mirror of
https://github.com/gnif/LookingGlass.git
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39a09ca565
After this PR, EGL functions are now accessed through <EGL/egl.h> instead of through <SDL2/SDL_egl.h>, removing a pointless dependency on SDL.
224 lines
5.6 KiB
C
224 lines
5.6 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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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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};
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bool egl_shader_init(EGL_Shader ** this)
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{
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*this = (EGL_Shader *)malloc(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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memset(*this, 0, sizeof(EGL_Shader));
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return true;
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}
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void egl_shader_free(EGL_Shader ** this)
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{
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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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free(*this);
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*this = NULL;
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}
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bool egl_shader_load(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_shader_compile(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_shader_compile(EGL_Shader * this, const char * vertex_code, 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_shader_use(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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}
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void egl_shader_associate_textures(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_shader_get_uniform_location(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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