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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) { |
92 | 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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95 | |
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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); |
92 | 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 | } |
92 | 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 |
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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); |
92 | 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 | |
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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); |
80 | 174 | } |
175 | ||
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176 | static bool asc_shader_invalid(const AscShaderProgram *program) { |
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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 | } |
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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); |
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204 | if (shader_program != NULL) { |
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205 | asc_shader_link(shader, n, shader_program); |
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206 | } |
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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 | |
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222 | |
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223 | int asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera) { |
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224 | if (asc_shader_invalid(shader)) { |
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225 | asc_active_glctx->active_program = 0; |
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226 | glUseProgram(0); |
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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; |
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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); |
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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); |
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237 | return asc_error_catch_gl("Activating shader"); |
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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) { |
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241 | AscGLContext *glctx = asc_active_glctx; |
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242 | #ifndef NDEBUG |
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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 | } |
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250 | } |
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251 | #endif |
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252 | AscShaderProgram *prog = create_func(create_flags); |
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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 | } |
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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) { |
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263 | CxIterator iter = cxListIterator(asc_active_glctx->shaders); |
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264 | cx_foreach(const AscShaderProgram *, prog, iter) { |
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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) { |
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271 | const AscShaderProgram *prog = asc_shader_lookup(id); |
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272 | if (prog == NULL) { |
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273 | return asc_shader_register(id, create_func, create_flags); |
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274 | } |
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275 | return prog; |
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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); |
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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); |
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282 | } |
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283 | |
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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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291 | |
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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 | } |