mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:03:40 +00:00
498 lines
14 KiB
C
498 lines
14 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2022 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "shader.h"
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#include "common/debug.h"
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#include "util.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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struct EGL_Shader
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{
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bool hasShader;
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GLuint shader;
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EGL_Uniform * uniforms;
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int uniformCount;
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int uniformUsed;
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};
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bool egl_shaderInit(EGL_Shader ** this)
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{
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*this = calloc(1, sizeof(EGL_Shader));
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if (!*this)
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{
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DEBUG_ERROR("Failed to malloc EGL_Shader");
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return false;
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}
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return true;
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}
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void egl_shaderFree(EGL_Shader ** shader)
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{
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EGL_Shader * this = *shader;
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if (!this)
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return;
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if (this->hasShader)
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glDeleteProgram(this->shader);
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egl_shaderFreeUniforms(this);
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free(this->uniforms);
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free(this);
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*shader = NULL;
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}
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bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
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{
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char * vertex_code, * fragment_code;
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size_t vertex_size, fragment_size;
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if (!util_fileGetContents(vertex_file, &vertex_code, &vertex_size))
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{
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DEBUG_ERROR("Failed to read vertex shader");
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return false;
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}
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DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
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if (!util_fileGetContents(fragment_file, &fragment_code, &fragment_size))
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{
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DEBUG_ERROR("Failed to read fragment shader");
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free(vertex_code);
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return false;
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}
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DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
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bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size);
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free(vertex_code);
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free(fragment_code);
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return ret;
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}
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bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
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size_t vertex_size, const char * fragment_code, size_t fragment_size)
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{
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if (this->hasShader)
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{
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glDeleteProgram(this->shader);
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this->hasShader = false;
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}
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GLint length;
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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length = vertex_size;
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glShaderSource(vertexShader, 1, (const char**)&vertex_code, &length);
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glCompileShader(vertexShader);
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GLint result = GL_FALSE;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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{
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DEBUG_ERROR("Failed to compile vertex shader");
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int logLength;
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glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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char *log = malloc(logLength + 1);
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glGetShaderInfoLog(vertexShader, logLength, NULL, log);
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log[logLength] = 0;
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DEBUG_ERROR("%s", log);
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free(log);
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}
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glDeleteShader(vertexShader);
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return false;
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}
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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length = fragment_size;
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glShaderSource(fragmentShader, 1, (const char**)&fragment_code, &length);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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{
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DEBUG_ERROR("Failed to compile fragment shader");
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int logLength;
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glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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char *log = malloc(logLength + 1);
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glGetShaderInfoLog(fragmentShader, logLength, NULL, log);
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log[logLength] = 0;
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DEBUG_ERROR("%s", log);
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free(log);
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}
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader );
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return false;
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}
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this->shader = glCreateProgram();
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glAttachShader(this->shader, vertexShader );
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glAttachShader(this->shader, fragmentShader);
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glLinkProgram(this->shader);
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glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
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if (result == GL_FALSE)
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{
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DEBUG_ERROR("Failed to link shader program");
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int logLength;
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glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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char *log = malloc(logLength + 1);
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glGetProgramInfoLog(this->shader, logLength, NULL, log);
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log[logLength] = 0;
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DEBUG_ERROR("%s", log);
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free(log);
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}
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glDetachShader(this->shader, vertexShader );
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glDetachShader(this->shader, fragmentShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader );
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glDeleteProgram(this->shader );
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return false;
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}
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glDetachShader(this->shader, vertexShader );
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glDetachShader(this->shader, fragmentShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(vertexShader );
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this->hasShader = true;
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return true;
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}
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void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count)
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{
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egl_shaderFreeUniforms(this);
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if (count > this->uniformCount)
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{
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free(this->uniforms);
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this->uniforms = malloc(sizeof(*this->uniforms) * count);
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this->uniformCount = count;
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}
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this->uniformUsed = count;
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memcpy(this->uniforms, uniforms, sizeof(*this->uniforms) * count);
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for(int i = 0; i < this->uniformUsed; ++i)
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{
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switch(this->uniforms[i].type)
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{
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case EGL_UNIFORM_TYPE_1FV:
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case EGL_UNIFORM_TYPE_2FV:
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case EGL_UNIFORM_TYPE_3FV:
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case EGL_UNIFORM_TYPE_4FV:
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case EGL_UNIFORM_TYPE_1IV:
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case EGL_UNIFORM_TYPE_2IV:
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case EGL_UNIFORM_TYPE_3IV:
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case EGL_UNIFORM_TYPE_4IV:
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case EGL_UNIFORM_TYPE_1UIV:
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case EGL_UNIFORM_TYPE_2UIV:
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case EGL_UNIFORM_TYPE_3UIV:
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case EGL_UNIFORM_TYPE_4UIV:
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countedBufferAddRef(this->uniforms[i].v);
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break;
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case EGL_UNIFORM_TYPE_M2FV:
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case EGL_UNIFORM_TYPE_M3FV:
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case EGL_UNIFORM_TYPE_M4FV:
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case EGL_UNIFORM_TYPE_M2x3FV:
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case EGL_UNIFORM_TYPE_M3x2FV:
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case EGL_UNIFORM_TYPE_M2x4FV:
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case EGL_UNIFORM_TYPE_M4x2FV:
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case EGL_UNIFORM_TYPE_M3x4FV:
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case EGL_UNIFORM_TYPE_M4x3FV:
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countedBufferAddRef(this->uniforms[i].m.v);
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break;
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default:
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break;
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}
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}
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};
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void egl_shaderFreeUniforms(EGL_Shader * this)
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{
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for(int i = 0; i < this->uniformUsed; ++i)
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{
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switch(this->uniforms[i].type)
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{
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case EGL_UNIFORM_TYPE_1FV:
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case EGL_UNIFORM_TYPE_2FV:
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case EGL_UNIFORM_TYPE_3FV:
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case EGL_UNIFORM_TYPE_4FV:
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case EGL_UNIFORM_TYPE_1IV:
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case EGL_UNIFORM_TYPE_2IV:
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case EGL_UNIFORM_TYPE_3IV:
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case EGL_UNIFORM_TYPE_4IV:
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case EGL_UNIFORM_TYPE_1UIV:
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case EGL_UNIFORM_TYPE_2UIV:
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case EGL_UNIFORM_TYPE_3UIV:
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case EGL_UNIFORM_TYPE_4UIV:
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countedBufferRelease(&this->uniforms[i].v);
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break;
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case EGL_UNIFORM_TYPE_M2FV:
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case EGL_UNIFORM_TYPE_M3FV:
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case EGL_UNIFORM_TYPE_M4FV:
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case EGL_UNIFORM_TYPE_M2x3FV:
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case EGL_UNIFORM_TYPE_M3x2FV:
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case EGL_UNIFORM_TYPE_M2x4FV:
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case EGL_UNIFORM_TYPE_M4x2FV:
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case EGL_UNIFORM_TYPE_M3x4FV:
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case EGL_UNIFORM_TYPE_M4x3FV:
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countedBufferRelease(&this->uniforms[i].m.v);
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break;
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default:
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break;
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}
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}
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this->uniformUsed = 0;
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}
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void egl_shaderUse(EGL_Shader * this)
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{
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if (this->hasShader)
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glUseProgram(this->shader);
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else
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DEBUG_ERROR("Shader program has not been compiled");
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for(int i = 0; i < this->uniformUsed; ++i)
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{
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EGL_Uniform * uniform = &this->uniforms[i];
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switch(uniform->type)
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{
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case EGL_UNIFORM_TYPE_1F:
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glUniform1f(uniform->location, uniform->f[0]);
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break;
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case EGL_UNIFORM_TYPE_2F:
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glUniform2f(uniform->location, uniform->f[0], uniform->f[1]);
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break;
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case EGL_UNIFORM_TYPE_3F:
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glUniform3f(uniform->location, uniform->f[0], uniform->f[1],
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uniform->f[2]);
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break;
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case EGL_UNIFORM_TYPE_4F:
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glUniform4f(uniform->location, uniform->f[0], uniform->f[1],
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uniform->f[2], uniform->f[3]);
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break;
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case EGL_UNIFORM_TYPE_1I:
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glUniform1i(uniform->location, uniform->i[0]);
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break;
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case EGL_UNIFORM_TYPE_2I:
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glUniform2i(uniform->location, uniform->i[0], uniform->i[1]);
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break;
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case EGL_UNIFORM_TYPE_3I:
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glUniform3i(uniform->location, uniform->i[0], uniform->i[1],
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uniform->i[2]);
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break;
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case EGL_UNIFORM_TYPE_4I:
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glUniform4i(uniform->location, uniform->i[0], uniform->i[1],
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uniform->i[2], uniform->i[3]);
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break;
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case EGL_UNIFORM_TYPE_1UI:
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glUniform1ui(uniform->location, uniform->ui[0]);
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break;
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case EGL_UNIFORM_TYPE_2UI:
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glUniform2ui(uniform->location, uniform->ui[0], uniform->ui[1]);
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break;
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case EGL_UNIFORM_TYPE_3UI:
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glUniform3ui(uniform->location, uniform->ui[0], uniform->ui[1],
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uniform->ui[2]);
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break;
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case EGL_UNIFORM_TYPE_4UI:
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glUniform4ui(uniform->location, uniform->ui[0], uniform->ui[1],
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uniform->ui[2], uniform->ui[3]);
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break;
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case EGL_UNIFORM_TYPE_1FV:
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glUniform1fv(uniform->location, uniform->v->size / sizeof(GLfloat),
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(const GLfloat *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_2FV:
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glUniform2fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 2,
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(const GLfloat *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_3FV:
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glUniform3fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 3,
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(const GLfloat *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_4FV:
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glUniform4fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 4,
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(const GLfloat *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_1IV:
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glUniform1iv(uniform->location, uniform->v->size / sizeof(GLint),
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(const GLint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_2IV:
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glUniform2iv(uniform->location, uniform->v->size / sizeof(GLint) / 2,
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(const GLint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_3IV:
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glUniform3iv(uniform->location, uniform->v->size / sizeof(GLint) / 3,
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(const GLint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_4IV:
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glUniform4iv(uniform->location, uniform->v->size / sizeof(GLint) / 4,
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(const GLint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_1UIV:
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glUniform1uiv(uniform->location, uniform->v->size / sizeof(GLuint),
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(const GLuint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_2UIV:
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glUniform2uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 2,
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(const GLuint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_3UIV:
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glUniform3uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 3,
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(const GLuint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_4UIV:
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glUniform4uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 4,
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(const GLuint *)uniform->v->data);
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break;
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case EGL_UNIFORM_TYPE_M2FV:
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glUniformMatrix2fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 2,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M3FV:
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glUniformMatrix3fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 3,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M4FV:
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glUniformMatrix4fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 4,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M2x3FV:
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glUniformMatrix2x3fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 6,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M3x2FV:
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glUniformMatrix3x2fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 6,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M2x4FV:
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glUniformMatrix2x4fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 8,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M4x2FV:
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glUniformMatrix4x2fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 8,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M3x4FV:
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glUniformMatrix3x4fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 12,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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case EGL_UNIFORM_TYPE_M4x3FV:
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glUniformMatrix4x3fv(uniform->location,
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uniform->v->size / sizeof(GLfloat) / 12,
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uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
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break;
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}
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}
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}
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void egl_shaderAssocTextures(EGL_Shader * this, const int count)
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{
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char name[] = "sampler1";
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glUseProgram(this->shader);
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for(int i = 0; i < count; ++i, name[7]++)
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{
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GLint loc = glGetUniformLocation(this->shader, name);
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if (loc == -1)
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{
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DEBUG_WARN("Shader uniform location `%s` not found", name);
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continue;
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}
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glUniform1i(loc, i);
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}
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glUseProgram(0);
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}
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GLint egl_shaderGetUniform(EGL_Shader * this, const char * name)
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{
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if (!this->shader)
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{
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DEBUG_ERROR("Shader program has not been compiled");
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return 0;
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}
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return glGetUniformLocation(this->shader, name);
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}
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