wip value input

This commit is contained in:
2025-10-02 21:12:08 +02:00
parent 0119ed2fec
commit a2ba37df16
14 changed files with 256 additions and 176 deletions
+41 -17
View File
@@ -3,6 +3,7 @@
#include <stddef.h>
#include <stdio.h>
#include "arr.h"
#include "config.h"
#include "config_file.h"
#include "constants.h"
@@ -234,8 +235,8 @@ static void init_shaders(ShaderProgram *program, FileArray fragment_shaders) {
}
static void init_single_program(ShaderProgram *program, unsigned int i,
ConfigFile config) {
unsigned int j, k;
ConfigFile config, StateConfig state_config) {
unsigned int j, k, index1, index2;
char name[256];
char *prefix;
program->programs[i] = glCreateProgram();
@@ -325,6 +326,18 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_SRC_PREFIX", "src");
index1 = index2 = 0;
for (j = 0; j < state_config.src_active_counts.length; j++) {
for (k = 0; k < state_config.src_active_counts.values[j]; k++) {
program->src_lengths.values[index1++] = state_config.src_counts.values[j];
sprintf(name, "%s%d_%d", prefix, j + 1, k + 1);
program->isrc_locations[index2++] =
glGetUniformLocation(program->programs[i], name);
}
}
program->src_lengths.length = index1;
// create texX uniforms pointer
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex");
for (j = 0; j < program->tex_count; j++) {
@@ -340,11 +353,12 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
log_info("Program %d initialized", i + 1);
}
static void init_programs(ShaderProgram *program, ConfigFile config) {
static void init_programs(ShaderProgram *program, ConfigFile config,
StateConfig state_config) {
unsigned int i;
for (i = 0; i < program->frag_count; i++) {
init_single_program(program, i, config);
init_single_program(program, i, config, state_config);
}
}
@@ -366,7 +380,7 @@ ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config,
program.sub_type_count = config_file_get_int(config, "SUB_TYPE_COUNT", 0);
program.in_count = config_file_get_int(config, "IN_COUNT", 0);
program.sub_variant_count = state_config.state_max;
program.active_count = state_config.src_count;
program.active_count = state_config.src_active_counts.length;
if (program.frag_count > MAX_FRAG) {
log_error("FRAG_COUNT over %d", MAX_FRAG);
@@ -388,7 +402,7 @@ ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config,
init_framebuffers(&program, config);
init_programs(&program, config);
init_programs(&program, config, state_config);
init_vertices(&program);
@@ -451,16 +465,18 @@ static void write_uniform_2f(GLuint location, vec2 *value) {
}
}
// static void write_uniform_3f(GLuint location, vec3 *value) {
// if (location != unused_uniform) {
// glUniform3fv(location, 1, (const GLfloat *)value);
// }
// }
static void write_uniform_multi_3f(GLuint location, unsigned int count,
vec3 *value) {
if (location != unused_uniform) {
glUniform3fv(location, count, (const GLfloat *)value);
}
}
static void use_program(ShaderProgram program, int i, bool output,
SharedContext *context) {
unsigned int j, k;
unsigned int j, k, offset;
GLuint subroutines[ARRAY_SIZE];
// TODO direct vec2 in context
vec2 resolution, tex_resolution, in_resolution;
resolution[0] = (float)context->width;
@@ -519,6 +535,19 @@ static void use_program(ShaderProgram program, int i, bool output,
context->seeds[j]);
}
for (j = 0; j < program.frag_count; j++) {
write_uniform_1i(program.istate_locations[i * program.frag_count + j],
context->state[j]);
}
offset = 0;
for (j = 0; j < program.src_lengths.length; j++) {
write_uniform_multi_3f(program.isrc_locations[j],
program.src_lengths.values[j],
context->values + offset);
offset += program.src_lengths.values[j];
}
// set subroutines for fragment and update state uniforms
k = context->state[i];
for (j = 0; j < program.sub_type_count; j++) {
@@ -527,11 +556,6 @@ static void use_program(ShaderProgram program, int i, bool output,
j * program.sub_variant_count + k];
}
for (j = 0; j < program.frag_count; j++) {
write_uniform_1i(program.istate_locations[i * program.frag_count + j],
context->state[j]);
}
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
subroutines);