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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <string.h>
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4 #include <errno.h>
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5 #include <assert.h>
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6
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7 #if defined(unix) || defined(__unix__)
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8 #include <unistd.h>
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9 #include <sys/stat.h>
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10 #include <GL/glx.h>
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11 #endif /* unix */
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12
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13 #if defined(WIN32) || defined(__WIN32__)
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14 #include <windows.h>
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15
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16 #define glXGetProcAddress wglGetProcAddress
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17 #endif /* windows */
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18
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19 #define GL_GLEXT_LEGACY
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20 #include <GL/gl.h>
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21
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22 #include "sdr.h"
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23
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24 #ifndef GL_VERSION_2_0
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25
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26 #define GL_FRAGMENT_SHADER 0x8B30
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27 #define GL_VERTEX_SHADER 0x8B31
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28 #define GL_COMPILE_STATUS 0x8B81
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29 #define GL_LINK_STATUS 0x8B82
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30 #define GL_INFO_LOG_LENGTH 0x8B84
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31 #define GL_CURRENT_PROGRAM 0x8B8D
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32
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33 typedef char GLchar;
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34
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35 GLuint (*glCreateProgram)(void);
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36 GLuint (*glCreateShader)(GLenum);
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37 void (*glDeleteProgram)(GLuint);
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38 void (*glDeleteShader)(GLuint);
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39 void (*glCompileShader)(GLuint);
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40 void (*glAttachShader)(GLuint, GLuint);
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41 void (*glGetShaderiv)(GLuint, GLenum, GLint *);
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42 void (*glGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
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43 void (*glGetProgramiv)(GLuint, GLenum, GLint *);
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44 void (*glGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
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45 void (*glLinkProgram)(GLuint);
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46 void (*glShaderSource)(GLuint, GLsizei, const GLchar* *, const GLint *);
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47 void (*glUseProgram)(GLuint);
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48 GLint (*glGetUniformLocation)(GLuint, const GLchar *);
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49 void (*glUniform1f)(GLint, GLfloat);
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50 void (*glUniform2f)(GLint, GLfloat, GLfloat);
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51 void (*glUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
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52 void (*glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
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53 void (*glUniform1i)(GLint, GLint);
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54 void (*glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat *);
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55 GLint (*glGetAttribLocation)(GLuint, const GLchar *);
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56 void (*glVertexAttrib3f)(GLint, GLfloat, GLfloat, GLfloat);
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57
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58 void init_sdr(void)
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59 {
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60 glCreateProgram = glXGetProcAddress("glCreateProgramObjectARB");
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61 glCreateShader = glXGetProcAddress("glCreateShaderObjectARB");
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62 glDeleteProgram = glXGetProcAddress("glDeleteObjectARB");
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63 glDeleteShader = glXGetProcAddress("glDeleteObjectARB");
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64 glCompileShader = glXGetProcAddress("glCompileShaderARB");
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65 glAttachShader = glXGetProcAddress("glAttachObjectARB");
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66 glGetShaderiv = glXGetProcAddress("glGetObjectParameterivARB");
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67 glGetShaderInfoLog = glXGetProcAddress("glGetInfoLogARB");
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68 glGetProgramiv = glXGetProcAddress("glGetObjectParameterivARB");
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69 glGetProgramInfoLog = glXGetProcAddress("glGetInfoLogARB");
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70 glLinkProgram = glXGetProcAddress("glLinkProgramARB");
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71 glShaderSource = glXGetProcAddress("glShaderSourceARB");
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72 glUseProgram = glXGetProcAddress("glUseProgramObjectARB");
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73 glGetUniformLocation = glXGetProcAddress("glGetUniformLocationARB");
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74 glUniform1f = glXGetProcAddress("glUniform1fARB");
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75 glUniform2f = glXGetProcAddress("glUniform2fARB");
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76 glUniform3f = glXGetProcAddress("glUniform3fARB");
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77 glUniform4f = glXGetProcAddress("glUniform4fARB");
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78 glUniform1i = glXGetProcAddress("glUniform1iARB");
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79 glUniformMatrix4fv = glXGetProcAddress("glUniformMatrix4fvARB");
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80 glGetAttribLocation = glXGetProcAddress("glGetAttribLocationARB");
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81 glVertexAttrib3f = glXGetProcAddress("glVertexAttrib3fARB");
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82 }
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83 #else
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84 void init_sdr(void) {}
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85 #endif
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86
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87 unsigned int create_vertex_shader(const char *src)
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88 {
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89 return create_shader(src, GL_VERTEX_SHADER);
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90 }
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91
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92 unsigned int create_pixel_shader(const char *src)
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93 {
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94 return create_shader(src, GL_FRAGMENT_SHADER);
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95 }
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96
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97 unsigned int create_shader(const char *src, unsigned int sdr_type)
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98 {
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99 unsigned int sdr;
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100 int success, info_len;
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101 char *info_str = 0;
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102 GLenum err;
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103
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104 sdr = glCreateShader(sdr_type);
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105 assert(glGetError() == GL_NO_ERROR);
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106 glShaderSource(sdr, 1, &src, 0);
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107 err = glGetError();
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108 assert(err == GL_NO_ERROR);
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109 glCompileShader(sdr);
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110 assert(glGetError() == GL_NO_ERROR);
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111
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112 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
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113 assert(glGetError() == GL_NO_ERROR);
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114 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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115 assert(glGetError() == GL_NO_ERROR);
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116
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117 if(info_len) {
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118 if((info_str = malloc(info_len + 1))) {
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119 glGetShaderInfoLog(sdr, info_len, 0, info_str);
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120 assert(glGetError() == GL_NO_ERROR);
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121 }
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122 }
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123
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124 if(success) {
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125 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
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126 } else {
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127 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
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128 glDeleteShader(sdr);
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129 sdr = 0;
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130 }
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131
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132 free(info_str);
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133 return sdr;
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134 }
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135
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136 void free_shader(unsigned int sdr)
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137 {
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138 glDeleteShader(sdr);
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139 }
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140
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141 unsigned int load_vertex_shader(const char *fname)
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142 {
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143 return load_shader(fname, GL_VERTEX_SHADER);
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144 }
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145
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146 unsigned int load_pixel_shader(const char *fname)
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147 {
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148 return load_shader(fname, GL_FRAGMENT_SHADER);
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149 }
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150
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151 unsigned int load_shader(const char *fname, unsigned int sdr_type)
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152 {
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153 #if defined(unix) || defined(__unix__)
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154 struct stat st;
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155 #endif
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156 unsigned int sdr;
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157 size_t filesize;
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158 FILE *fp;
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159 char *src;
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160
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161 if(!(fp = fopen(fname, "r"))) {
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162 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
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163 return 0;
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164 }
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165
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166 #if defined(unix) || defined(__unix__)
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167 fstat(fileno(fp), &st);
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168 filesize = st.st_size;
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169 #else
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170 fseek(fp, 0, SEEK_END);
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171 filesize = ftell(fp);
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172 fseek(fp, 0, SEEK_SET);
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173 #endif /* unix */
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174
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175 if(!(src = malloc(filesize + 1))) {
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176 fclose(fp);
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177 return 0;
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178 }
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179 fread(src, 1, filesize, fp);
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180 src[filesize] = 0;
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181 fclose(fp);
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182
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183 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
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184 sdr = create_shader(src, sdr_type);
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185
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186 free(src);
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187 return sdr;
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188 }
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189
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190
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191 unsigned int get_vertex_shader(const char *fname)
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192 {
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193 return get_shader(fname, GL_VERTEX_SHADER);
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194 }
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195
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196 unsigned int get_pixel_shader(const char *fname)
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197 {
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198 return get_shader(fname, GL_FRAGMENT_SHADER);
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199 }
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200
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201 unsigned int get_shader(const char *fname, unsigned int sdr_type)
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202 {
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203 unsigned int sdr;
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204 #if 0
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205 if((res = get_resource(sdrman, fname))) {
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206 /* TODO: validate that the shader matches sdr_type? */
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207 return (uintptr_t)res;
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208 }
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209 #endif
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210
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211 if(!(sdr = load_shader(fname, sdr_type))) {
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212 return 0;
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213 }
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214 add_shader(fname, sdr);
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215 return sdr;
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216 }
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217
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218 int add_shader(const char *fname, unsigned int sdr)
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219 {
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220 return 0;/*add_resource(sdrman, fname, (void*)(uintptr_t)sdr);*/
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221 }
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222
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223 int remove_shader(const char *fname)
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224 {
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225 return 0;/*remove_resource(sdrman, fname);*/
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226 }
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227
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228
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229 /* ---- gpu programs ---- */
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230
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231 unsigned int create_program(void)
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232 {
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233 unsigned int prog = glCreateProgram();
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234 assert(glGetError() == GL_NO_ERROR);
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235 return prog;
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236 }
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237
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238 unsigned int create_program_link(unsigned int vs, unsigned int ps)
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239 {
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240 unsigned int prog;
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241
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242 if(!(prog = create_program())) {
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243 return 0;
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244 }
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245
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246 attach_shader(prog, vs);
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247 assert(glGetError() == GL_NO_ERROR);
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248 attach_shader(prog, ps);
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249 assert(glGetError() == GL_NO_ERROR);
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250
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251 if(link_program(prog) == -1) {
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252 free_program(prog);
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253 return 0;
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254 }
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255 return prog;
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256 }
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257
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258 unsigned int create_program_load(const char *vfile, const char *pfile)
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259 {
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260 unsigned int vs, ps;
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261
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262 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
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263 return 0;
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264 }
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265 return create_program_link(vs, ps);
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266 }
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267
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268 void free_program(unsigned int sdr)
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269 {
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270 glDeleteProgram(sdr);
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271 }
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272
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273 void attach_shader(unsigned int prog, unsigned int sdr)
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274 {
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275 glAttachShader(prog, sdr);
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276 assert(glGetError() == GL_NO_ERROR);
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277 }
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278
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279 int link_program(unsigned int prog)
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280 {
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281 int linked, info_len, retval = 0;
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282 char *info_str = 0;
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283
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284 glLinkProgram(prog);
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285 assert(glGetError() == GL_NO_ERROR);
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286 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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287 assert(glGetError() == GL_NO_ERROR);
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288 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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289 assert(glGetError() == GL_NO_ERROR);
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290
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291 if(info_len) {
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292 if((info_str = malloc(info_len + 1))) {
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293 glGetProgramInfoLog(prog, info_len, 0, info_str);
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294 assert(glGetError() == GL_NO_ERROR);
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295 }
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296 }
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297
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298 if(linked) {
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299 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
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300 } else {
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301 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
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302 retval = -1;
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303 }
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304
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305 free(info_str);
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306 return retval;
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307 }
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308
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309 int bind_program(unsigned int prog)
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310 {
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311 GLenum err;
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312
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313 glUseProgram(prog);
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314 if(prog && (err = glGetError()) != GL_NO_ERROR) {
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315 /* maybe the program is not linked, try to link first */
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316 if(err == GL_INVALID_OPERATION) {
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317 if(link_program(prog) == -1) {
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318 return -1;
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319 }
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320 glUseProgram(prog);
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321 return glGetError() == GL_NO_ERROR ? 0 : -1;
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322 }
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323 return -1;
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324 }
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325 return 0;
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326 }
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327
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328 /* ugly but I'm not going to write the same bloody code over and over */
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329 #define BEGIN_UNIFORM_CODE \
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330 int loc, curr_prog; \
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331 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
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332 if(curr_prog != prog && bind_program(prog) == -1) { \
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333 return -1; \
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334 } \
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335 if((loc = glGetUniformLocation(prog, name)) != -1)
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336
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337 #define END_UNIFORM_CODE \
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338 if(curr_prog != prog) { \
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339 bind_program(curr_prog); \
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340 } \
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341 return loc == -1 ? -1 : 0
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342
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343 int set_uniform_int(unsigned int prog, const char *name, int val)
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344 {
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345 BEGIN_UNIFORM_CODE {
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346 glUniform1i(loc, val);
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347 }
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348 END_UNIFORM_CODE;
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349 }
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350
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351 int set_uniform_float(unsigned int prog, const char *name, float val)
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352 {
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353 BEGIN_UNIFORM_CODE {
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354 glUniform1f(loc, val);
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355 }
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356 END_UNIFORM_CODE;
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357 }
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358
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359 int set_uniform_vec2(unsigned int prog, const char *name, vec2_t val)
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360 {
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361 BEGIN_UNIFORM_CODE {
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362 glUniform2f(loc, val.x, val.y);
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363 }
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364 END_UNIFORM_CODE;
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365 }
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366
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367 int set_uniform_vec3(unsigned int prog, const char *name, vec3_t val)
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368 {
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369 BEGIN_UNIFORM_CODE {
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nuclear@0
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370 glUniform3f(loc, val.x, val.y, val.z);
|
nuclear@0
|
371 }
|
nuclear@0
|
372 END_UNIFORM_CODE;
|
nuclear@0
|
373 }
|
nuclear@0
|
374
|
nuclear@0
|
375 int set_uniform_vec4(unsigned int prog, const char *name, vec4_t val)
|
nuclear@0
|
376 {
|
nuclear@0
|
377 BEGIN_UNIFORM_CODE {
|
nuclear@0
|
378 glUniform4f(loc, val.x, val.y, val.z, val.w);
|
nuclear@0
|
379 }
|
nuclear@0
|
380 END_UNIFORM_CODE;
|
nuclear@0
|
381 }
|
nuclear@0
|
382
|
nuclear@0
|
383 int set_uniform_mat4(unsigned int prog, const char *name, mat4_t val)
|
nuclear@0
|
384 {
|
nuclear@0
|
385 BEGIN_UNIFORM_CODE {
|
nuclear@0
|
386 glUniformMatrix4fv(loc, 1, 1, (float*)val);
|
nuclear@0
|
387 }
|
nuclear@0
|
388 END_UNIFORM_CODE;
|
nuclear@0
|
389 }
|
nuclear@0
|
390
|
nuclear@0
|
391
|
nuclear@0
|
392 int get_attrib_loc(unsigned int prog, const char *name)
|
nuclear@0
|
393 {
|
nuclear@0
|
394 int loc, curr_prog;
|
nuclear@0
|
395
|
nuclear@0
|
396 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
|
nuclear@0
|
397 if(curr_prog != prog && bind_program(prog) == -1) {
|
nuclear@0
|
398 return -1;
|
nuclear@0
|
399 }
|
nuclear@0
|
400
|
nuclear@0
|
401 loc = glGetAttribLocation(prog, (char*)name);
|
nuclear@0
|
402
|
nuclear@0
|
403 if(curr_prog != prog) {
|
nuclear@0
|
404 bind_program(curr_prog);
|
nuclear@0
|
405 }
|
nuclear@0
|
406 return loc;
|
nuclear@0
|
407 }
|
nuclear@0
|
408
|
nuclear@0
|
409 void set_attrib_vec3(int attr_loc, vec3_t val)
|
nuclear@0
|
410 {
|
nuclear@0
|
411 glVertexAttrib3f(attr_loc, val.x, val.y, val.z);
|
nuclear@0
|
412 }
|
nuclear@0
|
413
|
nuclear@0
|
414 void set_attrib_float3(int attr_loc, float x, float y, float z)
|
nuclear@0
|
415 {
|
nuclear@0
|
416 glVertexAttrib3f(attr_loc, x, y, z);
|
nuclear@0
|
417 }
|