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Diffstat (limited to 'progs/glsl/shaderutil.c')
-rw-r--r-- | progs/glsl/shaderutil.c | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/progs/glsl/shaderutil.c b/progs/glsl/shaderutil.c new file mode 100644 index 0000000000..4f17dd7efa --- /dev/null +++ b/progs/glsl/shaderutil.c @@ -0,0 +1,162 @@ +/** + * Utilities for OpenGL shading language + * + * Brian Paul + * 9 April 2008 + */ + + +#include <stdio.h> +#include <stdlib.h> +#include <GL/glut.h> +#include "extfuncs.h" +#include "shaderutil.h" + + +static void +Init(void) +{ + static GLboolean firstCall = GL_TRUE; + if (firstCall) { + GetExtensionFuncs(); + firstCall = GL_FALSE; + } +} + + +GLboolean +ShadersSupported(void) +{ + const char *version = (const char *) glGetString(GL_VERSION); + if (version[0] == '2' && version[1] == '.') { + return GL_TRUE; + } + else if (glutExtensionSupported("GL_ARB_vertex_shader") + && glutExtensionSupported("GL_ARB_fragment_shader") + && glutExtensionSupported("GL_ARB_shader_objects")) { + fprintf(stderr, "Warning: Trying ARB GLSL instead of OpenGL 2.x. This may not work.\n"); + return GL_TRUE; + } + return GL_TRUE; +} + + +GLuint +CompileShaderText(GLenum shaderType, const char *text) +{ + GLuint shader; + GLint stat; + + Init(); + + shader = glCreateShader_func(shaderType); + glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); + glCompileShader_func(shader); + glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog_func(shader, 1000, &len, log); + fprintf(stderr, "Error: problem compiling shader: %s\n", log); + exit(1); + } + else { + /*printf("Shader compiled OK\n");*/ + } + return shader; +} + + +/** + * Read a shader from a file. + */ +GLuint +CompileShaderFile(GLenum shaderType, const char *filename) +{ + const int max = 100*1000; + int n; + char *buffer = (char*) malloc(max); + GLuint shader; + + FILE *f = fopen(filename, "r"); + if (!f) { + return 0; + } + + n = fread(buffer, 1, max, f); + /*printf("read %d bytes from shader file %s\n", n, filename);*/ + if (n > 0) { + buffer[n] = 0; + shader = CompileShaderText(shaderType, buffer); + } + else { + return 0; + } + + fclose(f); + free(buffer); + + return shader; +} + + +GLuint +LinkShaders(GLuint vertShader, GLuint fragShader) +{ + GLuint program = glCreateProgram_func(); + + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + + /* check link */ + { + GLint stat; + glGetProgramiv_func(program, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog_func(program, 1000, &len, log); + fprintf(stderr, "Shader link error:\n%s\n", log); + return 0; + } + } + + return program; +} + + +void +InitUniforms(GLuint program, struct uniform_info uniforms[]) +{ + GLuint i; + + for (i = 0; uniforms[i].name; i++) { + uniforms[i].location + = glGetUniformLocation_func(program, uniforms[i].name); + + printf("Uniform %s location: %d\n", uniforms[i].name, + uniforms[i].location); + + switch (uniforms[i].size) { + case 1: + if (uniforms[i].type == GL_INT) + glUniform1i_func(uniforms[i].location, + (GLint) uniforms[i].value[0]); + else + glUniform1fv_func(uniforms[i].location, 1, uniforms[i].value); + break; + case 2: + glUniform2fv_func(uniforms[i].location, 1, uniforms[i].value); + break; + case 3: + glUniform3fv_func(uniforms[i].location, 1, uniforms[i].value); + break; + case 4: + glUniform4fv_func(uniforms[i].location, 1, uniforms[i].value); + break; + default: + abort(); + } + } +} |