Files
forge-steel/src/shaders.c
T

198 lines
5.8 KiB
C

#include <glad/gl.h>
#include <linmath.h>
#include <stddef.h>
#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