Add shimatta Opengl wrapper as submodule

This commit is contained in:
Mario Hüttel 2020-06-27 19:06:57 +02:00
parent 933120ed85
commit f9f6375529
5 changed files with 4 additions and 403 deletions

3
.gitmodules vendored Normal file
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[submodule "shimatta-opengl"]
path = shimatta-opengl
url = ssh://git@git.shimatta.de/mhu/shimatta-opengl.git

1
shimatta-opengl Submodule

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Subproject commit c2e830124354d23618cdee614b79b7a6a975a7cc

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cmake_minimum_required(VERSION 3.5)
project(shimatta-opengl LANGUAGES C)
find_package(PkgConfig REQUIRED)
pkg_search_module(GLIB REQUIRED glib-2.0)
pkg_check_modules(EPOXY REQUIRED epoxy)
add_compile_options(-Wall -Wextra -Wold-style-declaration -Wuninitialized -Wmaybe-uninitialized -Wunused-parameter)
aux_source_directory("src" SRC_DIR)
add_library(${PROJECT_NAME} SHARED ${SRC_DIR})
target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include)
target_include_directories(${PROJECT_NAME} PRIVATE ${EPOXY_INCLUDE_DIRS})
target_link_libraries(${PROJECT_NAME} PUBLIC ${GLIB_LDFLAGS} ${EPOXY_LDFLAGS})
target_link_directories(${PROJECT_NAME} PUBLIC ${GLIB_LINK_DIRS} ${EPOXY_LINK_DIRS})
target_include_directories(${PROJECT_NAME} PUBLIC ${GLIB_INCLUDE_DIRS})

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/*
* This file is part of Shimatta OpenGL.
*
* Foobar is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* Shimatta OpenGL is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GtkGraphView. If not, see <https://www.gnu.org/licenses/>.
*/
#include <glib.h>
#include <glib-object.h>
G_BEGIN_DECLS
#define SHIMATTA_TYPE_OPENGL_PROGRAM (shimatta_opengl_program_get_type())
G_DECLARE_FINAL_TYPE(ShimattaOpenglProgram, shimatta_opengl_program, SHIMATTA, OPENGL_PROGRAM, GObject);
/**
* @brief generate a new shader program using the source code for the shaders
* @param vertex_shader Vertex shader source code
* @param geometry_shader Geometry shader source code
* @param fragment_shader Fragement shader source code
* @return New shader program
*/
ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_shader,
const char *geometry_shader,
const char *fragment_shader);
/**
* @brief shimatta_opengl_program_new_from_file
* @param vertex_shader Source file for the vertex shader
* @param geometry_shader Source file for the geometry shader
* @param fragment_shader source file for the fragment shader
* @return New shader program
* @note The files have tobe accessible when calling @ref shimatta_opengl_program_compile
*/
ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_shader,
const char *geometry_shader,
const char *fragment_shader);
/**
* @brief Compile the OpenGL Program
* @param program Shader Program
* @param error_text Error message from compilation. May be NULL.
* @param error_text_size Size in bytes of the error_text buffer. May be 0.
* @return 0 if successful. If Error error text will hold the error. 1 is returned if program is already compiled
*/
int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size);
/**
* @brief Active shader program.
*
* The activation only works, if the program is compiled successfully
*
* @param program Shader program
* @return 0 if successful
*/
int shimatta_opengl_program_use(ShimattaOpenglProgram *program);
/**
* @brief Check if shader program is compiled
* @param program Shader program
* @return true if successfully built
*/
gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program);
G_END_DECLS

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/*
* This file is part of Shimatta OpenGL.
*
* Foobar is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* Shimatta OpenGL is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GtkGraphView. If not, see <https://www.gnu.org/licenses/>.
*/
#include <shimatta-opengl-program.h>
#include <epoxy/gl.h>
struct _ShimattaOpenglProgram {
GObject super;
};
typedef struct {
GLuint shader_id;
gboolean compiled;
char *fragment_file;
char *vertex_file;
char *geometry_file;
char *fragment_src;
char *vertex_src;
char *geometry_src;
} ShimattaOpenglProgramPrivate;
G_DEFINE_TYPE_WITH_PRIVATE(ShimattaOpenglProgram, shimatta_opengl_program, G_TYPE_OBJECT);
static void shimatta_opengl_program_dispose(GObject *self)
{
ShimattaOpenglProgram *prog;
ShimattaOpenglProgramPrivate *priv;
g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(self));
prog = SHIMATTA_OPENGL_PROGRAM(self);
priv = shimatta_opengl_program_get_instance_private(prog);
if (priv->compiled) {
priv->compiled = false;
glDeleteProgram(priv->shader_id);
}
if (priv->fragment_src)
g_free(priv->fragment_src);
if (priv->geometry_src)
g_free(priv->geometry_src);
if (priv->vertex_src)
g_free(priv->vertex_src);
if (priv->vertex_file)
g_free(priv->vertex_file);
if (priv->fragment_file)
g_free(priv->fragment_file);
if (priv->geometry_file)
g_free(priv->geometry_file);
}
static void shimatta_opengl_program_class_init(ShimattaOpenglProgramClass *klass)
{
(void)klass;
GObjectClass *oclass;
oclass = G_OBJECT_CLASS(klass);
oclass->dispose = shimatta_opengl_program_dispose;
return;
}
static void shimatta_opengl_program_init(ShimattaOpenglProgram *self)
{
ShimattaOpenglProgramPrivate *priv;
priv = shimatta_opengl_program_get_instance_private(self);
priv->shader_id = 0;
priv->vertex_src = NULL;
priv->vertex_file = NULL;
priv->fragment_src = NULL;
priv->geometry_src = NULL;
priv->fragment_file = NULL;
priv->geometry_file = NULL;
priv->compiled = false;
}
ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_shader, const char *geometry_shader,
const char *fragment_shader)
{
ShimattaOpenglProgram *ret;
ShimattaOpenglProgramPrivate *priv;
ret = g_object_new(SHIMATTA_TYPE_OPENGL_PROGRAM, NULL);
priv = shimatta_opengl_program_get_instance_private(ret);
priv->fragment_src = g_strdup(fragment_shader);
priv->geometry_src = g_strdup(geometry_shader);
priv->vertex_src= g_strdup(vertex_shader);
return ret;
}
ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_shader, const char *geometry_shader,
const char *fragment_shader)
{
ShimattaOpenglProgram *ret;
ShimattaOpenglProgramPrivate *priv;
ret = g_object_new(SHIMATTA_TYPE_OPENGL_PROGRAM, NULL);
priv = shimatta_opengl_program_get_instance_private(ret);
priv->vertex_file = g_strdup(vertex_shader);
priv->geometry_file = g_strdup(geometry_shader);
priv->fragment_file = g_strdup(fragment_shader);
return ret;
}
int shimatta_opengl_program_use(ShimattaOpenglProgram *program)
{
ShimattaOpenglProgramPrivate *priv;
g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
if (!shimatta_opengl_program_is_compiled(program))
return -1;
priv = shimatta_opengl_program_get_instance_private(program);
glUseProgram(priv->shader_id);
return 0;
}
gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program)
{
ShimattaOpenglProgramPrivate *priv;
g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), FALSE);
priv = shimatta_opengl_program_get_instance_private(program);
return priv->compiled;
}
static char *load_shader_from_source_file(const char *src_file)
{
}
static int compile_shader(const char *src, char *error_text, size_t error_text_size, gboolean use_error,
GLuint shader_type, GLuint *shader_id_out)
{
GLuint shader_id;
GLint success;
int ret = 0;
if (!shader_id_out || !src)
return -1000;
shader_id = glCreateShader(shader_type);
glShaderSource(shader_id, 1, &src, NULL);
glCompileShader(shader_id);
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
if (!success) {
ret = -1;
if (use_error) {
glGetShaderInfoLog(shader_id, error_text_size, NULL, error_text);
}
glDeleteShader(shader_id);
} else {
*shader_id_out = shader_id;
}
return ret;
}
int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size)
{
gboolean use_error = FALSE;
ShimattaOpenglProgramPrivate *priv;
char *shader_source_code;
int ret_val = 0;
int status;
GLint success;
GLuint vertex_shader, fragment_shader, geometry_shader;
gboolean vertex_built = FALSE, fragment_built = FALSE, geometry_built = FALSE;
g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
if (error_text && error_text_size > 0)
use_error = TRUE;
priv = shimatta_opengl_program_get_instance_private(program);
if (priv->compiled == TRUE) {
return 1;
}
priv->shader_id = glCreateProgram();
if (priv->vertex_src) {
shader_source_code = priv->vertex_src;
} else if (priv->vertex_file) {
shader_source_code = load_shader_from_source_file(priv->vertex_file);
if (!shader_source_code) {
ret_val = -1;
goto return_value;
}
} else {
shader_source_code = NULL;
}
/* Build the vertex shader */
if (shader_source_code) {
status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_VERTEX_SHADER,
&vertex_shader);
free(shader_source_code);
if (status) {
ret_val = -2;
goto return_value;
}
vertex_built = TRUE;
glAttachShader(priv->shader_id, vertex_shader);
}
/* Build the fragment shader */
if (priv->fragment_src) {
shader_source_code = priv->fragment_src;
} else if (priv->fragment_file) {
shader_source_code = load_shader_from_source_file(priv->fragment_file);
if (!shader_source_code) {
ret_val = -1;
goto return_value;
}
} else {
shader_source_code = NULL;
}
if (shader_source_code) {
status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_FRAGMENT_SHADER,
&fragment_shader);
free(shader_source_code);
if (status) {
ret_val = -2;
goto return_value;
}
fragment_built = TRUE;
glAttachShader(priv->shader_id, fragment_shader);
}
/* Build the geometry shader */
if (priv->geometry_src) {
shader_source_code = priv->geometry_src;
} else if (priv->geometry_file) {
shader_source_code = load_shader_from_source_file(priv->geometry_file);
if (!shader_source_code) {
ret_val = -1;
goto return_value;
}
} else {
shader_source_code = NULL;
}
if (shader_source_code) {
status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_GEOMETRY_SHADER,
&geometry_shader);
free(shader_source_code);
if (status) {
ret_val = -2;
goto return_value;
}
geometry_built = TRUE;
glAttachShader(priv->shader_id, geometry_shader);
}
glLinkProgram(priv->shader_id);
glGetShaderiv(priv->shader_id, GL_LINK_STATUS, &success);
if (!success) {
if (use_error)
glGetShaderInfoLog(priv->shader_id, error_text_size, NULL, error_text);
ret_val = -3;
glDeleteProgram(priv->shader_id);
} else {
priv->compiled = TRUE;
}
return_value:
if (vertex_built)
glDeleteShader(vertex_shader);
if (geometry_built)
glDeleteShader(geometry_shader);
if (fragment_built)
glDeleteShader(fragment_shader);
return ret_val;
}