#include #include #include #include "config.h" #include "constants.h" #include "logs.h" #include "types.h" bool compile_shader(GLuint shader_id, char *name, char *source_code) { GLint status_params; char log[1024]; log_info("Compiling '%s'...", name); // update shader source code glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL); // compile shader glCompileShader(shader_id); // get compilation status glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params); glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log); if (status_params == GL_FALSE) { log_error("Failed to compile\n%s", log); } else { log_success("Compilation successful"); } return status_params == GL_TRUE; } ShaderProgram init_program(File fragment_shader, Context context) { int i, j; char uniform_name[32]; ShaderProgram program = {.error = false, .last_width = context.width, .last_height = context.height}; // create empty textures glGenTextures(BUFFER_COUNT, program.textures); for (i = 0; i < BUFFER_COUNT; i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, program.textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } // create frame buffers glGenFramebuffers(BUFFER_COUNT, program.frame_buffers); for (i = 0; i < BUFFER_COUNT; i++) { glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, program.textures[i], 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { log_error("Framebuffer %d is KO: %x", i + 1, glCheckFramebufferStatus(GL_FRAMEBUFFER)); program.error = true; return program; } } // compile vertex shader program.vertex_shader = glCreateShader(GL_VERTEX_SHADER); program.error |= !compile_shader( program.vertex_shader, "internal vertex shader", vertex_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); program.output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); program.error |= !compile_shader(program.output_fragment_shader, "internal fragment shader", output_fragment_shader_text); if (program.error) { return program; } // create vertex buffer and setup vertices glGenBuffers(1, &program.vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // create vertex array glGenVertexArrays(1, &program.vertex_array); glBindVertexArray(program.vertex_array); // create and link full shader program for (i = 0; i < BUFFER_COUNT + 1; i++) { program.programs[i] = glCreateProgram(); glAttachShader(program.programs[i], program.vertex_shader); if (i == BUFFER_COUNT) { glAttachShader(program.programs[i], program.output_fragment_shader); } else { // TODO add others glAttachShader(program.programs[i], program.fragment_shader); } glLinkProgram(program.programs[i]); // create uniforms pointers if (i != BUFFER_COUNT) { program.itime_locations[i] = glGetUniformLocation(program.programs[i], "iTime"); program.ires_locations[i] = glGetUniformLocation(program.programs[i], "iResolution"); } for (j = 0; j < BUFFER_COUNT; j++) { sprintf(uniform_name, "frame%d", j); program.frames_locations[i][j] = glGetUniformLocation(program.programs[i], uniform_name); } // create attribute pointer program.vpos_locations[i] = glGetAttribLocation(program.programs[i], "vPos"); glEnableVertexAttribArray(program.vpos_locations[i]); glVertexAttribPointer(program.vpos_locations[i], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, pos)); log_success("Program %d initialized", i); } return program; } void update_program(ShaderProgram program, File fragment_shader) { bool result; int i; result = compile_shader(program.fragment_shader, fragment_shader.path, fragment_shader.content); if (result) { // re-link program for (i = 0; i < BUFFER_COUNT; i++) { glLinkProgram(program.programs[i]); } log_success("Programs updated"); } } void apply_program(ShaderProgram program, Context context) { int i, j; if (context.width != program.last_width || context.height != program.last_height) { glViewport(0, 0, context.width, context.height); for (i = 0; i < BUFFER_COUNT; i++) { glActiveTexture(GL_TEXTURE0 + i); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); } } vec2 resolution = {(float)context.width, (float)context.height}; for (i = 0; i < BUFFER_COUNT + 1; i++) { glUseProgram(program.programs[i]); if (i == BUFFER_COUNT) { glBindFramebuffer(GL_FRAMEBUFFER, 0); glClear(GL_COLOR_BUFFER_BIT); } else { glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[0]); glUniform1f(program.itime_locations[i], (const GLfloat)context.time); glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution); } for (j = 0; j < BUFFER_COUNT; j++) { glUniform1i(program.frames_locations[i][j], j); } glDrawArrays(GL_TRIANGLES, 0, 6); } } // TODO clean buffers from opengl memories