refmod_test

annotate sdr.c @ 1:7e911c994ef2

should work on mac now
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 18 Feb 2016 23:21:49 +0200
parents b469e6a72636
children
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@1 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 void init_sdr(void)
nuclear@0 16 {
nuclear@1 17 glewInit();
nuclear@0 18 }
nuclear@0 19
nuclear@0 20 unsigned int create_vertex_shader(const char *src)
nuclear@0 21 {
nuclear@0 22 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 23 }
nuclear@0 24
nuclear@0 25 unsigned int create_pixel_shader(const char *src)
nuclear@0 26 {
nuclear@0 27 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 28 }
nuclear@0 29
nuclear@0 30 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 31 {
nuclear@0 32 unsigned int sdr;
nuclear@0 33 int success, info_len;
nuclear@0 34 char *info_str = 0;
nuclear@0 35 GLenum err;
nuclear@0 36
nuclear@0 37 sdr = glCreateShader(sdr_type);
nuclear@0 38 assert(glGetError() == GL_NO_ERROR);
nuclear@0 39 glShaderSource(sdr, 1, &src, 0);
nuclear@0 40 err = glGetError();
nuclear@0 41 assert(err == GL_NO_ERROR);
nuclear@0 42 glCompileShader(sdr);
nuclear@0 43 assert(glGetError() == GL_NO_ERROR);
nuclear@0 44
nuclear@0 45 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 46 assert(glGetError() == GL_NO_ERROR);
nuclear@0 47 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 48 assert(glGetError() == GL_NO_ERROR);
nuclear@0 49
nuclear@0 50 if(info_len) {
nuclear@0 51 if((info_str = malloc(info_len + 1))) {
nuclear@0 52 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 53 assert(glGetError() == GL_NO_ERROR);
nuclear@0 54 }
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 if(success) {
nuclear@0 58 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 59 } else {
nuclear@0 60 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 61 glDeleteShader(sdr);
nuclear@0 62 sdr = 0;
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 free(info_str);
nuclear@0 66 return sdr;
nuclear@0 67 }
nuclear@0 68
nuclear@0 69 void free_shader(unsigned int sdr)
nuclear@0 70 {
nuclear@0 71 glDeleteShader(sdr);
nuclear@0 72 }
nuclear@0 73
nuclear@0 74 unsigned int load_vertex_shader(const char *fname)
nuclear@0 75 {
nuclear@0 76 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 unsigned int load_pixel_shader(const char *fname)
nuclear@0 80 {
nuclear@0 81 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 82 }
nuclear@0 83
nuclear@0 84 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 85 {
nuclear@0 86 #if defined(unix) || defined(__unix__)
nuclear@0 87 struct stat st;
nuclear@0 88 #endif
nuclear@0 89 unsigned int sdr;
nuclear@0 90 size_t filesize;
nuclear@0 91 FILE *fp;
nuclear@0 92 char *src;
nuclear@0 93
nuclear@0 94 if(!(fp = fopen(fname, "r"))) {
nuclear@0 95 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 96 return 0;
nuclear@0 97 }
nuclear@0 98
nuclear@0 99 #if defined(unix) || defined(__unix__)
nuclear@0 100 fstat(fileno(fp), &st);
nuclear@0 101 filesize = st.st_size;
nuclear@0 102 #else
nuclear@0 103 fseek(fp, 0, SEEK_END);
nuclear@0 104 filesize = ftell(fp);
nuclear@0 105 fseek(fp, 0, SEEK_SET);
nuclear@0 106 #endif /* unix */
nuclear@0 107
nuclear@0 108 if(!(src = malloc(filesize + 1))) {
nuclear@0 109 fclose(fp);
nuclear@0 110 return 0;
nuclear@0 111 }
nuclear@0 112 fread(src, 1, filesize, fp);
nuclear@0 113 src[filesize] = 0;
nuclear@0 114 fclose(fp);
nuclear@0 115
nuclear@0 116 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 117 sdr = create_shader(src, sdr_type);
nuclear@0 118
nuclear@0 119 free(src);
nuclear@0 120 return sdr;
nuclear@0 121 }
nuclear@0 122
nuclear@0 123
nuclear@0 124 unsigned int get_vertex_shader(const char *fname)
nuclear@0 125 {
nuclear@0 126 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 127 }
nuclear@0 128
nuclear@0 129 unsigned int get_pixel_shader(const char *fname)
nuclear@0 130 {
nuclear@0 131 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 135 {
nuclear@0 136 unsigned int sdr;
nuclear@0 137 #if 0
nuclear@0 138 if((res = get_resource(sdrman, fname))) {
nuclear@0 139 /* TODO: validate that the shader matches sdr_type? */
nuclear@0 140 return (uintptr_t)res;
nuclear@0 141 }
nuclear@0 142 #endif
nuclear@0 143
nuclear@0 144 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@0 145 return 0;
nuclear@0 146 }
nuclear@0 147 add_shader(fname, sdr);
nuclear@0 148 return sdr;
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 int add_shader(const char *fname, unsigned int sdr)
nuclear@0 152 {
nuclear@0 153 return 0;/*add_resource(sdrman, fname, (void*)(uintptr_t)sdr);*/
nuclear@0 154 }
nuclear@0 155
nuclear@0 156 int remove_shader(const char *fname)
nuclear@0 157 {
nuclear@0 158 return 0;/*remove_resource(sdrman, fname);*/
nuclear@0 159 }
nuclear@0 160
nuclear@0 161
nuclear@0 162 /* ---- gpu programs ---- */
nuclear@0 163
nuclear@0 164 unsigned int create_program(void)
nuclear@0 165 {
nuclear@0 166 unsigned int prog = glCreateProgram();
nuclear@0 167 assert(glGetError() == GL_NO_ERROR);
nuclear@0 168 return prog;
nuclear@0 169 }
nuclear@0 170
nuclear@0 171 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 172 {
nuclear@0 173 unsigned int prog;
nuclear@0 174
nuclear@0 175 if(!(prog = create_program())) {
nuclear@0 176 return 0;
nuclear@0 177 }
nuclear@0 178
nuclear@0 179 attach_shader(prog, vs);
nuclear@0 180 assert(glGetError() == GL_NO_ERROR);
nuclear@0 181 attach_shader(prog, ps);
nuclear@0 182 assert(glGetError() == GL_NO_ERROR);
nuclear@0 183
nuclear@0 184 if(link_program(prog) == -1) {
nuclear@0 185 free_program(prog);
nuclear@0 186 return 0;
nuclear@0 187 }
nuclear@0 188 return prog;
nuclear@0 189 }
nuclear@0 190
nuclear@0 191 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 192 {
nuclear@0 193 unsigned int vs, ps;
nuclear@0 194
nuclear@0 195 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
nuclear@0 196 return 0;
nuclear@0 197 }
nuclear@0 198 return create_program_link(vs, ps);
nuclear@0 199 }
nuclear@0 200
nuclear@0 201 void free_program(unsigned int sdr)
nuclear@0 202 {
nuclear@0 203 glDeleteProgram(sdr);
nuclear@0 204 }
nuclear@0 205
nuclear@0 206 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 207 {
nuclear@0 208 glAttachShader(prog, sdr);
nuclear@0 209 assert(glGetError() == GL_NO_ERROR);
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 int link_program(unsigned int prog)
nuclear@0 213 {
nuclear@0 214 int linked, info_len, retval = 0;
nuclear@0 215 char *info_str = 0;
nuclear@0 216
nuclear@0 217 glLinkProgram(prog);
nuclear@0 218 assert(glGetError() == GL_NO_ERROR);
nuclear@0 219 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 220 assert(glGetError() == GL_NO_ERROR);
nuclear@0 221 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 222 assert(glGetError() == GL_NO_ERROR);
nuclear@0 223
nuclear@0 224 if(info_len) {
nuclear@0 225 if((info_str = malloc(info_len + 1))) {
nuclear@0 226 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 227 assert(glGetError() == GL_NO_ERROR);
nuclear@0 228 }
nuclear@0 229 }
nuclear@0 230
nuclear@0 231 if(linked) {
nuclear@0 232 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 233 } else {
nuclear@0 234 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 235 retval = -1;
nuclear@0 236 }
nuclear@0 237
nuclear@0 238 free(info_str);
nuclear@0 239 return retval;
nuclear@0 240 }
nuclear@0 241
nuclear@0 242 int bind_program(unsigned int prog)
nuclear@0 243 {
nuclear@0 244 GLenum err;
nuclear@0 245
nuclear@0 246 glUseProgram(prog);
nuclear@0 247 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 248 /* maybe the program is not linked, try to link first */
nuclear@0 249 if(err == GL_INVALID_OPERATION) {
nuclear@0 250 if(link_program(prog) == -1) {
nuclear@0 251 return -1;
nuclear@0 252 }
nuclear@0 253 glUseProgram(prog);
nuclear@0 254 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 255 }
nuclear@0 256 return -1;
nuclear@0 257 }
nuclear@0 258 return 0;
nuclear@0 259 }
nuclear@0 260
nuclear@0 261 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 262 #define BEGIN_UNIFORM_CODE \
nuclear@0 263 int loc, curr_prog; \
nuclear@0 264 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 265 if(curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 266 return -1; \
nuclear@0 267 } \
nuclear@0 268 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 269
nuclear@0 270 #define END_UNIFORM_CODE \
nuclear@0 271 if(curr_prog != prog) { \
nuclear@0 272 bind_program(curr_prog); \
nuclear@0 273 } \
nuclear@0 274 return loc == -1 ? -1 : 0
nuclear@0 275
nuclear@0 276 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 277 {
nuclear@0 278 BEGIN_UNIFORM_CODE {
nuclear@0 279 glUniform1i(loc, val);
nuclear@0 280 }
nuclear@0 281 END_UNIFORM_CODE;
nuclear@0 282 }
nuclear@0 283
nuclear@0 284 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 285 {
nuclear@0 286 BEGIN_UNIFORM_CODE {
nuclear@0 287 glUniform1f(loc, val);
nuclear@0 288 }
nuclear@0 289 END_UNIFORM_CODE;
nuclear@0 290 }
nuclear@0 291
nuclear@0 292 int set_uniform_vec2(unsigned int prog, const char *name, vec2_t val)
nuclear@0 293 {
nuclear@0 294 BEGIN_UNIFORM_CODE {
nuclear@0 295 glUniform2f(loc, val.x, val.y);
nuclear@0 296 }
nuclear@0 297 END_UNIFORM_CODE;
nuclear@0 298 }
nuclear@0 299
nuclear@0 300 int set_uniform_vec3(unsigned int prog, const char *name, vec3_t val)
nuclear@0 301 {
nuclear@0 302 BEGIN_UNIFORM_CODE {
nuclear@0 303 glUniform3f(loc, val.x, val.y, val.z);
nuclear@0 304 }
nuclear@0 305 END_UNIFORM_CODE;
nuclear@0 306 }
nuclear@0 307
nuclear@0 308 int set_uniform_vec4(unsigned int prog, const char *name, vec4_t val)
nuclear@0 309 {
nuclear@0 310 BEGIN_UNIFORM_CODE {
nuclear@0 311 glUniform4f(loc, val.x, val.y, val.z, val.w);
nuclear@0 312 }
nuclear@0 313 END_UNIFORM_CODE;
nuclear@0 314 }
nuclear@0 315
nuclear@0 316 int set_uniform_mat4(unsigned int prog, const char *name, mat4_t val)
nuclear@0 317 {
nuclear@0 318 BEGIN_UNIFORM_CODE {
nuclear@0 319 glUniformMatrix4fv(loc, 1, 1, (float*)val);
nuclear@0 320 }
nuclear@0 321 END_UNIFORM_CODE;
nuclear@0 322 }
nuclear@0 323
nuclear@0 324
nuclear@0 325 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 326 {
nuclear@0 327 int loc, curr_prog;
nuclear@0 328
nuclear@0 329 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 330 if(curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 331 return -1;
nuclear@0 332 }
nuclear@0 333
nuclear@0 334 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 335
nuclear@0 336 if(curr_prog != prog) {
nuclear@0 337 bind_program(curr_prog);
nuclear@0 338 }
nuclear@0 339 return loc;
nuclear@0 340 }
nuclear@0 341
nuclear@0 342 void set_attrib_vec3(int attr_loc, vec3_t val)
nuclear@0 343 {
nuclear@0 344 glVertexAttrib3f(attr_loc, val.x, val.y, val.z);
nuclear@0 345 }
nuclear@0 346
nuclear@0 347 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 348 {
nuclear@0 349 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 350 }