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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 |
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34 AscShaderProgram ASC_SHADER_FONT; |
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35 |
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36 |
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37 AscShader asc_shader_compile(unsigned int type, |
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38 char const *code, |
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39 int length) { |
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40 GLuint id = glCreateShader(type); |
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41 if (id == 0) { |
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42 asc_error("glCreateShader failed"); |
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43 return (AscShader) {0}; |
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44 } |
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45 |
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46 GLint success; |
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47 glShaderSource(id, 1, &code, &length); |
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48 glCompileShader(id); |
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49 glGetShaderiv(id, GL_COMPILE_STATUS, &success); |
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50 if (success) { |
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51 asc_dprintf("Shader %u compiled", id); |
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52 return (AscShader) {id}; |
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53 } else { |
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54 char *log = malloc(1024); |
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55 glGetShaderInfoLog(id, 1024, NULL, log); |
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56 glDeleteShader(id); |
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57 asc_error(log); |
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58 free(log); |
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59 return (AscShader) {0}; |
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60 } |
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61 } |
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62 |
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63 AscShader asc_shader_compilef(unsigned int type, |
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64 char const *filename) { |
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65 asc_file code = asc_file_mmap_rdonly(filename); |
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66 if (code.ptr == NULL) { |
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67 asc_error("Mapping shader file into memory failed"); |
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68 return (AscShader) {0}; |
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69 } |
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70 AscShader ret = asc_shader_compile(type, code.ptr, code.length); |
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71 asc_file_unmap(code); |
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72 return ret; |
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73 } |
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74 |
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75 AscShaderProgram asc_shader_link(AscShader vertex, |
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76 AscShader fragment) { |
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77 if (vertex.id == 0 || fragment.id == 0) { |
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78 asc_dprintf("Skip linking shader program - shaders have not been loaded correctly."); |
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79 return (AscShaderProgram) {0}; |
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80 } |
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81 |
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82 GLint success; |
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83 GLint id = glCreateProgram(); |
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84 if (id <= 0) { |
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85 asc_error("glCreateProgram failed"); |
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86 return (AscShaderProgram) {0}; |
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87 } |
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88 glAttachShader(id, vertex.id); |
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89 glAttachShader(id, fragment.id); |
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90 glLinkProgram(id); |
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91 glGetProgramiv(id, GL_LINK_STATUS, &success); |
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92 glDetachShader(id, vertex.id); |
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93 glDetachShader(id, fragment.id); |
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94 if (success) { |
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95 asc_dprintf("Shader Program %u linked (vtf: %u, frag: %u)", id, vertex.id, fragment.id); |
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96 return (AscShaderProgram) {id}; |
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97 } else { |
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98 char *log = malloc(1024); |
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99 glGetProgramInfoLog(id, 1024, NULL, log); |
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100 glDeleteShader(id); |
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101 asc_error(log); |
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102 free(log); |
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103 return (AscShaderProgram) {0}; |
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104 } |
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105 } |
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106 |
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107 void asc_shader_destroy(AscShader shader) { |
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108 if (shader.id > 0) { |
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109 asc_dprintf("Delete Shader %u", shader.id); |
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110 glDeleteShader(shader.id); |
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111 } |
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112 shader.id = 0; |
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113 } |
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114 |
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115 void asc_shader_program_destroy(AscShaderProgram program) { |
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116 if (program.id > 0) { |
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117 asc_dprintf("Delete Shader Program %u", program.id); |
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118 glDeleteProgram(program.id); |
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119 } |
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120 program.id = 0; |
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121 } |
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122 |
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123 static AscShaderProgram asc_shader_compile_link_discard( |
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124 char const *vtxName, char const *fragName) { |
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125 AscShader font_vtx = asc_shader_compilef(GL_VERTEX_SHADER, vtxName); |
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126 AscShader font_frag = asc_shader_compilef(GL_FRAGMENT_SHADER, fragName); |
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127 AscShaderProgram prog = asc_shader_link(font_vtx, font_frag); |
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128 asc_shader_destroy(font_vtx); |
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129 asc_shader_destroy(font_frag); |
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130 return prog; |
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131 } |
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132 |
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133 void asc_shader_initialize_predefined(void) { |
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134 ASC_SHADER_FONT = asc_shader_compile_link_discard("shader/font_vtx.glsl", "shader/font_frag.glsl"); |
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135 } |
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136 |
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137 void asc_shader_destroy_predefined(void) { |
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138 asc_shader_program_destroy(ASC_SHADER_FONT); |
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139 } |