Files
forge-steel/src/shaders.c
T
2025-09-19 15:05:58 +02:00

345 lines
11 KiB
C

#include <glad/gl.h>
#include <linmath.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include "config_file.h"
#include "constants.h"
#include "logs.h"
#include "shaders.h"
#include "types.h"
static 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;
}
static void init_textures(ShaderProgram *program, Context context) {
unsigned int i;
program->textures = malloc(program->tex_count * sizeof(GLuint));
glGenTextures(program->tex_count, program->textures);
for (i = 0; i < program->tex_count; i++) {
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
// define texture image as empty
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
// setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
log_success("Texture %d initialized", i);
}
}
static void init_framebuffers(ShaderProgram *program,
ConfigFile shader_config) {
unsigned int i;
unsigned tex_i;
char name[32];
program->frame_buffers = malloc(program->frag_count * sizeof(GLuint));
glGenFramebuffers(program->frag_count, program->frame_buffers);
for (i = 0; i < program->frag_count; i++) {
if (i == program->frag_output_index || i == program->frag_monitor_index) {
continue;
}
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
sprintf(name, "FRAG_%d_OUT", i + 1);
tex_i = config_file_get_int(shader_config, name, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
program->textures[tex_i], 0);
// check framebuffer status
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer %d is KO: %x", i + 1,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
program->error = true;
return;
}
log_success("Framebuffer %d initialized", i);
}
return;
}
static void init_vertices(ShaderProgram *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);
}
static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
unsigned int i;
// compile vertex shader
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program->error |= !compile_shader(
program->vertex_shader, "internal vertex shader", vertex_shader_text);
program->fragment_shaders = malloc(program->frag_count * sizeof(GLuint));
// compile fragment shaders
for (i = 0; i < program->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);
if (program->error) {
return;
}
}
}
static void init_single_program(ShaderProgram *program, unsigned int i,
ConfigFile shader_config) {
unsigned int j, k;
char name[32];
char *tex_prefix;
char *sub_prefix;
program->programs[i] = glCreateProgram();
glAttachShader(program->programs[i], program->vertex_shader);
glAttachShader(program->programs[i], program->fragment_shaders[i]);
glLinkProgram(program->programs[i]);
// create uniforms pointers
program->itime_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_TIME", "iTime"));
program->itempo_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_TEMPO", "iTempo"));
program->ifps_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_FPS", "iFPS"));
program->ires_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_RESOLUTION", "iResolution"));
for (j = 0; j < program->sub_type_count; j++) {
sprintf(name, "SUB_%d_PREFIX", j + 1);
sub_prefix = config_file_get_str(shader_config, name, 0);
for (k = 0; k < program->sub_variant_count; k++) {
sprintf(name, "%s%d", sub_prefix, k + 1);
program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
j * program->sub_variant_count + k] =
glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
}
}
// create texX uniforms pointer
tex_prefix = config_file_get_str(shader_config, "UNIFORM_TEX_PREFIX", "tex");
for (j = 0; j < program->tex_count; j++) {
sprintf(name, "%s%d", tex_prefix, j);
program->textures_locations[i * program->tex_count + j] =
glGetUniformLocation(program->programs[i], name);
}
// create attribute pointer
program->vpos_locations[i] =
glGetAttribLocation(program->programs[i], "vPos");
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
// attributes to use when rendering
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
log_success("Program %d initialized", i + 1);
}
static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
unsigned int i;
program->programs = malloc(program->frag_count * sizeof(GLuint));
program->itime_locations = malloc(program->frag_count * sizeof(GLuint));
program->itempo_locations = malloc(program->frag_count * sizeof(GLuint));
program->ifps_locations = malloc(program->frag_count * sizeof(GLuint));
program->ires_locations = malloc(program->frag_count * sizeof(GLuint));
program->vpos_locations = malloc(program->frag_count * sizeof(GLuint));
program->textures_locations =
malloc(program->frag_count * program->tex_count * sizeof(GLuint));
program->sub_locations =
malloc(program->frag_count * program->sub_type_count *
program->sub_variant_count * sizeof(GLuint));
for (i = 0; i < program->frag_count; i++) {
init_single_program(program, i, shader_config);
}
}
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
Context context) {
ShaderProgram program;
program.error = false;
program.last_width = context.width;
program.last_height = context.height;
program.tex_count = config_file_get_int(shader_config, "TEX_COUNT", 9);
program.frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6);
program.frag_output_index =
config_file_get_int(shader_config, "FRAG_OUTPUT", 1) - 1;
program.frag_monitor_index =
config_file_get_int(shader_config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count =
config_file_get_int(shader_config, "SUB_TYPE_COUNT", 0);
program.sub_variant_count =
config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 1);
init_textures(&program, context);
init_framebuffers(&program, shader_config);
init_shaders(&program, fragment_shaders);
if (program.error) {
return program;
}
init_vertices(&program);
init_programs(&program, shader_config);
return program;
}
void shaders_update(ShaderProgram program, File *fragment_shaders,
unsigned int i) {
bool result;
result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
fragment_shaders[i].content);
if (result) {
glLinkProgram(program.programs[i]);
log_success("Program %d updated", i + 1);
}
}
static void update_viewport(ShaderProgram program, Context context) {
unsigned int i;
// viewport changed
if (context.width != program.last_width ||
context.height != program.last_height) {
// update viewport
glViewport(0, 0, context.width, context.height);
// clean and resize all textures
for (i = 0; i < program.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);
}
}
}
static void use_program(ShaderProgram program, int i, bool output,
Context context) {
unsigned int j, k;
GLuint *subroutines;
vec2 resolution;
resolution[0] = (float)context.width;
resolution[1] = (float)context.height;
subroutines = malloc(program.sub_type_count * sizeof(GLuint));
// use specific shader program
glUseProgram(program.programs[i]);
if (output) {
// use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
} else {
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
// set fragment uniforms
glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
glUniform1f(program.itempo_locations[i], (const GLfloat)context.tempo);
glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
// set subroutines for fragment
for (j = 0; j < program.sub_type_count; j++) {
k = context.sub_state[i * program.sub_type_count + j];
subroutines[j] = program.sub_locations[i * program.sub_type_count *
program.sub_variant_count +
j * program.sub_variant_count + k];
}
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
subroutines);
// set GL_TEXTURE(X) to uniform sampler2D texX
for (j = 0; j < program.tex_count; j++) {
glUniform1i(program.textures_locations[i * program.tex_count + j], j);
}
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void shaders_apply(ShaderProgram program, Context context) {
unsigned int i;
update_viewport(program, context);
for (i = 0; i < program.frag_count; i++) {
if (i != program.frag_output_index && i != program.frag_monitor_index) {
use_program(program, i, false, context);
}
}
use_program(program, program.frag_monitor_index, true, context);
}