refmod_test

annotate sdr.c @ 0:b469e6a72636

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 18 Feb 2016 23:15:43 +0200
parents
children 7e911c994ef2
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
nuclear@0 7 #if defined(unix) || defined(__unix__)
nuclear@0 8 #include <unistd.h>
nuclear@0 9 #include <sys/stat.h>
nuclear@0 10 #include <GL/glx.h>
nuclear@0 11 #endif /* unix */
nuclear@0 12
nuclear@0 13 #if defined(WIN32) || defined(__WIN32__)
nuclear@0 14 #include <windows.h>
nuclear@0 15
nuclear@0 16 #define glXGetProcAddress wglGetProcAddress
nuclear@0 17 #endif /* windows */
nuclear@0 18
nuclear@0 19 #define GL_GLEXT_LEGACY
nuclear@0 20 #include <GL/gl.h>
nuclear@0 21
nuclear@0 22 #include "sdr.h"
nuclear@0 23
nuclear@0 24 #ifndef GL_VERSION_2_0
nuclear@0 25
nuclear@0 26 #define GL_FRAGMENT_SHADER 0x8B30
nuclear@0 27 #define GL_VERTEX_SHADER 0x8B31
nuclear@0 28 #define GL_COMPILE_STATUS 0x8B81
nuclear@0 29 #define GL_LINK_STATUS 0x8B82
nuclear@0 30 #define GL_INFO_LOG_LENGTH 0x8B84
nuclear@0 31 #define GL_CURRENT_PROGRAM 0x8B8D
nuclear@0 32
nuclear@0 33 typedef char GLchar;
nuclear@0 34
nuclear@0 35 GLuint (*glCreateProgram)(void);
nuclear@0 36 GLuint (*glCreateShader)(GLenum);
nuclear@0 37 void (*glDeleteProgram)(GLuint);
nuclear@0 38 void (*glDeleteShader)(GLuint);
nuclear@0 39 void (*glCompileShader)(GLuint);
nuclear@0 40 void (*glAttachShader)(GLuint, GLuint);
nuclear@0 41 void (*glGetShaderiv)(GLuint, GLenum, GLint *);
nuclear@0 42 void (*glGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
nuclear@0 43 void (*glGetProgramiv)(GLuint, GLenum, GLint *);
nuclear@0 44 void (*glGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
nuclear@0 45 void (*glLinkProgram)(GLuint);
nuclear@0 46 void (*glShaderSource)(GLuint, GLsizei, const GLchar* *, const GLint *);
nuclear@0 47 void (*glUseProgram)(GLuint);
nuclear@0 48 GLint (*glGetUniformLocation)(GLuint, const GLchar *);
nuclear@0 49 void (*glUniform1f)(GLint, GLfloat);
nuclear@0 50 void (*glUniform2f)(GLint, GLfloat, GLfloat);
nuclear@0 51 void (*glUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
nuclear@0 52 void (*glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
nuclear@0 53 void (*glUniform1i)(GLint, GLint);
nuclear@0 54 void (*glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat *);
nuclear@0 55 GLint (*glGetAttribLocation)(GLuint, const GLchar *);
nuclear@0 56 void (*glVertexAttrib3f)(GLint, GLfloat, GLfloat, GLfloat);
nuclear@0 57
nuclear@0 58 void init_sdr(void)
nuclear@0 59 {
nuclear@0 60 glCreateProgram = glXGetProcAddress("glCreateProgramObjectARB");
nuclear@0 61 glCreateShader = glXGetProcAddress("glCreateShaderObjectARB");
nuclear@0 62 glDeleteProgram = glXGetProcAddress("glDeleteObjectARB");
nuclear@0 63 glDeleteShader = glXGetProcAddress("glDeleteObjectARB");
nuclear@0 64 glCompileShader = glXGetProcAddress("glCompileShaderARB");
nuclear@0 65 glAttachShader = glXGetProcAddress("glAttachObjectARB");
nuclear@0 66 glGetShaderiv = glXGetProcAddress("glGetObjectParameterivARB");
nuclear@0 67 glGetShaderInfoLog = glXGetProcAddress("glGetInfoLogARB");
nuclear@0 68 glGetProgramiv = glXGetProcAddress("glGetObjectParameterivARB");
nuclear@0 69 glGetProgramInfoLog = glXGetProcAddress("glGetInfoLogARB");
nuclear@0 70 glLinkProgram = glXGetProcAddress("glLinkProgramARB");
nuclear@0 71 glShaderSource = glXGetProcAddress("glShaderSourceARB");
nuclear@0 72 glUseProgram = glXGetProcAddress("glUseProgramObjectARB");
nuclear@0 73 glGetUniformLocation = glXGetProcAddress("glGetUniformLocationARB");
nuclear@0 74 glUniform1f = glXGetProcAddress("glUniform1fARB");
nuclear@0 75 glUniform2f = glXGetProcAddress("glUniform2fARB");
nuclear@0 76 glUniform3f = glXGetProcAddress("glUniform3fARB");
nuclear@0 77 glUniform4f = glXGetProcAddress("glUniform4fARB");
nuclear@0 78 glUniform1i = glXGetProcAddress("glUniform1iARB");
nuclear@0 79 glUniformMatrix4fv = glXGetProcAddress("glUniformMatrix4fvARB");
nuclear@0 80 glGetAttribLocation = glXGetProcAddress("glGetAttribLocationARB");
nuclear@0 81 glVertexAttrib3f = glXGetProcAddress("glVertexAttrib3fARB");
nuclear@0 82 }
nuclear@0 83 #else
nuclear@0 84 void init_sdr(void) {}
nuclear@0 85 #endif
nuclear@0 86
nuclear@0 87 unsigned int create_vertex_shader(const char *src)
nuclear@0 88 {
nuclear@0 89 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 90 }
nuclear@0 91
nuclear@0 92 unsigned int create_pixel_shader(const char *src)
nuclear@0 93 {
nuclear@0 94 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 98 {
nuclear@0 99 unsigned int sdr;
nuclear@0 100 int success, info_len;
nuclear@0 101 char *info_str = 0;
nuclear@0 102 GLenum err;
nuclear@0 103
nuclear@0 104 sdr = glCreateShader(sdr_type);
nuclear@0 105 assert(glGetError() == GL_NO_ERROR);
nuclear@0 106 glShaderSource(sdr, 1, &src, 0);
nuclear@0 107 err = glGetError();
nuclear@0 108 assert(err == GL_NO_ERROR);
nuclear@0 109 glCompileShader(sdr);
nuclear@0 110 assert(glGetError() == GL_NO_ERROR);
nuclear@0 111
nuclear@0 112 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 113 assert(glGetError() == GL_NO_ERROR);
nuclear@0 114 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 115 assert(glGetError() == GL_NO_ERROR);
nuclear@0 116
nuclear@0 117 if(info_len) {
nuclear@0 118 if((info_str = malloc(info_len + 1))) {
nuclear@0 119 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 120 assert(glGetError() == GL_NO_ERROR);
nuclear@0 121 }
nuclear@0 122 }
nuclear@0 123
nuclear@0 124 if(success) {
nuclear@0 125 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 126 } else {
nuclear@0 127 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 128 glDeleteShader(sdr);
nuclear@0 129 sdr = 0;
nuclear@0 130 }
nuclear@0 131
nuclear@0 132 free(info_str);
nuclear@0 133 return sdr;
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 void free_shader(unsigned int sdr)
nuclear@0 137 {
nuclear@0 138 glDeleteShader(sdr);
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 unsigned int load_vertex_shader(const char *fname)
nuclear@0 142 {
nuclear@0 143 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 unsigned int load_pixel_shader(const char *fname)
nuclear@0 147 {
nuclear@0 148 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 152 {
nuclear@0 153 #if defined(unix) || defined(__unix__)
nuclear@0 154 struct stat st;
nuclear@0 155 #endif
nuclear@0 156 unsigned int sdr;
nuclear@0 157 size_t filesize;
nuclear@0 158 FILE *fp;
nuclear@0 159 char *src;
nuclear@0 160
nuclear@0 161 if(!(fp = fopen(fname, "r"))) {
nuclear@0 162 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 163 return 0;
nuclear@0 164 }
nuclear@0 165
nuclear@0 166 #if defined(unix) || defined(__unix__)
nuclear@0 167 fstat(fileno(fp), &st);
nuclear@0 168 filesize = st.st_size;
nuclear@0 169 #else
nuclear@0 170 fseek(fp, 0, SEEK_END);
nuclear@0 171 filesize = ftell(fp);
nuclear@0 172 fseek(fp, 0, SEEK_SET);
nuclear@0 173 #endif /* unix */
nuclear@0 174
nuclear@0 175 if(!(src = malloc(filesize + 1))) {
nuclear@0 176 fclose(fp);
nuclear@0 177 return 0;
nuclear@0 178 }
nuclear@0 179 fread(src, 1, filesize, fp);
nuclear@0 180 src[filesize] = 0;
nuclear@0 181 fclose(fp);
nuclear@0 182
nuclear@0 183 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
nuclear@0 184 sdr = create_shader(src, sdr_type);
nuclear@0 185
nuclear@0 186 free(src);
nuclear@0 187 return sdr;
nuclear@0 188 }
nuclear@0 189
nuclear@0 190
nuclear@0 191 unsigned int get_vertex_shader(const char *fname)
nuclear@0 192 {
nuclear@0 193 return get_shader(fname, GL_VERTEX_SHADER);
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 unsigned int get_pixel_shader(const char *fname)
nuclear@0 197 {
nuclear@0 198 return get_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 199 }
nuclear@0 200
nuclear@0 201 unsigned int get_shader(const char *fname, unsigned int sdr_type)
nuclear@0 202 {
nuclear@0 203 unsigned int sdr;
nuclear@0 204 #if 0
nuclear@0 205 if((res = get_resource(sdrman, fname))) {
nuclear@0 206 /* TODO: validate that the shader matches sdr_type? */
nuclear@0 207 return (uintptr_t)res;
nuclear@0 208 }
nuclear@0 209 #endif
nuclear@0 210
nuclear@0 211 if(!(sdr = load_shader(fname, sdr_type))) {
nuclear@0 212 return 0;
nuclear@0 213 }
nuclear@0 214 add_shader(fname, sdr);
nuclear@0 215 return sdr;
nuclear@0 216 }
nuclear@0 217
nuclear@0 218 int add_shader(const char *fname, unsigned int sdr)
nuclear@0 219 {
nuclear@0 220 return 0;/*add_resource(sdrman, fname, (void*)(uintptr_t)sdr);*/
nuclear@0 221 }
nuclear@0 222
nuclear@0 223 int remove_shader(const char *fname)
nuclear@0 224 {
nuclear@0 225 return 0;/*remove_resource(sdrman, fname);*/
nuclear@0 226 }
nuclear@0 227
nuclear@0 228
nuclear@0 229 /* ---- gpu programs ---- */
nuclear@0 230
nuclear@0 231 unsigned int create_program(void)
nuclear@0 232 {
nuclear@0 233 unsigned int prog = glCreateProgram();
nuclear@0 234 assert(glGetError() == GL_NO_ERROR);
nuclear@0 235 return prog;
nuclear@0 236 }
nuclear@0 237
nuclear@0 238 unsigned int create_program_link(unsigned int vs, unsigned int ps)
nuclear@0 239 {
nuclear@0 240 unsigned int prog;
nuclear@0 241
nuclear@0 242 if(!(prog = create_program())) {
nuclear@0 243 return 0;
nuclear@0 244 }
nuclear@0 245
nuclear@0 246 attach_shader(prog, vs);
nuclear@0 247 assert(glGetError() == GL_NO_ERROR);
nuclear@0 248 attach_shader(prog, ps);
nuclear@0 249 assert(glGetError() == GL_NO_ERROR);
nuclear@0 250
nuclear@0 251 if(link_program(prog) == -1) {
nuclear@0 252 free_program(prog);
nuclear@0 253 return 0;
nuclear@0 254 }
nuclear@0 255 return prog;
nuclear@0 256 }
nuclear@0 257
nuclear@0 258 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 259 {
nuclear@0 260 unsigned int vs, ps;
nuclear@0 261
nuclear@0 262 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
nuclear@0 263 return 0;
nuclear@0 264 }
nuclear@0 265 return create_program_link(vs, ps);
nuclear@0 266 }
nuclear@0 267
nuclear@0 268 void free_program(unsigned int sdr)
nuclear@0 269 {
nuclear@0 270 glDeleteProgram(sdr);
nuclear@0 271 }
nuclear@0 272
nuclear@0 273 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 274 {
nuclear@0 275 glAttachShader(prog, sdr);
nuclear@0 276 assert(glGetError() == GL_NO_ERROR);
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 int link_program(unsigned int prog)
nuclear@0 280 {
nuclear@0 281 int linked, info_len, retval = 0;
nuclear@0 282 char *info_str = 0;
nuclear@0 283
nuclear@0 284 glLinkProgram(prog);
nuclear@0 285 assert(glGetError() == GL_NO_ERROR);
nuclear@0 286 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 287 assert(glGetError() == GL_NO_ERROR);
nuclear@0 288 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 289 assert(glGetError() == GL_NO_ERROR);
nuclear@0 290
nuclear@0 291 if(info_len) {
nuclear@0 292 if((info_str = malloc(info_len + 1))) {
nuclear@0 293 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 294 assert(glGetError() == GL_NO_ERROR);
nuclear@0 295 }
nuclear@0 296 }
nuclear@0 297
nuclear@0 298 if(linked) {
nuclear@0 299 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 300 } else {
nuclear@0 301 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 302 retval = -1;
nuclear@0 303 }
nuclear@0 304
nuclear@0 305 free(info_str);
nuclear@0 306 return retval;
nuclear@0 307 }
nuclear@0 308
nuclear@0 309 int bind_program(unsigned int prog)
nuclear@0 310 {
nuclear@0 311 GLenum err;
nuclear@0 312
nuclear@0 313 glUseProgram(prog);
nuclear@0 314 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 315 /* maybe the program is not linked, try to link first */
nuclear@0 316 if(err == GL_INVALID_OPERATION) {
nuclear@0 317 if(link_program(prog) == -1) {
nuclear@0 318 return -1;
nuclear@0 319 }
nuclear@0 320 glUseProgram(prog);
nuclear@0 321 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 322 }
nuclear@0 323 return -1;
nuclear@0 324 }
nuclear@0 325 return 0;
nuclear@0 326 }
nuclear@0 327
nuclear@0 328 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 329 #define BEGIN_UNIFORM_CODE \
nuclear@0 330 int loc, curr_prog; \
nuclear@0 331 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 332 if(curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 333 return -1; \
nuclear@0 334 } \
nuclear@0 335 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 336
nuclear@0 337 #define END_UNIFORM_CODE \
nuclear@0 338 if(curr_prog != prog) { \
nuclear@0 339 bind_program(curr_prog); \
nuclear@0 340 } \
nuclear@0 341 return loc == -1 ? -1 : 0
nuclear@0 342
nuclear@0 343 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 344 {
nuclear@0 345 BEGIN_UNIFORM_CODE {
nuclear@0 346 glUniform1i(loc, val);
nuclear@0 347 }
nuclear@0 348 END_UNIFORM_CODE;
nuclear@0 349 }
nuclear@0 350
nuclear@0 351 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 352 {
nuclear@0 353 BEGIN_UNIFORM_CODE {
nuclear@0 354 glUniform1f(loc, val);
nuclear@0 355 }
nuclear@0 356 END_UNIFORM_CODE;
nuclear@0 357 }
nuclear@0 358
nuclear@0 359 int set_uniform_vec2(unsigned int prog, const char *name, vec2_t val)
nuclear@0 360 {
nuclear@0 361 BEGIN_UNIFORM_CODE {
nuclear@0 362 glUniform2f(loc, val.x, val.y);
nuclear@0 363 }
nuclear@0 364 END_UNIFORM_CODE;
nuclear@0 365 }
nuclear@0 366
nuclear@0 367 int set_uniform_vec3(unsigned int prog, const char *name, vec3_t val)
nuclear@0 368 {
nuclear@0 369 BEGIN_UNIFORM_CODE {
nuclear@0 370 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 }