406 lines
14 KiB
C
406 lines
14 KiB
C
#include <glad/gl.h>
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#include <linmath.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "config_file.h"
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#include "constants.h"
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#include "logs.h"
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#include "shaders.h"
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#include "types.h"
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static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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GLint status_params;
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char log[1024];
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log_info("Compiling '%s'...", name);
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// update shader source code
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glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL);
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// compile shader
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glCompileShader(shader_id);
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// get compilation status
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
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glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
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if (status_params == GL_FALSE) {
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log_error("Failed to compile\n%s", log);
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} else {
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log_success("Compilation successful");
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}
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return status_params == GL_TRUE;
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}
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static void init_textures(ShaderProgram *program, Context context,
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unsigned int downscaling) {
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unsigned int i;
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program->textures = malloc(program->tex_count * sizeof(GLuint));
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glGenTextures(program->tex_count, program->textures);
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for (i = 0; i < program->tex_count; i++) {
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// selects which texture unit subsequent texture state calls will affect
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glActiveTexture(GL_TEXTURE0 + i);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, program->textures[i]);
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// define texture image as empty
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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context.internal_size / downscaling, 0, GL_RGB,
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GL_UNSIGNED_BYTE, 0);
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// setup mipmap context
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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log_success("Texture %d initialized", i);
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}
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}
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static void init_framebuffers(ShaderProgram *program,
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ConfigFile shader_config) {
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unsigned int i;
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unsigned tex_i;
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char name[32];
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program->frame_buffers = malloc(program->frag_count * sizeof(GLuint));
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glGenFramebuffers(program->frag_count, program->frame_buffers);
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for (i = 0; i < program->frag_count; i++) {
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if (i == program->frag_output_index || i == program->frag_monitor_index) {
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continue;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
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sprintf(name, "FRAG_%d_OUT", i + 1);
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tex_i = config_file_get_int(shader_config, name, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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program->textures[tex_i], 0);
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// check framebuffer status
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer %d is KO: %x", i + 1,
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glCheckFramebufferStatus(GL_FRAMEBUFFER));
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program->error = true;
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return;
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}
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log_success("Framebuffer %d initialized", i);
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}
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return;
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}
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static void init_vertices(ShaderProgram *program) {
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// create vertex buffer and setup vertices
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glGenBuffers(1, &program->vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// create vertex array
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glGenVertexArrays(1, &program->vertex_array);
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glBindVertexArray(program->vertex_array);
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}
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static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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unsigned int i;
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// compile vertex shader
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program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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program->error |= !compile_shader(
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program->vertex_shader, "internal vertex shader", vertex_shader_text);
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program->fragment_shaders = malloc(program->frag_count * sizeof(GLuint));
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// compile fragment shaders
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for (i = 0; i < program->frag_count; i++) {
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program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
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program->error |=
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!compile_shader(program->fragment_shaders[i], fragment_shaders[i].path,
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fragment_shaders[i].content);
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if (program->error) {
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return;
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}
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}
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}
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static void init_single_program(ShaderProgram *program, unsigned int i,
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ConfigFile shader_config) {
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unsigned int j, k;
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char name[32];
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char *tex_prefix;
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char *sub_prefix;
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char *seed_prefix;
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char *state_prefix;
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program->programs[i] = glCreateProgram();
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glAttachShader(program->programs[i], program->vertex_shader);
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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glLinkProgram(program->programs[i]);
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// create uniforms pointers
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program->itime_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(shader_config, "UNIFORM_TIME", "iTime"));
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program->itempo_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(shader_config, "UNIFORM_TEMPO", "iTempo"));
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program->ifps_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(shader_config, "UNIFORM_FPS", "iFPS"));
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program->ires_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(shader_config, "UNIFORM_RESOLUTION", "iResolution"));
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program->idemo_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(shader_config, "UNIFORM_DEMO", "iDemo"));
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seed_prefix =
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config_file_get_str(shader_config, "UNIFORM_SEED_PREFIX", "seed");
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for (j = 0; j < program->frag_count; j++) {
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sprintf(name, "%s%d", seed_prefix, j + 1);
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program->iseed_locations[i * program->frag_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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state_prefix =
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config_file_get_str(shader_config, "UNIFORM_STATE_PREFIX", "state");
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for (j = 0; j < program->frag_count; j++) {
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for (k = 0; k < program->sub_type_count; k++) {
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sprintf(name, "%s%d_%d", state_prefix, j + 1, k + 1);
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program
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->istate_locations[i * program->frag_count * program->sub_type_count +
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j * program->sub_type_count + k] =
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glGetUniformLocation(program->programs[i], name);
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}
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}
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for (j = 0; j < program->sub_type_count; j++) {
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sprintf(name, "SUB_%d_PREFIX", j + 1);
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sub_prefix = config_file_get_str(shader_config, name, 0);
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for (k = 0; k < program->sub_variant_count; k++) {
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sprintf(name, "%s%d", sub_prefix, k + 1);
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program->sub_locations[i * program->sub_variant_count *
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program->sub_type_count +
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j * program->sub_variant_count + k] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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}
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}
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// create texX uniforms pointer
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tex_prefix = config_file_get_str(shader_config, "UNIFORM_TEX_PREFIX", "tex");
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for (j = 0; j < program->tex_count; j++) {
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sprintf(name, "%s%d", tex_prefix, j);
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program->textures_locations[i * program->tex_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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// create attribute pointer
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program->vpos_locations[i] =
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glGetAttribLocation(program->programs[i], "vPos");
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// enable attribute pointer
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glEnableVertexAttribArray(program->vpos_locations[i]);
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// specify the location and data format of the array of generic vertex
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// attributes to use when rendering
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glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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log_success("Program %d initialized", i + 1);
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}
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static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
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unsigned int i;
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program->programs = malloc(program->frag_count * sizeof(GLuint));
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program->itime_locations = malloc(program->frag_count * sizeof(GLuint));
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program->itempo_locations = malloc(program->frag_count * sizeof(GLuint));
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program->ifps_locations = malloc(program->frag_count * sizeof(GLuint));
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program->ires_locations = malloc(program->frag_count * sizeof(GLuint));
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program->idemo_locations = malloc(program->frag_count * sizeof(GLuint));
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program->iseed_locations =
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malloc(program->frag_count * program->frag_count * sizeof(GLuint));
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program->istate_locations = malloc(program->frag_count * program->frag_count *
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program->sub_type_count * sizeof(GLuint));
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program->vpos_locations = malloc(program->frag_count * sizeof(GLuint));
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program->textures_locations =
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malloc(program->frag_count * program->tex_count * sizeof(GLuint));
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program->sub_locations =
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malloc(program->frag_count * program->sub_type_count *
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program->sub_variant_count * sizeof(GLuint));
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for (i = 0; i < program->frag_count; i++) {
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init_single_program(program, i, shader_config);
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}
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}
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ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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Context context, unsigned int downscaling) {
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ShaderProgram program;
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program.error = false;
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program.last_width = context.width;
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program.last_height = context.height;
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program.tex_count = config_file_get_int(shader_config, "TEX_COUNT", 9);
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program.frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6);
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program.frag_output_index =
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config_file_get_int(shader_config, "FRAG_OUTPUT", 1) - 1;
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program.frag_monitor_index =
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config_file_get_int(shader_config, "FRAG_MONITOR", 1) - 1;
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program.sub_type_count =
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config_file_get_int(shader_config, "SUB_TYPE_COUNT", 0);
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program.sub_variant_count =
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config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 1);
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init_textures(&program, context, downscaling);
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init_framebuffers(&program, shader_config);
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init_shaders(&program, fragment_shaders);
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if (program.error) {
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return program;
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}
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init_vertices(&program);
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init_programs(&program, shader_config);
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return program;
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}
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void shaders_update(ShaderProgram program, File *fragment_shaders,
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unsigned int i) {
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bool result;
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result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
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fragment_shaders[i].content);
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if (result) {
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glLinkProgram(program.programs[i]);
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log_success("Program %d updated", i + 1);
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}
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}
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static void update_viewport(ShaderProgram program, Context context,
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unsigned int downscaling) {
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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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context.height != program.last_height) {
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// clean and resize all textures
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for (i = 0; i < program.tex_count; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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(int)(float)context.internal_size / downscaling, 0, GL_RGB,
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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, unsigned int downscaling) {
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unsigned int j, k;
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GLuint *subroutines;
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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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subroutines = malloc(program.sub_type_count * sizeof(GLuint));
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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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glViewport(0, 0, context.width, context.height);
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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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glViewport(0, 0,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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(int)(float)context.internal_size / downscaling);
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// use memory framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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}
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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], (const GLfloat)context.tempo);
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glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
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glUniform1i(program.idemo_locations[i], (const GLint)(context.demo ? 1 : 0));
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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// set seeds uniforms
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for (j = 0; j < program.frag_count; j++) {
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glUniform1i(program.iseed_locations[i * program.frag_count + j],
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(const GLint)context.seeds[j]);
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}
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// set subroutines for fragment and update state uniforms
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for (j = 0; j < program.sub_type_count; j++) {
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k = context.sub_state[i * program.sub_type_count + j];
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subroutines[j] = program.sub_locations[i * program.sub_type_count *
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program.sub_variant_count +
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j * program.sub_variant_count + k];
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for (k = 0; k < program.frag_count; k++) {
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glUniform1i(
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program.istate_locations[i * program.frag_count *
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program.sub_type_count +
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k * program.sub_type_count + j],
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(const GLint)context.sub_state[k * program.sub_type_count + j]);
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}
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}
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
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subroutines);
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// set GL_TEXTURE(X) to uniform sampler2D texX
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for (j = 0; j < program.tex_count; j++) {
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glUniform1i(program.textures_locations[i * program.tex_count + j], j);
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}
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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_compute(ShaderProgram program, Context context, bool monitor,
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unsigned int downscaling) {
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unsigned int i;
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update_viewport(program, context, downscaling);
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for (i = 0; i < program.frag_count; i++) {
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if (i != program.frag_output_index && i != program.frag_monitor_index) {
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use_program(program, i, false, context, downscaling);
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}
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}
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use_program(program,
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monitor ? program.frag_monitor_index : program.frag_output_index,
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true, context, downscaling);
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} |