working 6-stage fragments
This commit is contained in:
+38
-31
@@ -35,9 +35,9 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
|
||||
void init_textures(ShaderProgram *program, Context context) {
|
||||
int i;
|
||||
|
||||
glGenTextures(TEXTURE_COUNT, program->textures);
|
||||
glGenTextures(TEX_COUNT, program->textures);
|
||||
|
||||
for (i = 0; i < TEXTURE_COUNT; i++) {
|
||||
for (i = 0; i < TEX_COUNT; i++) {
|
||||
// selects which texture unit subsequent texture state calls will affect
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
@@ -58,12 +58,12 @@ void init_textures(ShaderProgram *program, Context context) {
|
||||
void init_framebuffers(ShaderProgram *program) {
|
||||
int i, j;
|
||||
|
||||
glGenFramebuffers(FRAMEBUFFER_COUNT, program->frame_buffers);
|
||||
glGenFramebuffers(FRAG_COUNT, program->frame_buffers);
|
||||
|
||||
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
|
||||
for (i = 0; i < FRAG_COUNT; i++) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
|
||||
|
||||
for (j = 0; j < TEXTURE_COUNT; j++) {
|
||||
for (j = 0; j < TEX_COUNT; j++) {
|
||||
// attaches a selected mipmap level or image of a texture object as one of
|
||||
// the logical buffers of the framebuffer object
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
|
||||
@@ -97,7 +97,9 @@ void init_vertices(ShaderProgram *program) {
|
||||
glBindVertexArray(program->vertex_array);
|
||||
}
|
||||
|
||||
void init_shaders(ShaderProgram *program, File fragment_shader) {
|
||||
void init_shaders(ShaderProgram *program, File *fragment_shaders) {
|
||||
int i;
|
||||
|
||||
// compile vertex shader
|
||||
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
program->error |= !compile_shader(
|
||||
@@ -109,10 +111,13 @@ void init_shaders(ShaderProgram *program, File fragment_shader) {
|
||||
!compile_shader(program->output_fragment_shader,
|
||||
"internal fragment shader", output_fragment_shader_text);
|
||||
|
||||
// compile fragment shader
|
||||
program->fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
program->error |= !compile_shader(
|
||||
program->fragment_shader, fragment_shader.path, fragment_shader.content);
|
||||
// compile fragment shaders
|
||||
for (i = 0; i < FRAG_COUNT; i++) {
|
||||
program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
program->error |=
|
||||
!compile_shader(program->fragment_shaders[i], fragment_shaders[i].path,
|
||||
fragment_shaders[i].content);
|
||||
}
|
||||
}
|
||||
|
||||
void init_single_program(ShaderProgram *program, int i, bool output) {
|
||||
@@ -126,8 +131,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
|
||||
if (output) {
|
||||
glAttachShader(program->programs[i], program->output_fragment_shader);
|
||||
} else {
|
||||
// TODO add others
|
||||
glAttachShader(program->programs[i], program->fragment_shader);
|
||||
glAttachShader(program->programs[i], program->fragment_shaders[i]);
|
||||
}
|
||||
|
||||
glLinkProgram(program->programs[i]);
|
||||
@@ -141,7 +145,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
|
||||
}
|
||||
|
||||
// create frameX uniforms pointer
|
||||
for (j = 0; j < TEXTURE_COUNT; j++) {
|
||||
for (j = 0; j < TEX_COUNT; j++) {
|
||||
sprintf(uniform_name, "frame%d", j);
|
||||
program->frames_locations[i][j] =
|
||||
glGetUniformLocation(program->programs[i], uniform_name);
|
||||
@@ -157,10 +161,10 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
|
||||
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
|
||||
sizeof(Vertex), (void *)offsetof(Vertex, pos));
|
||||
|
||||
log_success("Program %d initialized", i);
|
||||
log_success("Program %d initialized", i + 1);
|
||||
}
|
||||
|
||||
ShaderProgram init_program(File fragment_shader, Context context) {
|
||||
ShaderProgram init_program(File *fragment_shaders, Context context) {
|
||||
int i;
|
||||
ShaderProgram program = {.error = false,
|
||||
.last_width = context.width,
|
||||
@@ -170,7 +174,7 @@ ShaderProgram init_program(File fragment_shader, Context context) {
|
||||
|
||||
init_framebuffers(&program);
|
||||
|
||||
init_shaders(&program, fragment_shader);
|
||||
init_shaders(&program, fragment_shaders);
|
||||
|
||||
if (program.error) {
|
||||
return program;
|
||||
@@ -179,27 +183,28 @@ ShaderProgram init_program(File fragment_shader, Context context) {
|
||||
init_vertices(&program);
|
||||
|
||||
// create and link full shader programs
|
||||
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
|
||||
init_single_program(&program, i, i == FRAMEBUFFER_COUNT);
|
||||
for (i = 0; i < FRAG_COUNT + 1; i++) {
|
||||
init_single_program(&program, i, i == FRAG_COUNT);
|
||||
}
|
||||
|
||||
// TODO functions
|
||||
for (i = 0; i < TEX_COUNT; i++) {
|
||||
program.draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
void update_program(ShaderProgram program, File fragment_shader) {
|
||||
void update_program(ShaderProgram program, File *fragment_shaders, int i) {
|
||||
bool result;
|
||||
int i;
|
||||
|
||||
result = compile_shader(program.fragment_shader, fragment_shader.path,
|
||||
fragment_shader.content);
|
||||
result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
|
||||
fragment_shaders[i].content);
|
||||
|
||||
if (result) {
|
||||
// re-link all programs
|
||||
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
|
||||
glLinkProgram(program.programs[i]);
|
||||
}
|
||||
glLinkProgram(program.programs[i]);
|
||||
|
||||
log_success("Programs updated");
|
||||
log_success("Program %d updated", i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,7 +218,7 @@ void apply_program(ShaderProgram program, Context context) {
|
||||
glViewport(0, 0, context.width, context.height);
|
||||
|
||||
// clean and resize all textures
|
||||
for (i = 0; i < TEXTURE_COUNT; i++) {
|
||||
for (i = 0; i < TEX_COUNT; i++) {
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
|
||||
GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
@@ -222,11 +227,11 @@ void apply_program(ShaderProgram program, Context context) {
|
||||
|
||||
vec2 resolution = {(float)context.width, (float)context.height};
|
||||
|
||||
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
|
||||
for (i = 0; i < FRAG_COUNT + 1; i++) {
|
||||
// use specific shader program
|
||||
glUseProgram(program.programs[i]);
|
||||
|
||||
if (i == FRAMEBUFFER_COUNT) {
|
||||
if (i == FRAG_COUNT) {
|
||||
// use default framebuffer (output)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
@@ -242,10 +247,12 @@ void apply_program(ShaderProgram program, Context context) {
|
||||
}
|
||||
|
||||
// set GL_TEXTURE(X) to uniform sampler2D frameX
|
||||
for (j = 0; j < FRAMEBUFFER_COUNT; j++) {
|
||||
for (j = 0; j < TEX_COUNT; j++) {
|
||||
glUniform1i(program.frames_locations[i][j], j);
|
||||
}
|
||||
|
||||
glDrawBuffers(TEX_COUNT, program.draw_buffers);
|
||||
|
||||
// draw output
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user