Wed, 06 Mar 2024 23:08:03 +0100
add behavior nodes + restructure test program
Also, the test program will now officially be a game of snake.
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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/files.h" |
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30 | #include "ascension/error.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 | |
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35 | AscShaderFont ASC_SHADER_FONT; |
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36 | |
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37 | |
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38 | AscShader asc_shader_compile(unsigned int type, |
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39 | char const *code, |
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40 | int length) { |
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41 | GLuint id = glCreateShader(type); |
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42 | if (id == 0) { |
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43 | asc_error("glCreateShader failed"); |
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44 | return (AscShader) {0}; |
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45 | } |
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46 | |
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47 | GLint success; |
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48 | glShaderSource(id, 1, &code, &length); |
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49 | glCompileShader(id); |
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50 | glGetShaderiv(id, GL_COMPILE_STATUS, &success); |
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51 | if (success) { |
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52 | asc_dprintf("Shader %u compiled", id); |
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53 | return (AscShader) {id}; |
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54 | } else { |
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55 | char *log = malloc(1024); |
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56 | glGetShaderInfoLog(id, 1024, NULL, log); |
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57 | glDeleteShader(id); |
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58 | asc_error(log); |
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59 | free(log); |
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60 | return (AscShader) {0}; |
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61 | } |
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62 | } |
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63 | |
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64 | AscShader asc_shader_compilef(unsigned int type, |
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65 | char const *filename) { |
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66 | asc_file code = asc_file_mmap_rdonly(filename); |
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67 | if (code.ptr == NULL) { |
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68 | asc_error("Mapping shader file into memory failed"); |
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69 | return (AscShader) {0}; |
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70 | } |
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71 | AscShader ret = asc_shader_compile(type, code.ptr, code.length); |
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72 | asc_file_unmap(code); |
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73 | return ret; |
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74 | } |
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75 | |
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76 | AscShaderProgram asc_shader_link(AscShader vertex, |
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77 | AscShader fragment) { |
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78 | if (vertex.id == 0 || fragment.id == 0) { |
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79 | asc_dprintf("Skip linking shader program - shaders have not been loaded correctly."); |
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80 | return (AscShaderProgram) {0}; |
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81 | } |
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82 | |
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83 | GLint success; |
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84 | GLint id = glCreateProgram(); |
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85 | if (id <= 0) { |
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86 | asc_error("glCreateProgram failed"); |
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87 | return (AscShaderProgram) {0}; |
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88 | } |
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89 | glAttachShader(id, vertex.id); |
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90 | glAttachShader(id, fragment.id); |
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91 | glLinkProgram(id); |
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92 | glGetProgramiv(id, GL_LINK_STATUS, &success); |
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93 | glDetachShader(id, vertex.id); |
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94 | glDetachShader(id, fragment.id); |
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95 | if (success) { |
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96 | asc_dprintf("Shader Program %u linked (vtf: %u, frag: %u)", id, vertex.id, fragment.id); |
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97 | AscShaderProgram prog; |
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98 | prog.id = id; |
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99 | prog.model = glGetUniformLocation(id, "model"); |
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100 | prog.view = glGetUniformLocation(id, "view"); |
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101 | prog.projection = glGetUniformLocation(id, "projection"); |
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102 | return prog; |
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103 | } else { |
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104 | char *log = malloc(1024); |
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105 | glGetProgramInfoLog(id, 1024, NULL, log); |
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106 | glDeleteShader(id); |
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107 | asc_error(log); |
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108 | free(log); |
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109 | return (AscShaderProgram) {0}; |
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110 | } |
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111 | } |
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112 | |
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113 | void asc_shader_destroy(AscShader shader) { |
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114 | if (shader.id > 0) { |
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115 | asc_dprintf("Delete Shader %u", shader.id); |
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116 | glDeleteShader(shader.id); |
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117 | } |
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118 | shader.id = 0; |
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119 | } |
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120 | |
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121 | void asc_shader_program_destroy(AscShaderProgram program) { |
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122 | if (program.id > 0) { |
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123 | asc_dprintf("Delete Shader Program %u", program.id); |
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124 | glDeleteProgram(program.id); |
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125 | } |
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126 | program.id = 0; |
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127 | } |
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128 | |
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129 | static AscShaderProgram asc_shader_compile_link_discard( |
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130 | char const *vtxName, char const *fragName) { |
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131 | AscShader font_vtx = asc_shader_compilef(GL_VERTEX_SHADER, vtxName); |
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132 | AscShader font_frag = asc_shader_compilef(GL_FRAGMENT_SHADER, fragName); |
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133 | AscShaderProgram prog = asc_shader_link(font_vtx, font_frag); |
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134 | asc_shader_destroy(font_vtx); |
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135 | asc_shader_destroy(font_frag); |
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136 | return prog; |
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137 | } |
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138 | |
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139 | void asc_shader_initialize_predefined(void) { |
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140 | ASC_SHADER_FONT.base = asc_shader_compile_link_discard("shader/font_vtx.glsl", "shader/font_frag.glsl"); |
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141 | ASC_SHADER_FONT.surface = glGetUniformLocation(ASC_SHADER_FONT.base.id, "surface"); |
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142 | } |
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143 | |
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144 | void asc_shader_destroy_predefined(void) { |
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145 | asc_shader_program_destroy(ASC_SHADER_FONT.base); |
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146 | } |