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authorVito Caputo <vcaputo@pengaru.com>2020-07-31 16:54:31 -0700
committerVito Caputo <vcaputo@pengaru.com>2020-07-31 16:54:31 -0700
commit94de2291e005f1c646fd779e8d32b2820e22e071 (patch)
tree988bb9fde53a73edf948dd14fec07802a2f42406 /src/shader.c
parentcd7e9ebd9675461f59d5f7a9c7c0a9a1a0536d12 (diff)
*: initial implementation of pig
This is nothing to write home about, but it provides a little sandbox for developing shader-generated textures in the spirit of shadertoy or the demoscene tool bonzomatic. It's more oriented towards developing shaders for use with libstage in the small games I've been hacking on.
Diffstat (limited to 'src/shader.c')
-rw-r--r--src/shader.c253
1 files changed, 253 insertions, 0 deletions
diff --git a/src/shader.c b/src/shader.c
new file mode 100644
index 0000000..bf9d325
--- /dev/null
+++ b/src/shader.c
@@ -0,0 +1,253 @@
+/*
+ * Copyright (C) 2018-2020 - Vito Caputo - <vcaputo@pengaru.com>
+ *
+ * This program is free software: you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 3 as published
+ * by the Free Software Foundation.
+ *
+ * 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, see <http://www.gnu.org/licenses/>.
+ */
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "glad.h"
+#include "macros.h"
+
+
+typedef struct shader_t {
+ unsigned program, refcnt;
+ unsigned n_uniforms, n_attributes;
+ int *uniforms, *attributes;
+ const char *vs_path, *fs_path;
+ struct timespec vs_mtime, fs_mtime;
+
+ int locations[];
+} shader_t;
+
+
+unsigned int shader_pair_new_bare(const char *vs_src, const char *fs_src)
+{
+ unsigned int vs, fs, shader;
+ int shader_success;
+ char shader_info[4096];
+
+ vs = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vs, 1, &vs_src, NULL);
+ glCompileShader(vs);
+ glGetShaderiv(vs, GL_COMPILE_STATUS, &shader_success);
+ if (!shader_success) {
+ glGetShaderInfoLog(vs, sizeof(shader_info), NULL, shader_info);
+ warn_if(1, "Error compiling vertex shader: \"%s\"", shader_info);
+ glDeleteShader(vs);
+ return 0;
+ }
+
+ fs = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fs, 1, &fs_src, NULL);
+ glCompileShader(fs);
+ glGetShaderiv(fs, GL_COMPILE_STATUS, &shader_success);
+ if (!shader_success) {
+ glGetShaderInfoLog(fs, sizeof(shader_info), NULL, shader_info);
+ warn_if(1, "Error compiling fragment shader: \"%s\"", shader_info);
+ glDeleteShader(fs);
+ return 0;
+ }
+
+ shader = glCreateProgram();
+ glAttachShader(shader, vs);
+ glAttachShader(shader, fs);
+ glLinkProgram(shader);
+ glGetProgramiv(shader, GL_LINK_STATUS, &shader_success);
+ if (!shader_success) {
+ glGetProgramInfoLog(shader, sizeof(shader_info), NULL, shader_info);
+ warn_if(1, "Error linking shader program: \"%s\"", shader_info);
+ glDeleteProgram(shader);
+ shader = 0;
+ }
+
+ glDeleteShader(vs);
+ glDeleteShader(fs);
+
+ return shader;
+}
+
+
+shader_t * shader_pair_new(const char *vs_src, const char *fs_src, unsigned n_uniforms, const char **uniforms, unsigned n_attributes, const char **attributes)
+{
+ shader_t *shader;
+
+ assert(vs_src);
+ assert(fs_src);
+ assert(uniforms || !n_uniforms);
+ assert(attributes || !n_attributes);
+
+ shader = calloc(1, sizeof(shader_t) + (n_uniforms + n_attributes) * sizeof(int));
+ fatal_if(!shader, "Unable to allocate shader");
+
+ shader->program = shader_pair_new_bare(vs_src, fs_src);
+ shader->refcnt++;
+ shader->n_uniforms = n_uniforms;
+ shader->n_attributes = n_attributes;
+ shader->uniforms = shader->locations;
+ shader->attributes = &shader->locations[n_uniforms];
+
+ for (unsigned i = 0; i < n_uniforms; i++)
+ shader->uniforms[i] = glGetUniformLocation(shader->program, uniforms[i]);
+
+ for (unsigned i = 0; i < n_attributes; i++)
+ shader->attributes[i] = glGetAttribLocation(shader->program, attributes[i]);
+
+ return shader;
+}
+
+
+static char * load_file(const char *path)
+{
+ char *buf = NULL;
+ FILE *f;
+ size_t size = 0, used = 0;
+
+ f = fopen(path, "r");
+ if (!f) {
+ fprintf(stderr, "Unable to open \"%s\"", path);
+ return NULL;
+ }
+
+ do {
+ size += 8192;
+
+ buf = realloc(buf, size);
+ fatal_if(!buf, "unable to enlarge buf");
+
+ used += fread(&buf[used], 1, 8192, f);
+ } while (used == size);
+
+ buf[used] = '\0';
+
+ fclose(f);
+
+ return buf;
+}
+
+
+/* replace the shader program if the paths have been modified */
+/* returns -1 on failure
+ */
+int shader_reload_files(shader_t *shader)
+{
+ char *vs_src = NULL, *fs_src = NULL;
+ int ret = -1;
+
+ assert(shader);
+ assert(shader->vs_path);
+ assert(shader->fs_path);
+
+ vs_src = load_file(shader->vs_path);
+ fs_src = load_file(shader->fs_path);
+
+ if (vs_src && fs_src) {
+ unsigned program;
+
+ program = shader_pair_new_bare(vs_src, fs_src);
+ if (program) {
+ glDeleteProgram(shader->program);
+
+ shader->program = program;
+
+ ret = 1;
+ }
+ }
+
+ free(vs_src);
+ free(fs_src);
+
+ return ret;
+}
+
+
+shader_t * shader_pair_new_files(const char *vs_path, const char *fs_path, unsigned n_uniforms, const char **uniforms, unsigned n_attributes, const char **attributes)
+{
+ shader_t *shader;
+
+ assert(vs_path);
+ assert(fs_path);
+ assert(uniforms || !n_uniforms);
+ assert(attributes || !n_attributes);
+
+ shader = calloc(1, sizeof(shader_t) + (n_uniforms + n_attributes) * sizeof(int));
+ fatal_if(!shader, "Unable to allocate shader");
+
+ shader->vs_path = strdup(vs_path);
+ fatal_if(!shader->vs_path, "unable to dup vs_path \"%s\"", vs_path);
+
+ shader->fs_path = strdup(fs_path);
+ fatal_if(!shader->fs_path, "unable to dup fs_path \"%s\"", fs_path);
+
+ (void) shader_reload_files(shader);
+
+ shader->refcnt++;
+ shader->n_uniforms = n_uniforms;
+ shader->n_attributes = n_attributes;
+ shader->uniforms = shader->locations;
+ shader->attributes = &shader->locations[n_uniforms];
+
+ for (unsigned i = 0; i < n_uniforms; i++)
+ shader->uniforms[i] = glGetUniformLocation(shader->program, uniforms[i]);
+
+ for (unsigned i = 0; i < n_attributes; i++)
+ shader->attributes[i] = glGetAttribLocation(shader->program, attributes[i]);
+
+ return shader;
+}
+
+
+void shader_ref(shader_t *shader)
+{
+ assert(shader);
+
+ shader->refcnt++;
+}
+
+
+shader_t * shader_free(shader_t *shader)
+{
+ assert(shader);
+
+ shader->refcnt--;
+ if (shader->refcnt > 0)
+ return shader;
+
+ glDeleteProgram(shader->program);
+ free(shader);
+
+ return NULL;
+}
+
+
+void shader_use(shader_t *shader, unsigned *res_n_uniforms, int **res_uniforms, unsigned *res_n_attributes, int **res_attributes)
+{
+ assert(shader);
+
+ if (res_n_uniforms)
+ *res_n_uniforms = shader->n_uniforms;
+
+ if (res_uniforms)
+ *res_uniforms = shader->uniforms;
+
+ if (res_n_attributes)
+ *res_n_attributes = shader->n_attributes;
+
+ if (res_attributes)
+ *res_attributes = shader->attributes;
+
+ glUseProgram(shader->program);
+}
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