Shimatta Opengl: Shader Program: Implement compilation and use functions. Compilation from file still missing

This commit is contained in:
Mario Hüttel 2020-06-25 23:46:15 +02:00
parent b855dcf0bc
commit c2e8301243
2 changed files with 238 additions and 2 deletions

View File

@ -51,7 +51,7 @@ ShimattaOpenglProgram *shimatta_opengl_program_new_from_file(const char *vertex_
* @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
* @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);

View File

@ -22,7 +22,7 @@ struct _ShimattaOpenglProgram {
};
typedef struct {
GLint shader_id;
GLuint shader_id;
gboolean compiled;
char *fragment_file;
char *vertex_file;
@ -35,9 +35,42 @@ typedef struct {
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;
}
@ -73,3 +106,206 @@ ShimattaOpenglProgram *shimatta_opengl_program_new_from_data(const char *vertex_
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;
}