src/shader.c

Wed, 15 Nov 2023 22:51:40 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 15 Nov 2023 22:51:40 +0100
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add text rendering and demo FPS counter

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/shader.h"
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29 #include "ascension/files.h"
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30 #include "ascension/error.h"
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31
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32 #include <GL/glew.h>
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33 #include <string.h>
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34
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35 AscShaderFont ASC_SHADER_FONT;
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36
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37
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38 AscShader asc_shader_compile(unsigned int type,
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39 char const *code,
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40 int length) {
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41 GLuint id = glCreateShader(type);
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42 if (id == 0) {
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43 asc_error("glCreateShader failed");
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44 return (AscShader) {0};
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45 }
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46
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47 GLint success;
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48 glShaderSource(id, 1, &code, &length);
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49 glCompileShader(id);
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50 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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51 if (success) {
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52 asc_dprintf("Shader %u compiled", id);
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53 return (AscShader) {id};
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54 } else {
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55 char *log = malloc(1024);
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56 glGetShaderInfoLog(id, 1024, NULL, log);
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57 glDeleteShader(id);
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58 asc_error(log);
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59 free(log);
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60 return (AscShader) {0};
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61 }
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62 }
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63
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64 AscShader asc_shader_compilef(unsigned int type,
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65 char const *filename) {
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66 asc_file code = asc_file_mmap_rdonly(filename);
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67 if (code.ptr == NULL) {
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68 asc_error("Mapping shader file into memory failed");
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69 return (AscShader) {0};
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70 }
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71 AscShader ret = asc_shader_compile(type, code.ptr, code.length);
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72 asc_file_unmap(code);
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73 return ret;
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74 }
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75
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76 AscShaderProgram asc_shader_link(AscShader vertex,
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77 AscShader fragment) {
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78 if (vertex.id == 0 || fragment.id == 0) {
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79 asc_dprintf("Skip linking shader program - shaders have not been loaded correctly.");
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80 return (AscShaderProgram) {0};
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81 }
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82
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83 GLint success;
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84 GLint id = glCreateProgram();
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85 if (id <= 0) {
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86 asc_error("glCreateProgram failed");
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87 return (AscShaderProgram) {0};
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88 }
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89 glAttachShader(id, vertex.id);
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90 glAttachShader(id, fragment.id);
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91 glLinkProgram(id);
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92 glGetProgramiv(id, GL_LINK_STATUS, &success);
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93 glDetachShader(id, vertex.id);
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94 glDetachShader(id, fragment.id);
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95 if (success) {
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96 asc_dprintf("Shader Program %u linked (vtf: %u, frag: %u)", id, vertex.id, fragment.id);
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97 AscShaderProgram prog;
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98 prog.id = id;
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99 prog.model = glGetUniformLocation(id, "model");
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100 prog.view = glGetUniformLocation(id, "view");
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101 prog.projection = glGetUniformLocation(id, "projection");
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102 return prog;
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103 } else {
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104 char *log = malloc(1024);
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105 glGetProgramInfoLog(id, 1024, NULL, log);
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106 glDeleteShader(id);
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107 asc_error(log);
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108 free(log);
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109 return (AscShaderProgram) {0};
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110 }
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111 }
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112
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113 void asc_shader_destroy(AscShader shader) {
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114 if (shader.id > 0) {
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115 asc_dprintf("Delete Shader %u", shader.id);
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116 glDeleteShader(shader.id);
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117 }
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118 shader.id = 0;
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119 }
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120
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121 void asc_shader_program_destroy(AscShaderProgram program) {
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122 if (program.id > 0) {
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123 asc_dprintf("Delete Shader Program %u", program.id);
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124 glDeleteProgram(program.id);
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125 }
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126 program.id = 0;
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127 }
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128
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129 static AscShaderProgram asc_shader_compile_link_discard(
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130 char const *vtxName, char const *fragName) {
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131 AscShader font_vtx = asc_shader_compilef(GL_VERTEX_SHADER, vtxName);
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132 AscShader font_frag = asc_shader_compilef(GL_FRAGMENT_SHADER, fragName);
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133 AscShaderProgram prog = asc_shader_link(font_vtx, font_frag);
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134 asc_shader_destroy(font_vtx);
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135 asc_shader_destroy(font_frag);
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136 return prog;
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137 }
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138
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139 void asc_shader_initialize_predefined(void) {
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140 ASC_SHADER_FONT.base = asc_shader_compile_link_discard("shader/font_vtx.glsl", "shader/font_frag.glsl");
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141 ASC_SHADER_FONT.surface = glGetUniformLocation(ASC_SHADER_FONT.base.id, "surface");
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142 }
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143
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144 void asc_shader_destroy_predefined(void) {
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145 asc_shader_program_destroy(ASC_SHADER_FONT.base);
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146 }

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