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in preparation of more scenes, bring back AscScene struct
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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/context.h" |
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29 | #include "ascension/shader.h" |
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30 | #include "ascension/filesystem.h" |
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31 | |
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32 | #include <GL/glew.h> |
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33 | #include <string.h> |
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34 | #include <cx/buffer.h> |
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35 | #include <cx/streams.h> |
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36 | |
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37 | /** |
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38 | * Compiles a shader from the given source code. |
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39 | * |
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40 | * The ID of the returned shader will be zero when something went wrong. |
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41 | * |
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42 | * @param type the shader type (use the GL enum) |
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43 | * @param code the source code |
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44 | * @return the compiled shader |
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45 | */ |
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46 | static unsigned asc_shader_compile(unsigned int type, char const *code) { |
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47 | GLuint id = glCreateShader(type); |
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48 | if (id == 0) { |
92 | 49 | asc_error("glCreateShader failed: %s", glGetError()); |
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50 | return 0; |
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51 | } |
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52 | |
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53 | GLint success; |
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54 | int length = (int) strlen(code); // must be int because of OpenGL API |
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55 | glShaderSource(id, 1, &code, &length); |
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56 | glCompileShader(id); |
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57 | glGetShaderiv(id, GL_COMPILE_STATUS, &success); |
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58 | if (success) { |
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59 | asc_dprintf("Shader %u compiled", id); |
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60 | return id; |
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61 | } else { |
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62 | char *log = malloc(1024); |
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63 | glGetShaderInfoLog(id, 1024, NULL, log); |
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64 | glDeleteShader(id); |
92 | 65 | asc_error("Shader %u compilation failed.\n%s", id, log); |
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66 | free(log); |
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67 | return 0; |
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68 | } |
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69 | } |
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70 | |
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71 | /** |
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72 | * This function links shaders into a program. |
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73 | * |
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74 | * The ID of the returned program will be zero when something went wrong. |
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75 | * |
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76 | * @param shader the shader IDs to link |
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77 | * @param n the number of shaders |
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78 | * @return a compiled program |
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79 | */ |
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80 | static AscShaderProgram asc_shader_link(unsigned shader[], unsigned n) { |
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81 | GLint success; |
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82 | GLint id = glCreateProgram(); |
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83 | if (id <= 0) { |
92 | 84 | asc_error("glCreateProgram failed: %s", glGetError()); |
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85 | return (AscShaderProgram) {0}; |
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86 | } |
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87 | for (unsigned i = 0; i < n; i++) { |
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88 | glAttachShader(id, shader[i]); |
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89 | } |
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90 | glLinkProgram(id); |
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91 | glGetProgramiv(id, GL_LINK_STATUS, &success); |
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92 | for (unsigned i = 0; i < n; i++) { |
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93 | glDeleteShader(shader[i]); |
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94 | } |
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95 | if (success) { |
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96 | asc_dprintf("Shader Program %u linked.", id); |
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97 | AscShaderProgram prog; |
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98 | prog.id = id; |
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99 | // by convention every shader shall have MVP matrices |
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100 | prog.model = glGetUniformLocation(id, "model"); |
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101 | prog.view = glGetUniformLocation(id, "view"); |
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102 | prog.projection = glGetUniformLocation(id, "projection"); |
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103 | return prog; |
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104 | } else { |
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105 | char *log = malloc(1024); |
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106 | glGetProgramInfoLog(id, 1024, NULL, log); |
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107 | glDeleteProgram(id); |
92 | 108 | asc_error("Linking shader program %u failed.\n%s", id, log); |
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109 | free(log); |
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110 | return (AscShaderProgram) {0}; |
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111 | } |
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112 | } |
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113 | |
80 | 114 | void asc_shader_program_destroy(AscShaderProgram *program) { |
115 | if (program->id > 0) { | |
116 | asc_dprintf("Delete Shader Program %u", program->id); | |
117 | glDeleteProgram(program->id); | |
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118 | } |
80 | 119 | program->id = 0; |
120 | } | |
121 | ||
122 | int asc_shader_sprite_init(AscShaderSprite *sprite) { | |
123 | AscShaderCodes codes; | |
124 | if (asc_shader_load_code_files((AscShaderCodeFiles){ | |
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125 | .vtx = "sprite_vtx.glsl", |
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126 | .frag = "sprite_frag.glsl" |
80 | 127 | }, &codes)) { |
128 | asc_error("Loading sprite shader failed."); | |
129 | return 1; | |
130 | } | |
131 | sprite->program = asc_shader_program_create(codes); | |
132 | if (asc_has_error()) { | |
133 | asc_shader_free_codes(codes); | |
134 | return 1; | |
135 | } | |
136 | sprite->depth = glGetUniformLocation(sprite->program.id, "depth"); | |
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137 | sprite->rect_tex = glGetUniformLocation(sprite->program.id, "rect_tex"); |
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138 | sprite->uv_tex = glGetUniformLocation(sprite->program.id, "uv_tex"); |
80 | 139 | asc_shader_free_codes(codes); |
140 | return 0; | |
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141 | } |
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142 | |
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143 | AscShaderProgram asc_shader_program_create(AscShaderCodes codes) { |
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144 | unsigned shader[4]; |
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145 | unsigned n = 0; |
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146 | if (codes.vtx) { |
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147 | shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, codes.vtx); |
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148 | } |
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149 | if (codes.frag) { |
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150 | shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, codes.frag); |
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151 | } |
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152 | const AscShaderProgram prog = asc_shader_link(shader, n); |
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153 | for (unsigned i = 0; i < n; i++) { |
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154 | glDeleteShader(shader[i]); |
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155 | } |
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156 | return prog; |
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157 | } |
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158 | |
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159 | static int asc_shader_load_code_file(const char *filename, char **code) { |
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160 | if (filename == NULL) { |
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161 | *code = NULL; |
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162 | return 0; |
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163 | } |
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164 | cxmutstr fpath = asc_filesystem_combine_paths(cx_strcast(asc_context.shader_path), cx_str(filename)); |
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165 | asc_dprintf("Load shader code from %" CX_PRIstr, CX_SFMT(fpath)); |
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166 | FILE *f = fopen(fpath.ptr, "r"); |
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167 | cx_strfree(&fpath); |
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168 | if (f == NULL) return -1; |
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169 | CxBuffer buffer; |
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170 | cxBufferInit(&buffer, NULL, 1024, NULL, CX_BUFFER_AUTO_EXTEND); |
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171 | cx_stream_copy(f, &buffer, (cx_read_func) fread, cxBufferWriteFunc); |
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172 | cxBufferPut(&buffer, '\0'); |
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173 | *code = realloc(buffer.space, buffer.size); |
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174 | return *code == NULL ? -1 : 0; |
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175 | } |
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176 | |
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177 | int asc_shader_load_code_files(AscShaderCodeFiles files, AscShaderCodes *codes) { |
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178 | int ret = 0; |
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179 | ret |= asc_shader_load_code_file(files.vtx, &codes->vtx); |
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180 | ret |= asc_shader_load_code_file(files.frag, &codes->frag); |
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181 | return ret; |
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182 | } |
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183 | |
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184 | void asc_shader_free_codes(AscShaderCodes codes) { |
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185 | free(codes.vtx); |
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186 | free(codes.frag); |
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187 | } |