mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-15 05:23:02 +00:00
51b9cd4e5a
This is done for consistency with the license strings in appstrings.c.
224 lines
5.6 KiB
C
224 lines
5.6 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;
|
|
};
|
|
|
|
bool egl_shader_init(EGL_Shader ** this)
|
|
{
|
|
*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
|
|
if (!*this)
|
|
{
|
|
DEBUG_ERROR("Failed to malloc EGL_Shader");
|
|
return false;
|
|
}
|
|
|
|
memset(*this, 0, sizeof(EGL_Shader));
|
|
return true;
|
|
}
|
|
|
|
void egl_shader_free(EGL_Shader ** this)
|
|
{
|
|
if (!*this)
|
|
return;
|
|
|
|
if ((*this)->hasShader)
|
|
glDeleteProgram((*this)->shader);
|
|
|
|
free(*this);
|
|
*this = NULL;
|
|
}
|
|
|
|
bool egl_shader_load(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_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
|
|
free(vertex_code);
|
|
free(fragment_code);
|
|
return ret;
|
|
}
|
|
|
|
bool egl_shader_compile(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_shader_use(EGL_Shader * this)
|
|
{
|
|
if (this->hasShader)
|
|
glUseProgram(this->shader);
|
|
else
|
|
DEBUG_ERROR("Shader program has not been compiled");
|
|
}
|
|
|
|
void egl_shader_associate_textures(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_shader_get_uniform_location(EGL_Shader * this, const char * name)
|
|
{
|
|
if (!this->shader)
|
|
{
|
|
DEBUG_ERROR("Shader program has not been compiled");
|
|
return 0;
|
|
}
|
|
|
|
return glGetUniformLocation(this->shader, name);
|
|
}
|