src/shader.c

Fri, 25 Jul 2025 19:19:54 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 25 Jul 2025 19:19:54 +0200
changeset 226
18327d2df79d
parent 225
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permissions
-rw-r--r--

simplify how pre-defined shader IDs work

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/shader.h"
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29
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30 #include "ascension/context.h"
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31 #include "ascension/error.h"
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32 #include "ascension/filesystem.h"
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33
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34 #include <string.h>
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35 #include <stdio.h>
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36 #include <GL/glew.h>
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37 #include <cx/buffer.h>
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38 #include <cx/streams.h>
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39
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40 static char *asc_shader_load_code_file(const char *filename) {
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41 cxmutstr fpath = asc_filesystem_combine_paths(cx_strcast(asc_context.shader_path), cx_str(filename));
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42 asc_dprintf("Load shader code from %" CX_PRIstr, CX_SFMT(fpath));
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43 FILE *f = fopen(fpath.ptr, "r");
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44 cx_strfree(&fpath);
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45 CxBuffer buffer;
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46 if (f == NULL || cxBufferInit(&buffer, NULL, 1024, cxDefaultAllocator, CX_BUFFER_AUTO_EXTEND)) {
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47 return NULL;
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48 }
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49 cx_stream_copy(f, &buffer, (cx_read_func) fread, cxBufferWriteFunc);
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50 cxBufferPut(&buffer, '\0');
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51 cxBufferShrink(&buffer, 0);
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52 return buffer.space;
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53 }
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54
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55 /**
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56 * Compiles a shader from the given source code.
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57 *
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58 * The ID of the returned shader will be zero when something went wrong.
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59 *
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60 * @param type the shader type (use the GL enum)
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61 * @param code the source code information
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62 * @return the compiled shader
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63 */
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64 static unsigned asc_shader_compile(unsigned int type, struct asc_shader_code_s code) {
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65 // try to load the source code, first
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66 char *source_text = asc_shader_load_code_file(code.source_file);
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67 if (source_text == NULL) {
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68 asc_error("Failed to load shader source code from %s", code.source_file);
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69 return 0;
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70 }
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71
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72 // create the shader
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73 GLuint id = glCreateShader(type);
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74 if (id == 0) {
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75 asc_error("glCreateShader failed: %s", glGetError());
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76 return 0;
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77 }
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78
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79 const unsigned max_code_parts = 128+3; // version + preamble + line 1 + source text
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80 const char *code_array[max_code_parts];
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81 GLsizei code_count = 0;
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82 code_array[code_count++] = "#version 400 core\n";
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83 uint64_t test_flag = 1;
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84 unsigned select_index = 0;
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85 while (test_flag <= code.preamble_code_flags) {
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86 if (asc_test_flag(code.preamble_code_flags, test_flag)) {
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87 code_array[code_count++] = code.preamble_code[select_index];
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88 code_array[code_count++] = "\n";
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89 }
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90 select_index++;
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91 test_flag <<= 1;
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92 }
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93 code_array[code_count++] = "#line 1\n";
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94 code_array[code_count++] = source_text;
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96 // compile
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97 glShaderSource(id, code_count, code_array, NULL);
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98 glCompileShader(id);
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99
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100 // free the source text
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101 cxFreeDefault(source_text);
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102
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103 // check the compilation result
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104 GLint success;
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105 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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106 if (success) {
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107 asc_dprintf("Shader %u compiled", id);
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108 return id;
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109 } else {
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110 char *log = cxMallocDefault(1024);
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111 glGetShaderInfoLog(id, 1024, NULL, log);
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112 glDeleteShader(id);
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113 asc_error("Shader %u compilation failed.\n%s", id, log);
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114 cxFreeDefault(log);
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115 return 0;
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116 }
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117 }
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118
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119 /**
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120 * This function links shaders into a program.
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121 *
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122 * The OpenGL ID of the program will be zero when something went wrong.
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123 *
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124 * @param shader the shader IDs to link
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125 * @param n the number of shaders
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126 * @param prog the struct where to store the result
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127 */
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128 static void asc_shader_link(unsigned shader[], unsigned n, AscShaderProgram *prog) {
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129 prog->gl_id = 0;
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130 GLint success;
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131 GLint id = glCreateProgram();
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132 if (id <= 0) {
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133 for (unsigned i = 0; i < n; i++) {
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134 asc_dprintf("Delete shader: %u", shader[i]);
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135 glDeleteShader(shader[i]);
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136 }
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137 asc_error("glCreateProgram failed: %s", glGetError());
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138 return;
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139 }
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140 for (unsigned i = 0; i < n; i++) {
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141 glAttachShader(id, shader[i]);
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142 }
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143 glLinkProgram(id);
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144 glGetProgramiv(id, GL_LINK_STATUS, &success);
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145 for (unsigned i = 0; i < n; i++) {
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146 asc_dprintf("Delete shader: %u", shader[i]);
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147 glDeleteShader(shader[i]);
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148 }
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149 if (success) {
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150 asc_dprintf("Shader Program %u linked.", id);
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151 prog->gl_id = id;
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152 // by convention every shader shall have MVP matrices
139
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153 prog->model = glGetUniformLocation(id, "model");
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154 prog->view = glGetUniformLocation(id, "view");
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155 prog->projection = glGetUniformLocation(id, "projection");
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156 } else {
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157 char *log = malloc(1024);
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158 glGetProgramInfoLog(id, 1024, NULL, log);
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159 glDeleteProgram(id);
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160 asc_error("Linking shader program %u failed.\n%s", id, log);
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161 free(log);
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162 }
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163 }
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164
139
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165 void asc_shader_free(AscShaderProgram *program) {
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166 if (program->gl_id > 0) {
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167 asc_dprintf("Delete Shader Program %u", program->gl_id);
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168 glDeleteProgram(program->gl_id);
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169 }
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170 if (program->destr_func) {
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171 program->destr_func(program);
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172 }
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173 cxFreeDefault(program);
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174 }
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175
222
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176 static bool asc_shader_invalid(const AscShaderProgram *program) {
163
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177 return program == NULL || program->gl_id == 0;
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178 }
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179
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180 AscShaderProgram *asc_shader_create(AscShaderCodes code_info, size_t mem_size, asc_shader_init_func init_func, int flags) {
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181 unsigned shader[2];
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182 unsigned n = 0;
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183 if (code_info.vtx.source_file != NULL) {
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184 shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, code_info.vtx);
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185 }
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186 if (code_info.frag.source_file != NULL) {
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187 shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, code_info.frag);
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188 }
223
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189 #ifndef NDEBUG
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190 // in debug mode, exit early when a shader compilation failed
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191 for (unsigned i = 0 ; i < n ; i++) {
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192 if (shader[i] == 0) {
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193 for (unsigned j = 0; j < n; j++) {
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194 if (shader[j] > 0) {
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195 asc_dprintf("Delete shader: %u", shader[j]);
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196 glDeleteShader(shader[j]);
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197 }
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198 }
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199 return NULL;
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200 }
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201 }
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202 #endif
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203 AscShaderProgram *shader_program = cxZallocDefault(mem_size);
223
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204 if (shader_program != NULL) {
222
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205 asc_shader_link(shader, n, shader_program);
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206 }
222
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207 if (asc_error_catch_gl("Compile and link shader") || asc_shader_invalid(shader_program)) {
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208 asc_shader_free(shader_program);
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209 return NULL;
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210 }
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211
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212 init_func(shader_program, flags);
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213
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214 if (asc_error_catch_gl("Initializing shader")) {
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215 asc_shader_free(shader_program);
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216 return NULL;
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217 }
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218
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219 return shader_program;
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220 }
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221
222
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222
169
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223 int asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera) {
222
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224 if (asc_shader_invalid(shader)) {
144
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225 asc_active_glctx->active_program = 0;
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226 glUseProgram(0);
224
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227 return -1;
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228 }
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229 if (asc_active_glctx->active_program == shader->gl_id) {
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230 // already using this shader - continue
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231 return 0;
144
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232 }
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233 asc_active_glctx->active_program = shader->gl_id;
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234 glUseProgram(shader->gl_id);
137
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235 glUniformMatrix4fv(shader->projection, 1, GL_FALSE, camera->projection);
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236 glUniformMatrix4fv(shader->view, 1, GL_FALSE, camera->view);
221
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237 return asc_error_catch_gl("Activating shader");
137
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238 }
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239
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240 const AscShaderProgram *asc_shader_register(unsigned int id, asc_shader_create_func create_func, int create_flags) {
139
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241 AscGLContext *glctx = asc_active_glctx;
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242 #ifndef NDEBUG
144
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243 {
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244 const AscShaderProgram *prog = asc_shader_lookup(id);
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245 if (prog != NULL) {
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246 asc_error("Shader program %u already exists. This is a bug!", id);
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247 // still return it, so that the caller does not die immediately
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248 return prog;
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249 }
139
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250 }
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251 #endif
158
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252 AscShaderProgram *prog = create_func(create_flags);
225
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253 if (prog == NULL) {
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254 // create an empty program to prevent future loading attempts
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255 prog = cxZallocDefault(sizeof(AscShaderProgram));
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256 }
139
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257 prog->id = id;
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258 cxListAdd(glctx->shaders, prog);
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259 return prog;
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260 }
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261
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262 const AscShaderProgram *asc_shader_lookup(unsigned int id) {
139
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263 CxIterator iter = cxListIterator(asc_active_glctx->shaders);
144
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264 cx_foreach(const AscShaderProgram *, prog, iter) {
139
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265 if (prog->id == id) return prog;
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266 }
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267 return NULL;
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268 }
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269
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270 const AscShaderProgram *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func, int create_flags) {
144
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271 const AscShaderProgram *prog = asc_shader_lookup(id);
139
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272 if (prog == NULL) {
158
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273 return asc_shader_register(id, create_func, create_flags);
139
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274 }
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275 return prog;
140
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276 }
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277
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278 void asc_shader_clear_registry(void) {
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279 cxListClear(asc_active_glctx->shaders);
144
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280 // also clear the active program to avoid accidental matches with newly created shaders
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281 asc_shader_use(NULL, NULL);
140
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282 }
167
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diff changeset
283
168
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diff changeset
284 asc_uniform_loc asc_shader_get_uniform_loc(const AscShaderProgram *shader, const char *name) {
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285 return glGetUniformLocation(shader->gl_id, name);
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286 }
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287
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288 void asc_shader_init_uniform_loc(AscShaderProgram *shader, off_t mem_offset, const char *name) {
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289 *((asc_uniform_loc*)((char *) shader + mem_offset)) = glGetUniformLocation(shader->gl_id, name);
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290 }
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diff changeset
291
167
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292 void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node) {
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293 glUniformMatrix4fv(shader->model, 1,GL_FALSE, node->world_transform);
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294 }
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295
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296 void asc_shader_upload_col4f(int uniform_id, asc_col4f color) {
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297 glUniform4f(uniform_id, color.red, color.green, color.blue, color.alpha);
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298 }
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299
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300 void asc_shader_upload_float(int uniform_id, float value) {
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301 glUniform1f(uniform_id, value);
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302 }
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303
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304 void asc_shader_upload_vec2f(int uniform_id, asc_vec2f value) {
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305 glUniform2f(uniform_id, value.x, value.y);
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306 }

mercurial