tavli

view src/sdr.c @ 21:c3fbf9616dbd

slot bounds, and ray testing
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 02 Jul 2015 00:01:39 +0300
parents
children
line source
1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <string.h>
4 #include <errno.h>
5 #include <stdarg.h>
6 #include <assert.h>
7 #include "opengl.h"
9 #if defined(unix) || defined(__unix__)
10 #include <unistd.h>
11 #include <sys/stat.h>
12 #endif /* unix */
14 #include "sdr.h"
16 static const char *sdrtypestr(unsigned int sdrtype);
18 unsigned int create_vertex_shader(const char *src)
19 {
20 return create_shader(src, GL_VERTEX_SHADER);
21 }
23 unsigned int create_pixel_shader(const char *src)
24 {
25 return create_shader(src, GL_FRAGMENT_SHADER);
26 }
28 unsigned int create_tessctl_shader(const char *src)
29 {
30 #ifdef GL_TESS_CONTROL_SHADER
31 return create_shader(src, GL_TESS_CONTROL_SHADER);
32 #else
33 return 0;
34 #endif
35 }
37 unsigned int create_tesseval_shader(const char *src)
38 {
39 #ifdef GL_TESS_EVALUATION_SHADER
40 return create_shader(src, GL_TESS_EVALUATION_SHADER);
41 #else
42 return 0;
43 #endif
44 }
46 unsigned int create_geometry_shader(const char *src)
47 {
48 #ifdef GL_GEOMETRY_SHADER
49 return create_shader(src, GL_GEOMETRY_SHADER);
50 #else
51 return 0;
52 #endif
53 }
55 unsigned int create_shader(const char *src, unsigned int sdr_type)
56 {
57 unsigned int sdr;
58 int success, info_len;
59 char *info_str = 0;
60 GLenum err;
62 sdr = glCreateShader(sdr_type);
63 assert(glGetError() == GL_NO_ERROR);
64 glShaderSource(sdr, 1, &src, 0);
65 err = glGetError();
66 assert(err == GL_NO_ERROR);
67 glCompileShader(sdr);
68 assert(glGetError() == GL_NO_ERROR);
70 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
71 assert(glGetError() == GL_NO_ERROR);
72 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
73 assert(glGetError() == GL_NO_ERROR);
75 if(info_len) {
76 if((info_str = malloc(info_len + 1))) {
77 glGetShaderInfoLog(sdr, info_len, 0, info_str);
78 assert(glGetError() == GL_NO_ERROR);
79 info_str[info_len] = 0;
80 }
81 }
83 if(success) {
84 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
85 } else {
86 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
87 glDeleteShader(sdr);
88 sdr = 0;
89 }
91 free(info_str);
92 return sdr;
93 }
95 void free_shader(unsigned int sdr)
96 {
97 glDeleteShader(sdr);
98 }
100 unsigned int load_vertex_shader(const char *fname)
101 {
102 return load_shader(fname, GL_VERTEX_SHADER);
103 }
105 unsigned int load_pixel_shader(const char *fname)
106 {
107 return load_shader(fname, GL_FRAGMENT_SHADER);
108 }
110 unsigned int load_tessctl_shader(const char *fname)
111 {
112 #ifdef GL_TESS_CONTROL_SHADER
113 return load_shader(fname, GL_TESS_CONTROL_SHADER);
114 #else
115 return 0;
116 #endif
117 }
119 unsigned int load_tesseval_shader(const char *fname)
120 {
121 #ifdef GL_TESS_EVALUATION_SHADER
122 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
123 #else
124 return 0;
125 #endif
126 }
128 unsigned int load_geometry_shader(const char *fname)
129 {
130 #ifdef GL_GEOMETRY_SHADER
131 return load_shader(fname, GL_GEOMETRY_SHADER);
132 #else
133 return 0;
134 #endif
135 }
137 unsigned int load_shader(const char *fname, unsigned int sdr_type)
138 {
139 unsigned int sdr;
140 size_t filesize;
141 FILE *fp;
142 char *src;
144 if(!(fp = fopen(fname, "rb"))) {
145 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
146 return 0;
147 }
149 fseek(fp, 0, SEEK_END);
150 filesize = ftell(fp);
151 fseek(fp, 0, SEEK_SET);
153 if(!(src = malloc(filesize + 1))) {
154 fclose(fp);
155 return 0;
156 }
157 fread(src, 1, filesize, fp);
158 src[filesize] = 0;
159 fclose(fp);
161 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
162 sdr = create_shader(src, sdr_type);
164 free(src);
165 return sdr;
166 }
169 /* ---- gpu programs ---- */
171 unsigned int create_program(void)
172 {
173 unsigned int prog = glCreateProgram();
174 assert(glGetError() == GL_NO_ERROR);
175 return prog;
176 }
178 unsigned int create_program_link(unsigned int sdr0, ...)
179 {
180 unsigned int prog, sdr;
181 va_list ap;
183 if(!(prog = create_program())) {
184 return 0;
185 }
187 attach_shader(prog, sdr0);
188 if(glGetError()) {
189 return 0;
190 }
192 va_start(ap, sdr0);
193 while((sdr = va_arg(ap, unsigned int))) {
194 attach_shader(prog, sdr);
195 if(glGetError()) {
196 return 0;
197 }
198 }
199 va_end(ap);
201 if(link_program(prog) == -1) {
202 free_program(prog);
203 return 0;
204 }
205 return prog;
206 }
208 unsigned int create_program_load(const char *vfile, const char *pfile)
209 {
210 unsigned int vs = 0, ps = 0;
212 if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
213 return 0;
214 }
215 if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
216 return 0;
217 }
218 return create_program_link(vs, ps, 0);
219 }
221 void free_program(unsigned int sdr)
222 {
223 glDeleteProgram(sdr);
224 }
226 void attach_shader(unsigned int prog, unsigned int sdr)
227 {
228 int err;
230 if(prog && sdr) {
231 assert(glGetError() == GL_NO_ERROR);
232 glAttachShader(prog, sdr);
233 if((err = glGetError()) != GL_NO_ERROR) {
234 fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
235 abort();
236 }
237 }
238 }
240 int link_program(unsigned int prog)
241 {
242 int linked, info_len, retval = 0;
243 char *info_str = 0;
245 glLinkProgram(prog);
246 assert(glGetError() == GL_NO_ERROR);
247 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
248 assert(glGetError() == GL_NO_ERROR);
249 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
250 assert(glGetError() == GL_NO_ERROR);
252 if(info_len) {
253 if((info_str = malloc(info_len + 1))) {
254 glGetProgramInfoLog(prog, info_len, 0, info_str);
255 assert(glGetError() == GL_NO_ERROR);
256 info_str[info_len] = 0;
257 }
258 }
260 if(linked) {
261 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
262 } else {
263 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
264 retval = -1;
265 }
267 free(info_str);
268 return retval;
269 }
271 int bind_program(unsigned int prog)
272 {
273 GLenum err;
275 glUseProgram(prog);
276 if(prog && (err = glGetError()) != GL_NO_ERROR) {
277 /* maybe the program is not linked, try linking first */
278 if(err == GL_INVALID_OPERATION) {
279 if(link_program(prog) == -1) {
280 return -1;
281 }
282 glUseProgram(prog);
283 return glGetError() == GL_NO_ERROR ? 0 : -1;
284 }
285 return -1;
286 }
287 return 0;
288 }
290 /* ugly but I'm not going to write the same bloody code over and over */
291 #define BEGIN_UNIFORM_CODE \
292 int loc, curr_prog; \
293 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
294 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
295 return -1; \
296 } \
297 if((loc = glGetUniformLocation(prog, name)) != -1)
299 #define END_UNIFORM_CODE \
300 if((unsigned int)curr_prog != prog) { \
301 bind_program(curr_prog); \
302 } \
303 return loc == -1 ? -1 : 0
305 int set_uniform_int(unsigned int prog, const char *name, int val)
306 {
307 BEGIN_UNIFORM_CODE {
308 glUniform1i(loc, val);
309 }
310 END_UNIFORM_CODE;
311 }
313 int set_uniform_float(unsigned int prog, const char *name, float val)
314 {
315 BEGIN_UNIFORM_CODE {
316 glUniform1f(loc, val);
317 }
318 END_UNIFORM_CODE;
319 }
321 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
322 {
323 BEGIN_UNIFORM_CODE {
324 glUniform2f(loc, x, y);
325 }
326 END_UNIFORM_CODE;
327 }
329 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
330 {
331 BEGIN_UNIFORM_CODE {
332 glUniform3f(loc, x, y, z);
333 }
334 END_UNIFORM_CODE;
335 }
337 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
338 {
339 BEGIN_UNIFORM_CODE {
340 glUniform4f(loc, x, y, z, w);
341 }
342 END_UNIFORM_CODE;
343 }
345 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
346 {
347 BEGIN_UNIFORM_CODE {
348 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
349 }
350 END_UNIFORM_CODE;
351 }
353 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
354 {
355 BEGIN_UNIFORM_CODE {
356 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
357 }
358 END_UNIFORM_CODE;
359 }
361 int get_attrib_loc(unsigned int prog, const char *name)
362 {
363 int loc, curr_prog;
365 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
366 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
367 return -1;
368 }
370 loc = glGetAttribLocation(prog, (char*)name);
372 if((unsigned int)curr_prog != prog) {
373 bind_program(curr_prog);
374 }
375 return loc;
376 }
378 void set_attrib_float3(int attr_loc, float x, float y, float z)
379 {
380 glVertexAttrib3f(attr_loc, x, y, z);
381 }
383 static const char *sdrtypestr(unsigned int sdrtype)
384 {
385 switch(sdrtype) {
386 case GL_VERTEX_SHADER:
387 return "vertex";
388 case GL_FRAGMENT_SHADER:
389 return "pixel";
390 #ifdef GL_TESS_CONTROL_SHADER
391 case GL_TESS_CONTROL_SHADER:
392 return "tessellation control";
393 #endif
394 #ifdef GL_TESS_EVALUATION_SHADER
395 case GL_TESS_EVALUATION_SHADER:
396 return "tessellation evaluation";
397 #endif
398 #ifdef GL_GEOMETRY_SHADER
399 case GL_GEOMETRY_SHADER:
400 return "geometry";
401 #endif
403 default:
404 break;
405 }
406 return "<unknown>";
407 }