looking-glass/client/renderers/EGL/shader.c
Quantum 51b9cd4e5a [all] copyright: use unicode copyright sign ©
This is done for consistency with the license strings in appstrings.c.
2021-08-04 21:16:35 +10:00

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);
}