mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 22:13:40 +00:00
81c38e825c
The cast is unnecessary in C and should be removed to avoid clutter.
498 lines
14 KiB
C
498 lines
14 KiB
C
/**
|
|
* Looking Glass
|
|
* Copyright © 2017-2021 The Looking Glass Authors
|
|
* https://looking-glass.io
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify it
|
|
* under the terms of the GNU General Public License as published by the Free
|
|
* Software Foundation; either version 2 of the License, or (at your option)
|
|
* any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
|
* more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along
|
|
* with this program; if not, write to the Free Software Foundation, Inc., 59
|
|
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#include "shader.h"
|
|
#include "common/debug.h"
|
|
#include "util.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
|
|
struct EGL_Shader
|
|
{
|
|
bool hasShader;
|
|
GLuint shader;
|
|
|
|
EGL_Uniform * uniforms;
|
|
int uniformCount;
|
|
int uniformUsed;
|
|
};
|
|
|
|
bool egl_shaderInit(EGL_Shader ** this)
|
|
{
|
|
*this = calloc(1, sizeof(EGL_Shader));
|
|
if (!*this)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_Shader");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void egl_shaderFree(EGL_Shader ** shader)
|
|
{
|
|
EGL_Shader * this = *shader;
|
|
if (!this)
|
|
return;
|
|
|
|
if (this->hasShader)
|
|
glDeleteProgram(this->shader);
|
|
|
|
egl_shaderFreeUniforms(this);
|
|
free(this->uniforms);
|
|
|
|
free(this);
|
|
*shader = NULL;
|
|
}
|
|
|
|
bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
|
|
{
|
|
char * vertex_code, * fragment_code;
|
|
size_t vertex_size, fragment_size;
|
|
|
|
if (!util_fileGetContents(vertex_file, &vertex_code, &vertex_size))
|
|
{
|
|
DEBUG_ERROR("Failed to read vertex shader");
|
|
return false;
|
|
}
|
|
|
|
DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
|
|
|
|
if (!util_fileGetContents(fragment_file, &fragment_code, &fragment_size))
|
|
{
|
|
DEBUG_ERROR("Failed to read fragment shader");
|
|
free(vertex_code);
|
|
return false;
|
|
}
|
|
|
|
DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
|
|
|
|
bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size);
|
|
free(vertex_code);
|
|
free(fragment_code);
|
|
return ret;
|
|
}
|
|
|
|
bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
|
|
size_t vertex_size, const char * fragment_code, size_t fragment_size)
|
|
{
|
|
if (this->hasShader)
|
|
{
|
|
glDeleteProgram(this->shader);
|
|
this->hasShader = false;
|
|
}
|
|
|
|
GLint length;
|
|
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
length = vertex_size;
|
|
glShaderSource(vertexShader, 1, (const char**)&vertex_code, &length);
|
|
glCompileShader(vertexShader);
|
|
|
|
GLint result = GL_FALSE;
|
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
|
|
if (result == GL_FALSE)
|
|
{
|
|
DEBUG_ERROR("Failed to compile vertex shader");
|
|
|
|
int logLength;
|
|
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
|
|
if (logLength > 0)
|
|
{
|
|
char *log = malloc(logLength + 1);
|
|
glGetShaderInfoLog(vertexShader, logLength, NULL, log);
|
|
log[logLength] = 0;
|
|
DEBUG_ERROR("%s", log);
|
|
free(log);
|
|
}
|
|
|
|
glDeleteShader(vertexShader);
|
|
return false;
|
|
}
|
|
|
|
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
length = fragment_size;
|
|
glShaderSource(fragmentShader, 1, (const char**)&fragment_code, &length);
|
|
glCompileShader(fragmentShader);
|
|
|
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
|
|
if (result == GL_FALSE)
|
|
{
|
|
DEBUG_ERROR("Failed to compile fragment shader");
|
|
|
|
int logLength;
|
|
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
|
|
if (logLength > 0)
|
|
{
|
|
char *log = malloc(logLength + 1);
|
|
glGetShaderInfoLog(fragmentShader, logLength, NULL, log);
|
|
log[logLength] = 0;
|
|
DEBUG_ERROR("%s", log);
|
|
free(log);
|
|
}
|
|
|
|
glDeleteShader(fragmentShader);
|
|
glDeleteShader(vertexShader );
|
|
return false;
|
|
}
|
|
|
|
this->shader = glCreateProgram();
|
|
glAttachShader(this->shader, vertexShader );
|
|
glAttachShader(this->shader, fragmentShader);
|
|
glLinkProgram(this->shader);
|
|
|
|
glGetProgramiv(this->shader, GL_LINK_STATUS, &result);
|
|
if (result == GL_FALSE)
|
|
{
|
|
DEBUG_ERROR("Failed to link shader program");
|
|
|
|
int logLength;
|
|
glGetProgramiv(this->shader, GL_INFO_LOG_LENGTH, &logLength);
|
|
if (logLength > 0)
|
|
{
|
|
char *log = malloc(logLength + 1);
|
|
glGetProgramInfoLog(this->shader, logLength, NULL, log);
|
|
log[logLength] = 0;
|
|
DEBUG_ERROR("%s", log);
|
|
free(log);
|
|
}
|
|
|
|
glDetachShader(this->shader, vertexShader );
|
|
glDetachShader(this->shader, fragmentShader);
|
|
glDeleteShader(fragmentShader);
|
|
glDeleteShader(vertexShader );
|
|
glDeleteProgram(this->shader );
|
|
return false;
|
|
}
|
|
|
|
glDetachShader(this->shader, vertexShader );
|
|
glDetachShader(this->shader, fragmentShader);
|
|
glDeleteShader(fragmentShader);
|
|
glDeleteShader(vertexShader );
|
|
|
|
this->hasShader = true;
|
|
return true;
|
|
}
|
|
|
|
void egl_shaderSetUniforms(EGL_Shader * this, EGL_Uniform * uniforms, int count)
|
|
{
|
|
egl_shaderFreeUniforms(this);
|
|
if (count > this->uniformCount)
|
|
{
|
|
free(this->uniforms);
|
|
this->uniforms = malloc(sizeof(*this->uniforms) * count);
|
|
this->uniformCount = count;
|
|
}
|
|
|
|
this->uniformUsed = count;
|
|
memcpy(this->uniforms, uniforms, sizeof(*this->uniforms) * count);
|
|
|
|
for(int i = 0; i < this->uniformUsed; ++i)
|
|
{
|
|
switch(this->uniforms[i].type)
|
|
{
|
|
case EGL_UNIFORM_TYPE_1FV:
|
|
case EGL_UNIFORM_TYPE_2FV:
|
|
case EGL_UNIFORM_TYPE_3FV:
|
|
case EGL_UNIFORM_TYPE_4FV:
|
|
case EGL_UNIFORM_TYPE_1IV:
|
|
case EGL_UNIFORM_TYPE_2IV:
|
|
case EGL_UNIFORM_TYPE_3IV:
|
|
case EGL_UNIFORM_TYPE_4IV:
|
|
case EGL_UNIFORM_TYPE_1UIV:
|
|
case EGL_UNIFORM_TYPE_2UIV:
|
|
case EGL_UNIFORM_TYPE_3UIV:
|
|
case EGL_UNIFORM_TYPE_4UIV:
|
|
countedBufferAddRef(this->uniforms[i].v);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M2FV:
|
|
case EGL_UNIFORM_TYPE_M3FV:
|
|
case EGL_UNIFORM_TYPE_M4FV:
|
|
case EGL_UNIFORM_TYPE_M2x3FV:
|
|
case EGL_UNIFORM_TYPE_M3x2FV:
|
|
case EGL_UNIFORM_TYPE_M2x4FV:
|
|
case EGL_UNIFORM_TYPE_M4x2FV:
|
|
case EGL_UNIFORM_TYPE_M3x4FV:
|
|
case EGL_UNIFORM_TYPE_M4x3FV:
|
|
countedBufferAddRef(this->uniforms[i].m.v);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
void egl_shaderFreeUniforms(EGL_Shader * this)
|
|
{
|
|
for(int i = 0; i < this->uniformUsed; ++i)
|
|
{
|
|
switch(this->uniforms[i].type)
|
|
{
|
|
case EGL_UNIFORM_TYPE_1FV:
|
|
case EGL_UNIFORM_TYPE_2FV:
|
|
case EGL_UNIFORM_TYPE_3FV:
|
|
case EGL_UNIFORM_TYPE_4FV:
|
|
case EGL_UNIFORM_TYPE_1IV:
|
|
case EGL_UNIFORM_TYPE_2IV:
|
|
case EGL_UNIFORM_TYPE_3IV:
|
|
case EGL_UNIFORM_TYPE_4IV:
|
|
case EGL_UNIFORM_TYPE_1UIV:
|
|
case EGL_UNIFORM_TYPE_2UIV:
|
|
case EGL_UNIFORM_TYPE_3UIV:
|
|
case EGL_UNIFORM_TYPE_4UIV:
|
|
countedBufferRelease(&this->uniforms[i].v);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M2FV:
|
|
case EGL_UNIFORM_TYPE_M3FV:
|
|
case EGL_UNIFORM_TYPE_M4FV:
|
|
case EGL_UNIFORM_TYPE_M2x3FV:
|
|
case EGL_UNIFORM_TYPE_M3x2FV:
|
|
case EGL_UNIFORM_TYPE_M2x4FV:
|
|
case EGL_UNIFORM_TYPE_M4x2FV:
|
|
case EGL_UNIFORM_TYPE_M3x4FV:
|
|
case EGL_UNIFORM_TYPE_M4x3FV:
|
|
countedBufferRelease(&this->uniforms[i].m.v);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
this->uniformUsed = 0;
|
|
}
|
|
|
|
void egl_shaderUse(EGL_Shader * this)
|
|
{
|
|
if (this->hasShader)
|
|
glUseProgram(this->shader);
|
|
else
|
|
DEBUG_ERROR("Shader program has not been compiled");
|
|
|
|
for(int i = 0; i < this->uniformUsed; ++i)
|
|
{
|
|
EGL_Uniform * uniform = &this->uniforms[i];
|
|
switch(uniform->type)
|
|
{
|
|
case EGL_UNIFORM_TYPE_1F:
|
|
glUniform1f(uniform->location, uniform->f[0]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2F:
|
|
glUniform2f(uniform->location, uniform->f[0], uniform->f[1]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3F:
|
|
glUniform3f(uniform->location, uniform->f[0], uniform->f[1],
|
|
uniform->f[2]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4F:
|
|
glUniform4f(uniform->location, uniform->f[0], uniform->f[1],
|
|
uniform->f[2], uniform->f[3]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_1I:
|
|
glUniform1i(uniform->location, uniform->i[0]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2I:
|
|
glUniform2i(uniform->location, uniform->i[0], uniform->i[1]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3I:
|
|
glUniform3i(uniform->location, uniform->i[0], uniform->i[1],
|
|
uniform->i[2]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4I:
|
|
glUniform4i(uniform->location, uniform->i[0], uniform->i[1],
|
|
uniform->i[2], uniform->i[3]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_1UI:
|
|
glUniform1ui(uniform->location, uniform->ui[0]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2UI:
|
|
glUniform2ui(uniform->location, uniform->ui[0], uniform->ui[1]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3UI:
|
|
glUniform3ui(uniform->location, uniform->ui[0], uniform->ui[1],
|
|
uniform->ui[2]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4UI:
|
|
glUniform4ui(uniform->location, uniform->ui[0], uniform->ui[1],
|
|
uniform->ui[2], uniform->ui[3]);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_1FV:
|
|
glUniform1fv(uniform->location, uniform->v->size / sizeof(GLfloat),
|
|
(const GLfloat *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2FV:
|
|
glUniform2fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 2,
|
|
(const GLfloat *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3FV:
|
|
glUniform3fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 3,
|
|
(const GLfloat *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4FV:
|
|
glUniform4fv(uniform->location, uniform->v->size / sizeof(GLfloat) / 4,
|
|
(const GLfloat *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_1IV:
|
|
glUniform1iv(uniform->location, uniform->v->size / sizeof(GLint),
|
|
(const GLint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2IV:
|
|
glUniform2iv(uniform->location, uniform->v->size / sizeof(GLint) / 2,
|
|
(const GLint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3IV:
|
|
glUniform3iv(uniform->location, uniform->v->size / sizeof(GLint) / 3,
|
|
(const GLint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4IV:
|
|
glUniform4iv(uniform->location, uniform->v->size / sizeof(GLint) / 4,
|
|
(const GLint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_1UIV:
|
|
glUniform1uiv(uniform->location, uniform->v->size / sizeof(GLuint),
|
|
(const GLuint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_2UIV:
|
|
glUniform2uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 2,
|
|
(const GLuint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_3UIV:
|
|
glUniform3uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 3,
|
|
(const GLuint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_4UIV:
|
|
glUniform4uiv(uniform->location, uniform->v->size / sizeof(GLuint) / 4,
|
|
(const GLuint *)uniform->v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M2FV:
|
|
glUniformMatrix2fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 2,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M3FV:
|
|
glUniformMatrix3fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 3,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M4FV:
|
|
glUniformMatrix4fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 4,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M2x3FV:
|
|
glUniformMatrix2x3fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 6,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M3x2FV:
|
|
glUniformMatrix3x2fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 6,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M2x4FV:
|
|
glUniformMatrix2x4fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 8,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M4x2FV:
|
|
glUniformMatrix4x2fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 8,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M3x4FV:
|
|
glUniformMatrix3x4fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 12,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
|
|
case EGL_UNIFORM_TYPE_M4x3FV:
|
|
glUniformMatrix4x3fv(uniform->location,
|
|
uniform->v->size / sizeof(GLfloat) / 12,
|
|
uniform->m.transpose, (const GLfloat *)uniform->m.v->data);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void egl_shaderAssocTextures(EGL_Shader * this, const int count)
|
|
{
|
|
char name[] = "sampler1";
|
|
glUseProgram(this->shader);
|
|
for(int i = 0; i < count; ++i, name[7]++)
|
|
{
|
|
GLint loc = glGetUniformLocation(this->shader, name);
|
|
if (loc == -1)
|
|
{
|
|
DEBUG_WARN("Shader uniform location `%s` not found", name);
|
|
continue;
|
|
}
|
|
|
|
glUniform1i(loc, i);
|
|
}
|
|
glUseProgram(0);
|
|
}
|
|
|
|
GLint egl_shaderGetUniform(EGL_Shader * this, const char * name)
|
|
{
|
|
if (!this->shader)
|
|
{
|
|
DEBUG_ERROR("Shader program has not been compiled");
|
|
return 0;
|
|
}
|
|
|
|
return glGetUniformLocation(this->shader, name);
|
|
}
|