working 6-stage fragments

This commit is contained in:
2025-09-15 11:39:29 +02:00
parent bfd1abcac7
commit 858d504528
14 changed files with 204 additions and 76 deletions
+38 -31
View File
@@ -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);
}