164 }
nuclear@0 165
nuclear@0 166 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 167 {
nuclear@0 168 unsigned int prog;
nuclear@0 169
nuclear@0 170 if(!(prog = create_program())) {
nuclear@0 171 return 0;
nuclear@0 172 }
nuclear@0 173
nuclear@0 174 attach_shader(prog, vs);
nuclear@0 175 assert(glGetError() == GL_NO_ERROR);
nuclear@0 176 attach_shader(prog, ps);
nuclear@0 177 assert(glGetError() == GL_NO_ERROR);
nuclear@0 178
nuclear@0 179 if(link_program(prog) == -1) {
nuclear@0 180 free_program(prog);
nuclear@0 181 return 0;
nuclear@0 182 }
nuclear@0 183 return prog;
nuclear@0 184 }
nuclear@0 185
nuclear@0 186 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 187 {
nuclear@0 188 unsigned int vs, ps;
nuclear@0 189
nuclear@0 190 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
nuclear@0 191 return 0;
nuclear@0 192 }
nuclear@0 193 return create_program_link(vs, ps);
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 void free_program(unsigned int sdr)
nuclear@0 197 {
nuclear@0 198 glDeleteProgram(sdr);
nuclear@0 199 }
nuclear@0 200
nuclear@0 201 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 202 {
nuclear@0 203 glAttachShader(prog, sdr);
nuclear@0 204 assert(glGetError() == GL_NO_ERROR);
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 int link_program(unsigned int prog)
nuclear@0 208 {
nuclear@0 209 int linked, info_len, retval = 0;
nuclear@0 210 char *info_str = 0;
nuclear@0 211
nuclear@0 212 glLinkProgram(prog);
nuclear@0 213 assert(glGetError() == GL_NO_ERROR);
nuclear@0 214 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 215 assert(glGetError() == GL_NO_ERROR);
nuclear@0 216 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 217 assert(glGetError() == GL_NO_ERROR);
nuclear@0 218
nuclear@0 219 if(info_len) {
nuclear@0 220 if((info_str = malloc(info_len + 1))) {
nuclear@0 221 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 222 assert(glGetError() == GL_NO_ERROR);
nuclear@0 223 }
nuclear@0 224 }
nuclear@0 225
nuclear@0 226 if(linked) {
nuclear@0 227 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 228 } else {
nuclear@0 229 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 230 retval = -1;
nuclear@0 231 }
nuclear@0 232
nuclear@0 233 free(info_str);
nuclear@0 234 return retval;
nuclear@0 235 }
nuclear@0 236
nuclear@0 237 int bind_program(unsigned int prog)
nuclear@0 238 {
nuclear@0 239 GLenum err;
nuclear@0 240
nuclear@0 241 glUseProgram(prog);
nuclear@0 242 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 243 /* maybe the program is not linked, try to link first */
nuclear@0 244 if(err == GL_INVALID_OPERATION) {
nuclear@0 245 if(link_program(prog) == -1) {
nuclear@0 246 return -1;
nuclear@0 247 }
nuclear@0 248 glUseProgram(prog);
nuclear@0 249 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 250 }
nuclear@0 251 return -1;
nuclear@0 252 }
nuclear@0 253 return 0;
nuclear@0 254 }
nuclear@0 255
nuclear@0 256 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 257 #define BEGIN_UNIFORM_CODE \
nuclear@0 258 int loc, curr_prog; \
nuclear@0 259 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 260 if(curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 261 return -1; \
nuclear@0 262 } \
nuclear@0 263 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 264
nuclear@0 265 #define END_UNIFORM_CODE \
nuclear@0 266 if(curr_prog != prog) { \
nuclear@0 267 bind_program(curr_prog); \
nuclear@0 268 } \
nuclear@0 269 return loc == -1 ? -1 : 0
nuclear@0 270
nuclear@0 271 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 272 {
nuclear@0 273 BEGIN_UNIFORM_CODE {
nuclear@0 274 glUniform1i(loc, val);
nuclear@0 275 }
nuclear@0 276 END_UNIFORM_CODE;
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 280 {
nuclear@0 281 BEGIN_UNIFORM_CODE {
nuclear@0 282 glUniform1f(loc, val);
nuclear@0 283 }
nuclear@0 284 END_UNIFORM_CODE;
nuclear@0 285 }
nuclear@0 286
nuclear@0 287 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@0 288 {
nuclear@0 289 BEGIN_UNIFORM_CODE {
nuclear@0 290 glUniform3f(loc, x, y, z);
nuclear@0 291 }
nuclear@0 292 END_UNIFORM_CODE;
nuclear@0 293 }
nuclear@0 294
nuclear@0 295 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@0 296 {
nuclear@0 297 BEGIN_UNIFORM_CODE {
nuclear@0 298 glUniform4f(loc, x, y, z, w);
nuclear@0 299 }
nuclear@0 300 END_UNIFORM_CODE;
nuclear@0 301 }
nuclear@0 302
nuclear@0 303
nuclear@0 304 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 305 {
nuclear@0 306 int loc, curr_prog;
nuclear@0 307
nuclear@0 308 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 309 if(curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 310 return -1;
nuclear@0 311 }
nuclear@0 312
nuclear@0 313 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 314
nuclear@0 315 if(curr_prog != prog) {
nuclear@0 316 bind_program(curr_prog);
nuclear@0 317 }
nuclear@0 318 return loc;
nuclear@0 319 }
nuclear@0 320
nuclear@0 321 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 322 {
nuclear@0 323 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 324 }