src/shader.c

Tue, 18 Mar 2025 22:43:31 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 18 Mar 2025 22:43:31 +0100
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prepare code for embedding shader sources with c23 #embed

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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 #include "ascension/error.h"
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30
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31 #include <GL/glew.h>
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32 #include <string.h>
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33
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34 /**
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35 * Compiles a shader from the given source code.
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36 *
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37 * The ID of the returned shader will be zero when something went wrong.
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38 *
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39 * @param type the shader type (use the GL enum)
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40 * @param code the source code
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41 * @return the compiled shader
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42 */
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43 static unsigned asc_shader_compile(unsigned int type, char const *code) {
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44 GLuint id = glCreateShader(type);
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45 if (id == 0) {
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46 asc_error("glCreateShader failed");
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47 return 0;
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48 }
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49
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50 GLint success;
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51 int length = (int) strlen(code); // must be int because of OpenGL API
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52 glShaderSource(id, 1, &code, &length);
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53 glCompileShader(id);
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54 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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55 if (success) {
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56 asc_dprintf("Shader %u compiled", id);
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57 return id;
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58 } else {
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59 char *log = malloc(1024);
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60 glGetShaderInfoLog(id, 1024, NULL, log);
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61 glDeleteShader(id);
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62 asc_error(log);
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63 free(log);
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64 return 0;
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65 }
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66 }
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67
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68 /**
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69 * This function links shaders into a program.
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70 *
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71 * The ID of the returned program will be zero when something went wrong.
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72 *
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73 * @param shader the shader IDs to link
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74 * @param n the number of shaders
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75 * @return a compiled program
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76 */
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77 static AscShaderProgram asc_shader_link(unsigned shader[], unsigned n) {
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78 GLint success;
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79 GLint id = glCreateProgram();
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80 if (id <= 0) {
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81 asc_error("glCreateProgram failed");
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82 return (AscShaderProgram) {0};
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83 }
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84 for (unsigned i = 0; i < n; i++) {
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85 glAttachShader(id, shader[i]);
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86 }
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87 glLinkProgram(id);
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88 glGetProgramiv(id, GL_LINK_STATUS, &success);
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89 for (unsigned i = 0; i < n; i++) {
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90 glDeleteShader(shader[i]);
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91 }
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92 if (success) {
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93 asc_dprintf("Shader Program %u linked.", id);
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94 AscShaderProgram prog;
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95 prog.id = id;
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96 // TODO: maybe not every program has the same uniforms
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97 prog.model = glGetUniformLocation(id, "model");
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98 prog.view = glGetUniformLocation(id, "view");
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99 prog.projection = glGetUniformLocation(id, "projection");
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100 return prog;
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101 } else {
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102 char *log = malloc(1024);
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103 glGetProgramInfoLog(id, 1024, NULL, log);
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104 glDeleteProgram(id);
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105 asc_error(log);
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106 free(log);
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107 return (AscShaderProgram) {0};
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108 }
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109 }
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110
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111 void asc_shader_program_destroy(AscShaderProgram program) {
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112 if (program.id > 0) {
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113 asc_dprintf("Delete Shader Program %u", program.id);
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114 glDeleteProgram(program.id);
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115 }
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116 program.id = 0;
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117 }
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118
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119 AscShaderProgram asc_shader_program_create(AscShaderCodes codes) {
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120 unsigned shader[4];
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121 unsigned n = 0;
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122 if (codes.vtx) {
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123 shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, codes.vtx);
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124 }
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125 if (codes.frag) {
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126 shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, codes.frag);
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127 }
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128 const AscShaderProgram prog = asc_shader_link(shader, n);
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129 for (unsigned i = 0; i < n; i++) {
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130 glDeleteShader(shader[i]);
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131 }
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132 return prog;
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133 }

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