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r_shader.c
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r_shader.c
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/* This file is part of punani-strike
* Copyright (c) 2011 Gianni Tedesco
* Released under the terms of GPLv3
*/
#include <punani/punani.h>
#include <punani/renderer.h>
#include <punani/blob.h>
#include <punani/punani_gl.h>
#include <punani/shader.h>
#define SHADER_MAX_VERT 4
#define SHADER_MAX_FRAG 4
struct _shader {
GLuint s_prog;
GLuint s_vert[SHADER_MAX_VERT];
GLuint s_frag[SHADER_MAX_FRAG];
unsigned int s_num_vert;
unsigned int s_num_frag;
};
static const char *get_shader_infolog(GLuint s)
{
static GLchar buf[512];
GLsizei len;
glGetShaderInfoLog(s, sizeof(buf) - 1, &len, buf);
buf[len] = '\0';
return buf;
}
static const char *get_prog_infolog(struct _shader *s)
{
static GLchar buf[512];
GLsizei len;
glGetProgramInfoLog(s->s_prog, sizeof(buf) - 1, &len, buf);
buf[len] = '\0';
return buf;
}
static int compile_shader(const char *fn, GLint type, GLuint *id)
{
uint8_t *ptr;
size_t len;
const GLchar *gpt;
GLint gsz;
GLint compiled;
GLint s;
ptr = blob_from_file(fn, &len);
if ( NULL == ptr )
goto err;
s = glCreateShader(type);
if ( !s )
goto err_free;
gpt = (GLchar *)ptr;
gsz = len;
glShaderSource(s, 1, &gpt, &gsz);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &compiled);
if ( !compiled ) {
con_printf("compile_shader: %s: %s\n", fn, get_shader_infolog(s));
goto err_del;
}
*id = s;
blob_free(ptr, len);
return 1;
err_del:
glDeleteShader(s);
err_free:
blob_free(ptr, len);
err:
return 0;
}
shader_t shader_new(void)
{
struct _shader *s;
s = calloc(1, sizeof(*s));
if ( NULL == s )
goto out;
s->s_prog = glCreateProgram();
if ( !s->s_prog )
goto out_free;
/* success */
goto out;
out_free:
free(s);
s = NULL;
out:
return s;
}
int shader_add_vert(shader_t s, const char *fn)
{
if ( s->s_num_vert >= SHADER_MAX_VERT )
return 0;
if ( !compile_shader(fn, GL_VERTEX_SHADER,
&s->s_vert[s->s_num_vert]) )
return 0;
glAttachShader(s->s_prog, s->s_vert[s->s_num_vert]);
s->s_num_vert++;
return 1;
}
int shader_add_frag(shader_t s, const char *fn)
{
if ( s->s_num_frag >= SHADER_MAX_FRAG )
return 0;
if ( !compile_shader(fn, GL_FRAGMENT_SHADER,
&s->s_frag[s->s_num_frag]) )
return 0;
glAttachShader(s->s_prog, s->s_frag[s->s_num_frag]);
s->s_num_frag++;
return 1;
}
int shader_link(shader_t s)
{
GLint linked;
glLinkProgram(s->s_prog);
glGetProgramiv(s->s_prog, GL_LINK_STATUS, &linked);
if ( !linked ) {
con_printf("shader_link: %s\n", get_prog_infolog(s));
return 0;
}
return 1;
}
void shader_free(shader_t s)
{
if ( s ) {
glDeleteProgram(s->s_prog);
free(s);
}
}
int shader_uniform_float(shader_t s, const char *name, float f)
{
GLint loc;
GLenum err;
loc = glGetUniformLocation(s->s_prog, name);
if ( loc < 0 ) {
con_printf("shader: uniform: %s not found\n", name);
return 0;
}
glUseProgram(s->s_prog);
glUniform1f(loc, f);
err = glGetError();
glUseProgram(0);
return (err == GL_NO_ERROR);
}
int shader_uniform_int(shader_t s, const char *name, int i)
{
GLint loc;
GLenum err;
loc = glGetUniformLocation(s->s_prog, name);
if ( loc < 0 ) {
con_printf("shader: uniform: %s not found\n", name);
return 0;
}
glUseProgram(s->s_prog);
glUniform1i(loc, i);
err = glGetError();
glUseProgram(0);
return (err == GL_NO_ERROR);
}
void shader_begin(shader_t s)
{
glUseProgram(s->s_prog);
}
void shader_end(shader_t s)
{
glUseProgram(0);
}