Shimatta Opengl: Shader Program: Implement compilation and use functions. Compilation from file still missing
This commit is contained in:
parent
b855dcf0bc
commit
c2e8301243
@ -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);
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user