Add shimatta Opengl wrapper as submodule
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3
.gitmodules
vendored
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3
.gitmodules
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[submodule "shimatta-opengl"]
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path = shimatta-opengl
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url = ssh://git@git.shimatta.de/mhu/shimatta-opengl.git
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1
shimatta-opengl
Submodule
1
shimatta-opengl
Submodule
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Subproject commit c2e830124354d23618cdee614b79b7a6a975a7cc
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cmake_minimum_required(VERSION 3.5)
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project(shimatta-opengl LANGUAGES C)
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find_package(PkgConfig REQUIRED)
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pkg_search_module(GLIB REQUIRED glib-2.0)
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pkg_check_modules(EPOXY REQUIRED epoxy)
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add_compile_options(-Wall -Wextra -Wold-style-declaration -Wuninitialized -Wmaybe-uninitialized -Wunused-parameter)
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aux_source_directory("src" SRC_DIR)
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add_library(${PROJECT_NAME} SHARED ${SRC_DIR})
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target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include)
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target_include_directories(${PROJECT_NAME} PRIVATE ${EPOXY_INCLUDE_DIRS})
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target_link_libraries(${PROJECT_NAME} PUBLIC ${GLIB_LDFLAGS} ${EPOXY_LDFLAGS})
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target_link_directories(${PROJECT_NAME} PUBLIC ${GLIB_LINK_DIRS} ${EPOXY_LINK_DIRS})
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target_include_directories(${PROJECT_NAME} PUBLIC ${GLIB_INCLUDE_DIRS})
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@ -1,75 +0,0 @@
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/*
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* This file is part of Shimatta OpenGL.
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*
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* Foobar is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*
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* Shimatta OpenGL is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GtkGraphView. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <glib.h>
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#include <glib-object.h>
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G_BEGIN_DECLS
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#define SHIMATTA_TYPE_OPENGL_PROGRAM (shimatta_opengl_program_get_type())
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G_DECLARE_FINAL_TYPE(ShimattaOpenglProgram, shimatta_opengl_program, SHIMATTA, OPENGL_PROGRAM, GObject);
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/**
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* @brief generate a new shader program using the source code for the shaders
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* @param vertex_shader Vertex shader source code
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* @param geometry_shader Geometry shader source code
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* @param fragment_shader Fragement shader source code
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* @return New shader program
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*/
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ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_shader,
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const char *geometry_shader,
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const char *fragment_shader);
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/**
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* @brief shimatta_opengl_program_new_from_file
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* @param vertex_shader Source file for the vertex shader
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* @param geometry_shader Source file for the geometry shader
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* @param fragment_shader source file for the fragment shader
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* @return New shader program
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* @note The files have tobe accessible when calling @ref shimatta_opengl_program_compile
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*/
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ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_shader,
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const char *geometry_shader,
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const char *fragment_shader);
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/**
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* @brief Compile the OpenGL Program
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* @param program Shader Program
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* @param error_text Error message from compilation. May be NULL.
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* @param error_text_size Size in bytes of the error_text buffer. May be 0.
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* @return 0 if successful. If Error error text will hold the error. 1 is returned if program is already compiled
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*/
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int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size);
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/**
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* @brief Active shader program.
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*
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* The activation only works, if the program is compiled successfully
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*
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* @param program Shader program
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* @return 0 if successful
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*/
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int shimatta_opengl_program_use(ShimattaOpenglProgram *program);
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/**
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* @brief Check if shader program is compiled
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* @param program Shader program
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* @return true if successfully built
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*/
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gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program);
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G_END_DECLS
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/*
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* This file is part of Shimatta OpenGL.
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*
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* Foobar is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*
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* Shimatta OpenGL is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GtkGraphView. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <shimatta-opengl-program.h>
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#include <epoxy/gl.h>
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struct _ShimattaOpenglProgram {
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GObject super;
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};
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typedef struct {
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GLuint shader_id;
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gboolean compiled;
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char *fragment_file;
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char *vertex_file;
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char *geometry_file;
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char *fragment_src;
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char *vertex_src;
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char *geometry_src;
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} ShimattaOpenglProgramPrivate;
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G_DEFINE_TYPE_WITH_PRIVATE(ShimattaOpenglProgram, shimatta_opengl_program, G_TYPE_OBJECT);
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static void shimatta_opengl_program_dispose(GObject *self)
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{
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ShimattaOpenglProgram *prog;
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ShimattaOpenglProgramPrivate *priv;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(self));
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prog = SHIMATTA_OPENGL_PROGRAM(self);
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priv = shimatta_opengl_program_get_instance_private(prog);
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if (priv->compiled) {
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priv->compiled = false;
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glDeleteProgram(priv->shader_id);
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}
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if (priv->fragment_src)
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g_free(priv->fragment_src);
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if (priv->geometry_src)
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g_free(priv->geometry_src);
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if (priv->vertex_src)
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g_free(priv->vertex_src);
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if (priv->vertex_file)
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g_free(priv->vertex_file);
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if (priv->fragment_file)
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g_free(priv->fragment_file);
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if (priv->geometry_file)
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g_free(priv->geometry_file);
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}
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static void shimatta_opengl_program_class_init(ShimattaOpenglProgramClass *klass)
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{
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(void)klass;
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GObjectClass *oclass;
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oclass = G_OBJECT_CLASS(klass);
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oclass->dispose = shimatta_opengl_program_dispose;
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return;
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}
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static void shimatta_opengl_program_init(ShimattaOpenglProgram *self)
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{
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ShimattaOpenglProgramPrivate *priv;
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priv = shimatta_opengl_program_get_instance_private(self);
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priv->shader_id = 0;
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priv->vertex_src = NULL;
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priv->vertex_file = NULL;
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priv->fragment_src = NULL;
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priv->geometry_src = NULL;
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priv->fragment_file = NULL;
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priv->geometry_file = NULL;
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priv->compiled = false;
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}
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ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_shader, const char *geometry_shader,
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const char *fragment_shader)
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{
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ShimattaOpenglProgram *ret;
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ShimattaOpenglProgramPrivate *priv;
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ret = g_object_new(SHIMATTA_TYPE_OPENGL_PROGRAM, NULL);
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priv = shimatta_opengl_program_get_instance_private(ret);
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priv->fragment_src = g_strdup(fragment_shader);
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priv->geometry_src = g_strdup(geometry_shader);
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priv->vertex_src= g_strdup(vertex_shader);
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return ret;
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}
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ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_shader, const char *geometry_shader,
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const char *fragment_shader)
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{
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ShimattaOpenglProgram *ret;
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ShimattaOpenglProgramPrivate *priv;
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ret = g_object_new(SHIMATTA_TYPE_OPENGL_PROGRAM, NULL);
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priv = shimatta_opengl_program_get_instance_private(ret);
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priv->vertex_file = g_strdup(vertex_shader);
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priv->geometry_file = g_strdup(geometry_shader);
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priv->fragment_file = g_strdup(fragment_shader);
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return ret;
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}
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int shimatta_opengl_program_use(ShimattaOpenglProgram *program)
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{
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (!shimatta_opengl_program_is_compiled(program))
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return -1;
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priv = shimatta_opengl_program_get_instance_private(program);
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glUseProgram(priv->shader_id);
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return 0;
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}
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gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program)
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{
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), FALSE);
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priv = shimatta_opengl_program_get_instance_private(program);
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return priv->compiled;
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}
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static char *load_shader_from_source_file(const char *src_file)
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{
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}
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static int compile_shader(const char *src, char *error_text, size_t error_text_size, gboolean use_error,
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GLuint shader_type, GLuint *shader_id_out)
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{
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GLuint shader_id;
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GLint success;
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int ret = 0;
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if (!shader_id_out || !src)
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return -1000;
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shader_id = glCreateShader(shader_type);
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glShaderSource(shader_id, 1, &src, NULL);
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glCompileShader(shader_id);
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
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if (!success) {
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ret = -1;
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if (use_error) {
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glGetShaderInfoLog(shader_id, error_text_size, NULL, error_text);
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}
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glDeleteShader(shader_id);
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} else {
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*shader_id_out = shader_id;
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}
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return ret;
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}
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int shimatta_opengl_program_compile(ShimattaOpenglProgram *program, char *error_text, size_t error_text_size)
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{
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gboolean use_error = FALSE;
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ShimattaOpenglProgramPrivate *priv;
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char *shader_source_code;
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int ret_val = 0;
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int status;
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GLint success;
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GLuint vertex_shader, fragment_shader, geometry_shader;
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gboolean vertex_built = FALSE, fragment_built = FALSE, geometry_built = FALSE;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (error_text && error_text_size > 0)
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use_error = TRUE;
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priv = shimatta_opengl_program_get_instance_private(program);
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if (priv->compiled == TRUE) {
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return 1;
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}
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priv->shader_id = glCreateProgram();
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if (priv->vertex_src) {
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shader_source_code = priv->vertex_src;
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} else if (priv->vertex_file) {
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shader_source_code = load_shader_from_source_file(priv->vertex_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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/* Build the vertex shader */
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if (shader_source_code) {
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status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_VERTEX_SHADER,
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&vertex_shader);
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free(shader_source_code);
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if (status) {
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ret_val = -2;
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goto return_value;
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}
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vertex_built = TRUE;
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glAttachShader(priv->shader_id, vertex_shader);
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}
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/* Build the fragment shader */
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if (priv->fragment_src) {
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shader_source_code = priv->fragment_src;
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} else if (priv->fragment_file) {
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shader_source_code = load_shader_from_source_file(priv->fragment_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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if (shader_source_code) {
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status = compile_shader(shader_source_code, error_text, error_text_size, use_error, GL_FRAGMENT_SHADER,
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&fragment_shader);
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free(shader_source_code);
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if (status) {
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ret_val = -2;
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goto return_value;
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}
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fragment_built = TRUE;
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glAttachShader(priv->shader_id, fragment_shader);
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}
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/* Build the geometry shader */
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if (priv->geometry_src) {
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shader_source_code = priv->geometry_src;
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} else if (priv->geometry_file) {
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shader_source_code = load_shader_from_source_file(priv->geometry_file);
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if (!shader_source_code) {
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ret_val = -1;
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goto return_value;
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}
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} else {
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shader_source_code = NULL;
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}
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if (shader_source_code) {
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|
||||||
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;
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user