simplify code
This commit is contained in:
+54
-42
@@ -152,7 +152,6 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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} else {
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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}
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glLinkProgram(program->programs[i]);
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// create uniforms pointers
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@@ -276,10 +275,8 @@ void shaders_update(ShaderProgram program, File *fragment_shaders,
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}
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}
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void shaders_apply(ShaderProgram program, Context context) {
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unsigned int i, j;
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GLuint subroutines[3];
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vec2 resolution;
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static void update_viewport(ShaderProgram program, Context context) {
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unsigned int i;
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// viewport changed
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if (context.width != program.last_width ||
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@@ -294,47 +291,62 @@ void shaders_apply(ShaderProgram program, Context context) {
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GL_RGB, GL_UNSIGNED_BYTE, 0);
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}
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}
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}
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static void use_program(ShaderProgram program, int i, bool output,
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Context context) {
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unsigned int j;
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GLuint subroutines[3];
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vec2 resolution;
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resolution[0] = (float)context.width;
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resolution[1] = (float)context.height;
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// use specific shader program
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glUseProgram(program.programs[i]);
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if (output) {
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// use default framebuffer (output)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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// use memory framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[0]);
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// set fragment uniforms
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glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
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glUniform1f(program.itempo_locations[i],
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(const GLfloat)120.0f); // TODO TMP
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glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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// TODO tmp
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subroutines[0] = program.sub_src_indexes[i][i == 0 ? 1 : 2];
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subroutines[1] = program.sub_fx_indexes[i][0];
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subroutines[2] = program.sub_mix_indexes[i][0];
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 3, subroutines);
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}
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// set GL_TEXTURE(X) to uniform sampler2D texX
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for (j = 0; j < TEX_COUNT; j++) {
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glUniform1i(program.textures_locations[j][i], j);
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}
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glDrawBuffers(TEX_COUNT, program.draw_buffers);
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// draw output
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void shaders_apply(ShaderProgram program, Context context) {
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unsigned int i;
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update_viewport(program, context);
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for (i = 0; i < program.frag_count + 1; i++) {
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// use specific shader program
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glUseProgram(program.programs[i]);
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if (i == program.frag_count) {
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// use default framebuffer (output)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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// use memory framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[0]);
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// set fragment uniforms
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glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
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glUniform1f(program.itempo_locations[i],
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(const GLfloat)120.0f); // TODO TMP
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glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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// TODO tmp
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subroutines[0] = program.sub_src_indexes[i][i == 0 ? 1 : 2];
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subroutines[1] = program.sub_fx_indexes[i][0];
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subroutines[2] = program.sub_mix_indexes[i][0];
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 3, subroutines);
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}
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// set GL_TEXTURE(X) to uniform sampler2D texX
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for (j = 0; j < TEX_COUNT; j++) {
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glUniform1i(program.textures_locations[j][i], j);
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}
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glDrawBuffers(TEX_COUNT, program.draw_buffers);
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// draw output
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glDrawArrays(GL_TRIANGLES, 0, 6);
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use_program(program, i, i == program.frag_count, context);
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}
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}
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