src/shader.c

Tue, 24 Jun 2025 20:21:38 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 24 Jun 2025 20:21:38 +0200
changeset 167
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parent 163
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permissions
-rw-r--r--

add functions to upload common uniforms

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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 /**
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41 * Compiles a shader from the given source code.
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42 *
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43 * The ID of the returned shader will be zero when something went wrong.
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44 *
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45 * @param type the shader type (use the GL enum)
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46 * @param code the source code
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47 * @param code_pp the optional preprocessor code
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48 * @param code_pp_list list of optional preprocessor code
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49 * @param code_pp_list_select selection flags for the preprocessor code list
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50 * @return the compiled shader
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51 */
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52 static unsigned asc_shader_compile(unsigned int type, const char *code, const char *code_pp,
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53 const char * const *code_pp_list, unsigned short code_pp_list_select) {
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54 GLuint id = glCreateShader(type);
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55 if (id == 0) {
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56 asc_error("glCreateShader failed: %s", glGetError());
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57 return 0;
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58 }
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59
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60 GLint success;
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61 const char *code_array[20];
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62 GLsizei code_count = 0;
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63 code_array[code_count++] = "#version 400 core\n";
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64 if (code_pp != NULL) code_array[code_count++] = code_pp;
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65 unsigned test_flag = 1;
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66 unsigned select_index = 0;
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67 while (test_flag <= code_pp_list_select) {
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68 if (asc_test_flag(code_pp_list_select, test_flag)) {
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69 code_array[code_count++] = code_pp_list[select_index];
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70 }
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71 select_index++;
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72 test_flag <<= 1;
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73 }
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74 code_array[code_count++] = "\n#line 1\n";
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75 code_array[code_count++] = code;
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76
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77 // compute the lengths
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78 GLint length_array[20];
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79 for (int i = 0; i < code_count ; i++) {
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80 length_array[i] = (GLint) strlen(code_array[i]);
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81 }
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83 // compile
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84 glShaderSource(id, code_count, code_array, length_array);
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85 glCompileShader(id);
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86 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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87 if (success) {
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88 asc_dprintf("Shader %u compiled", id);
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89 return id;
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90 } else {
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91 char *log = malloc(1024);
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92 glGetShaderInfoLog(id, 1024, NULL, log);
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93 glDeleteShader(id);
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94 asc_error("Shader %u compilation failed.\n%s", id, log);
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95 free(log);
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96 return 0;
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97 }
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98 }
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99
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100 /**
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101 * This function links shaders into a program.
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102 *
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103 * The OpenGL ID of the program will be zero when something went wrong.
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104 *
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105 * @param shader the shader IDs to link
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106 * @param n the number of shaders
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107 * @param prog the struct where to store the result
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108 */
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109 static void asc_shader_link(unsigned shader[], unsigned n, AscShaderProgram *prog) {
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110 prog->gl_id = 0;
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111 GLint success;
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112 GLint id = glCreateProgram();
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113 if (id <= 0) {
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114 for (unsigned i = 0; i < n; i++) {
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115 asc_dprintf("Delete shader: %u", shader[i]);
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116 glDeleteShader(shader[i]);
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117 }
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118 asc_error("glCreateProgram failed: %s", glGetError());
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119 return;
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120 }
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121 for (unsigned i = 0; i < n; i++) {
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122 glAttachShader(id, shader[i]);
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123 }
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124 glLinkProgram(id);
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125 glGetProgramiv(id, GL_LINK_STATUS, &success);
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126 for (unsigned i = 0; i < n; i++) {
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127 asc_dprintf("Delete shader: %u", shader[i]);
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128 glDeleteShader(shader[i]);
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129 }
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130 if (success) {
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131 asc_dprintf("Shader Program %u linked.", id);
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132 prog->gl_id = id;
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133 // by convention every shader shall have MVP matrices
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134 prog->model = glGetUniformLocation(id, "model");
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135 prog->view = glGetUniformLocation(id, "view");
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136 prog->projection = glGetUniformLocation(id, "projection");
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137 } else {
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138 char *log = malloc(1024);
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139 glGetProgramInfoLog(id, 1024, NULL, log);
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140 glDeleteProgram(id);
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141 asc_error("Linking shader program %u failed.\n%s", id, log);
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142 free(log);
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143 }
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144 }
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145
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146 void asc_shader_free(AscShaderProgram *program) {
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147 if (program->gl_id > 0) {
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148 asc_dprintf("Delete Shader Program %u", program->gl_id);
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149 glDeleteProgram(program->gl_id);
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150 }
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151 if (program->destr_func) {
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152 program->destr_func(program);
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153 }
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154 cxFreeDefault(program);
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155 }
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156
163
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157 bool asc_shader_invalid(const AscShaderProgram *program) {
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158 return program == NULL || program->gl_id == 0;
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159 }
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160
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161 void *asc_shader_create(AscShaderCodes codes, size_t mem_size) {
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162 AscShaderProgram *prog = cxZallocDefault(mem_size);
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163 unsigned shader[2];
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164 unsigned n = 0;
162
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165 // TODO: clean up this pp mess by introducing proper nested structs
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166 if (codes.vtx) {
163
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167 shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, codes.vtx, codes.vtx_pp, codes.vtx_pp_list, codes.vtx_pp_list_select);
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168 }
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169 if (codes.frag) {
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170 shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, codes.frag, codes.frag_pp, codes.frag_pp_list, codes.frag_pp_list_select);
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171 }
163
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172 asc_shader_link(shader, n, prog);
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173 return prog;
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174 }
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175
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176 void asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera) {
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177 if (shader == NULL) {
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178 asc_active_glctx->active_program = 0;
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179 glUseProgram(0);
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180 return;
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181 }
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182 if (asc_active_glctx->active_program == shader->gl_id) return;
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183 asc_active_glctx->active_program = shader->gl_id;
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184 glUseProgram(shader->gl_id);
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185 glUniformMatrix4fv(shader->projection, 1, GL_FALSE, camera->projection);
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186 glUniformMatrix4fv(shader->view, 1, GL_FALSE, camera->view);
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187 }
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188
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189 static int asc_shader_load_code_file(const char *filename, char **code) {
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190 if (filename == NULL) {
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191 *code = NULL;
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192 return 0;
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193 }
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194 cxmutstr fpath = asc_filesystem_combine_paths(cx_strcast(asc_context.shader_path), cx_str(filename));
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195 asc_dprintf("Load shader code from %" CX_PRIstr, CX_SFMT(fpath));
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196 FILE *f = fopen(fpath.ptr, "r");
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197 cx_strfree(&fpath);
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198 if (f == NULL) return -1;
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199 CxBuffer buffer;
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200 cxBufferInit(&buffer, NULL, 1024, NULL, CX_BUFFER_AUTO_EXTEND);
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201 cx_stream_copy(f, &buffer, (cx_read_func) fread, cxBufferWriteFunc);
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202 cxBufferPut(&buffer, '\0');
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203 cxBufferShrink(&buffer, 0);
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204 *code = buffer.space;
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205 return *code == NULL ? -1 : 0;
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206 }
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207
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208 int asc_shader_load_code_files(AscShaderCodeInfo info, AscShaderCodes *codes) {
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209 int ret = 0;
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210 ret |= asc_shader_load_code_file(info.files.vtx, &codes->vtx);
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211 codes->vtx_pp = info.defines.vtx;
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212 codes->vtx_pp_list = info.defines.vtx_list;
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213 codes->vtx_pp_list_select = info.defines.vtx_list_select;
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214 ret |= asc_shader_load_code_file(info.files.frag, &codes->frag);
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215 codes->frag_pp = info.defines.frag;
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216 codes->frag_pp_list = info.defines.frag_list;
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217 codes->frag_pp_list_select = info.defines.frag_list_select;
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218 return ret;
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219 }
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220
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221 void asc_shader_free_codes(AscShaderCodes codes) {
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222 cxFreeDefault(codes.vtx);
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223 cxFreeDefault(codes.frag);
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224 }
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225
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226 const void *asc_shader_register(unsigned int id, asc_shader_create_func create_func, int create_flags) {
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227 AscGLContext *glctx = asc_active_glctx;
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228 #ifndef NDEBUG
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229 {
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230 const AscShaderProgram *prog = asc_shader_lookup(id);
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231 if (prog != NULL) {
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232 asc_error("Shader program %u already exists. This is a bug!", id);
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233 // still return it, so that the caller does not die immediately
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234 return prog;
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235 }
139
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236 }
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237 #endif
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238 AscShaderProgram *prog = create_func(create_flags);
161
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239 if (prog == NULL) return NULL;
139
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240 prog->id = id;
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241 cxListAdd(glctx->shaders, prog);
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242 return prog;
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243 }
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244
144
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245 const void *asc_shader_lookup(unsigned int id) {
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246 CxIterator iter = cxListIterator(asc_active_glctx->shaders);
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247 cx_foreach(const AscShaderProgram *, prog, iter) {
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248 if (prog->id == id) return prog;
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249 }
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250 return NULL;
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251 }
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252
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253 const void *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func, int create_flags) {
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254 const AscShaderProgram *prog = asc_shader_lookup(id);
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255 if (prog == NULL) {
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256 return asc_shader_register(id, create_func, create_flags);
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257 }
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258 return prog;
140
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259 }
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260
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261 void asc_shader_clear_registry(void) {
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262 cxListClear(asc_active_glctx->shaders);
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263 // also clear the active program to avoid accidental matches with newly created shaders
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264 asc_shader_use(NULL, NULL);
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265 }
167
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266
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diff changeset
267 void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node) {
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diff changeset
268 glUniformMatrix4fv(shader->model, 1,GL_FALSE, node->world_transform);
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269 }
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270
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271 void asc_shader_upload_col4f(int uniform_id, asc_col4f color) {
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272 glUniform4f(uniform_id, color.red, color.green, color.blue, color.alpha);
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273 }
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274
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275 void asc_shader_upload_float(int uniform_id, float value) {
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diff changeset
276 glUniform1f(uniform_id, value);
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277 }
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278
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279 void asc_shader_upload_vec2f(int uniform_id, asc_vec2f value) {
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diff changeset
280 glUniform2f(uniform_id, value.x, value.y);
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281 }

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