gl: add GL subsystem
The GL subsystem is copied from the old output_context subsystem and now provides shader and GL-math. It will replace the old output_context subs soon. Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
This commit is contained in:
parent
50e0cdbec8
commit
25f41f84f7
@ -54,7 +54,10 @@ libkmscon_core_la_SOURCES = \
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src/pty.c src/pty.h \
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src/uterm.h src/uterm_internal.h \
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src/uterm_video.c \
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src/uterm_video_drm.c
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src/uterm_video_drm.c \
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src/gl.h \
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src/gl_math.c \
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src/gl_shader.c
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if USE_XKBCOMMON
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libkmscon_core_la_SOURCES += \
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93
src/gl.h
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93
src/gl.h
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@ -0,0 +1,93 @@
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/*
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* GL - Graphics Layer
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*
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* Copyright (c) 2011-2012 David Herrmann <dh.herrmann@googlemail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files
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* (the "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Graphics Layer
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* This provides lots of helpers to work with OpenGL APIs. This includes
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* math-helpers, basic shaders and a texture-API. If working with this API,
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* there must always be a valid OpenGL-context!
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*/
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#ifndef GL_GL_H
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#define GL_GL_H
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#include <stdbool.h>
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#include <stdlib.h>
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/* miscellaneous */
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void gl_clear_error();
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bool gl_has_error();
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/*
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* Math Helpers
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* The gl_m4 type is a 4x4 matrix of floats. The gl_m4_stack is a stack of m4
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* matrices where you can only access the top-most member.
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*/
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struct gl_m4_stack;
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void gl_m4_identity(float *m);
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void gl_m4_copy(float *dest, const float *src);
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void gl_m4_mult_dest(float *dest, const float *n, const float *m);
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void gl_m4_mult(float *n, const float *m);
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void gl_m4_translate(float *m, float x, float y, float z);
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void gl_m4_scale(float *m, float x, float y, float z);
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void gl_m4_transpose_dest(float *dest, const float *src);
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void gl_m4_transpose(float *m);
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int gl_m4_stack_new(struct gl_m4_stack **out);
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void gl_m4_stack_free(struct gl_m4_stack *stack);
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float *gl_m4_stack_push(struct gl_m4_stack *stack);
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float *gl_m4_stack_pop(struct gl_m4_stack *stack);
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float *gl_m4_stack_tip(struct gl_m4_stack *stack);
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/*
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* Texture API
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* This allows to create new textures which can then be used to draw images with
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* the shader API.
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*/
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unsigned int gl_tex_new();
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void gl_tex_free(unsigned int tex);
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void gl_tex_load(unsigned int tex, unsigned int width,
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unsigned int height, void *buf);
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/*
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* Shader API
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*/
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struct gl_shader;
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int gl_shader_new(struct gl_shader **out);
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void gl_shader_ref(struct gl_shader *shader);
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void gl_shader_unref(struct gl_shader *shader);
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void gl_shader_draw_def(struct gl_shader *shader, float *vertices,
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float *colors, size_t num);
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void gl_shader_draw_tex(struct gl_shader *shader, const float *vertices,
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const float *texcoords, size_t num,
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unsigned int tex, const float *m);
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#endif /* GL_GL_H */
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304
src/gl_math.c
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304
src/gl_math.c
Normal file
@ -0,0 +1,304 @@
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/*
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* GL - Graphics Layer
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*
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* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
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* Copyright (c) 2011 University of Tuebingen
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files
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* (the "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Math Helper
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* Basic linear algebra.
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*/
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#include <errno.h>
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#include <stdlib.h>
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#include <string.h>
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#include "gl.h"
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struct gl_m4_entry {
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struct gl_m4_entry *next;
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float matrix[16];
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};
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struct gl_m4_stack {
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struct gl_m4_entry stack;
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struct gl_m4_entry *cache;
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};
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void gl_m4_identity(float *m)
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{
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if (!m)
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return;
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m[0] = 1;
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m[1] = 0;
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m[2] = 0;
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m[3] = 0;
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m[4] = 0;
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m[5] = 1;
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m[6] = 0;
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m[7] = 0;
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m[8] = 0;
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m[9] = 0;
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m[10] = 1;
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m[11] = 0;
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m[12] = 0;
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m[13] = 0;
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m[14] = 0;
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m[15] = 1;
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}
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void gl_m4_copy(float *dest, const float *src)
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{
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if (!dest || !src)
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return;
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dest[0] = src[0];
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dest[1] = src[1];
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dest[2] = src[2];
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dest[3] = src[3];
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dest[4] = src[4];
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dest[5] = src[5];
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dest[6] = src[6];
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dest[7] = src[7];
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dest[8] = src[8];
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dest[9] = src[9];
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dest[10] = src[10];
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dest[11] = src[11];
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dest[12] = src[12];
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dest[13] = src[13];
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dest[14] = src[14];
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dest[15] = src[15];
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}
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/* Matrix Multiplication
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* This is the simplest algorithm to multiply two matrices. It computes:
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* dest = n * m
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* That is, n is left side and m is right side.
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*
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* Matrix-multiplication is heavy, avoid it if possible.
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*/
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void gl_m4_mult_dest(float *dest, const float *n, const float *m)
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{
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unsigned int row, col, j;
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if (!dest || !n || !m)
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return;
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for (row = 0; row < 4; ++row) {
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for (col = 0; col < 4; ++col) {
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dest[row * 4 + col] = 0;
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for (j = 0; j < 4; ++j)
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dest[row * 4 + col] +=
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n[row * 4 + j] * m[j * 4 + col];
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}
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}
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}
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/* this computes n = n * m */
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void gl_m4_mult(float *n, const float *m)
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{
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float tmp[16];
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if (!n || !m)
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return;
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gl_m4_mult_dest(tmp, n, m);
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gl_m4_copy(n, tmp);
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}
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void gl_m4_translate(float *m, float x, float y, float z)
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{
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float trans[16] = { 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 };
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if (!m)
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return;
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gl_m4_mult(m, trans);
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}
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void gl_m4_scale(float *m, float x, float y, float z)
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{
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float scale[16] = { x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 };
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if (!m)
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return;
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gl_m4_mult(m, scale);
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}
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void gl_m4_transpose_dest(float *dest, const float *src)
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{
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if (!dest || !src)
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return;
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dest[0] = src[0];
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dest[5] = src[5];
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dest[10] = src[10];
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dest[15] = src[15];
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dest[1] = src[4];
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dest[4] = src[1];
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dest[8] = src[2];
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dest[2] = src[8];
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dest[3] = src[12];
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dest[12] = src[3];
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dest[7] = src[13];
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dest[13] = src[7];
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dest[11] = src[14];
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dest[14] = src[11];
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dest[6] = src[9];
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dest[9] = src[6];
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}
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void gl_m4_transpose(float *m)
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{
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float tmp;
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if (!m)
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return;
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tmp = m[1];
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m[1] = m[4];
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m[4] = tmp;
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tmp = m[8];
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m[8] = m[2];
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m[2] = tmp;
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tmp = m[3];
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m[3] = m[12];
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m[12] = tmp;
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tmp = m[7];
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m[7] = m[13];
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m[13] = tmp;
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tmp = m[11];
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m[11] = m[14];
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m[14] = tmp;
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tmp = m[6];
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m[6] = m[9];
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m[9] = tmp;
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}
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int gl_m4_stack_new(struct gl_m4_stack **out)
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{
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struct gl_m4_stack *stack;
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if (!out)
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return -EINVAL;
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stack = malloc(sizeof(*stack));
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if (!stack)
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return -ENOMEM;
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memset(stack, 0, sizeof(*stack));
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gl_m4_identity(stack->stack.matrix);
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*out = stack;
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return 0;
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}
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void gl_m4_stack_free(struct gl_m4_stack *stack)
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{
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struct gl_m4_entry *tmp;
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if (!stack)
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return;
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while (stack->stack.next) {
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tmp = stack->stack.next;
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stack->stack.next = tmp->next;
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free(tmp);
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}
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while (stack->cache) {
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tmp = stack->cache;
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stack->cache = tmp->next;
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free(tmp);
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}
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free(stack);
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}
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float *gl_m4_stack_push(struct gl_m4_stack *stack)
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{
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struct gl_m4_entry *entry;
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if (stack->cache) {
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entry = stack->cache;
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stack->cache = entry->next;
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} else {
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entry = malloc(sizeof(*entry));
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if (!entry)
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return NULL;
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}
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gl_m4_copy(entry->matrix, stack->stack.matrix);
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entry->next = stack->stack.next;
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stack->stack.next = entry;
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return stack->stack.matrix;
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}
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float *gl_m4_stack_pop(struct gl_m4_stack *stack)
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{
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struct gl_m4_entry *entry;
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if (!stack)
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return NULL;
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entry = stack->stack.next;
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if (!entry) {
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gl_m4_identity(stack->stack.matrix);
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return stack->stack.matrix;
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}
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stack->stack.next = entry->next;
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entry->next = stack->cache;
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stack->cache = entry;
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gl_m4_copy(stack->stack.matrix, entry->matrix);
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return stack->stack.matrix;
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}
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float *gl_m4_stack_tip(struct gl_m4_stack *stack)
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{
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if (!stack)
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return NULL;
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return stack->stack.matrix;
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}
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365
src/gl_shader.c
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365
src/gl_shader.c
Normal file
@ -0,0 +1,365 @@
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/*
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* GL - Graphics Layer
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*
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* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
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* Copyright (c) 2011 University of Tuebingen
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*
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* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files
|
||||
* (the "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included
|
||||
* in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
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||||
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/*
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* Shader API
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* This provides basic shader objects that are used to draw sprites and
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* textures.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <errno.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include "gl.h"
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#include "output.h"
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#include "log.h"
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#define LOG_SUBSYSTEM "gl"
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/* Clear the GL error stack. The standard says that the error value is just a
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* single value and no list/stack. However, multiple error fields may be defined
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* and glGetError() returns only one of them until all are cleared. Hence, we
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* loop until no more error is retrieved.
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*/
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void gl_clear_error()
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{
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GLenum err;
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do {
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err = glGetError();
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} while (err != GL_NO_ERROR);
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}
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/* return true if there is a pending GL error */
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bool gl_has_error()
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{
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GLenum err;
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err = glGetError();
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if (err != GL_NO_ERROR) {
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log_err("GL error %d", err);
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return true;
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}
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return false;
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}
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unsigned int gl_tex_new()
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{
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return tex;
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}
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void gl_tex_free(unsigned int tex)
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{
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glDeleteTextures(1, &tex);
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}
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void gl_tex_load(unsigned int tex, unsigned int width,
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unsigned int height, void *buf)
|
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{
|
||||
if (!buf || !width || !height)
|
||||
return;
|
||||
|
||||
/* With OpenGL instead of OpenGLES2 we must use this on linux:
|
||||
* glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
|
||||
* GL_UNSIGNED_BYTE, buf);
|
||||
*/
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0,
|
||||
GL_BGRA_EXT, GL_UNSIGNED_BYTE, buf);
|
||||
}
|
||||
|
||||
struct gl_shader {
|
||||
unsigned long ref;
|
||||
|
||||
GLuint def_program;
|
||||
GLuint def_vshader;
|
||||
GLuint def_fshader;
|
||||
GLuint def_uni_projection;
|
||||
|
||||
GLuint tex_program;
|
||||
GLuint tex_vshader;
|
||||
GLuint tex_fshader;
|
||||
GLuint tex_uni_projection;
|
||||
GLuint tex_uni_texture;
|
||||
};
|
||||
|
||||
/* external shader sources; generated during build */
|
||||
extern const char *kmscon_vert_def;
|
||||
extern const char *kmscon_frag_def;
|
||||
extern const char *kmscon_vert_tex;
|
||||
extern const char *kmscon_frag_tex;
|
||||
|
||||
static int compile_shader(GLenum type, const char *source)
|
||||
{
|
||||
char msg[512];
|
||||
GLint status = 1;
|
||||
GLuint s;
|
||||
|
||||
s = glCreateShader(type);
|
||||
if (s == GL_NONE) {
|
||||
log_warn("cannot allocate GL shader");
|
||||
return GL_NONE;
|
||||
}
|
||||
|
||||
glShaderSource(s, 1, &source, NULL);
|
||||
glCompileShader(s);
|
||||
|
||||
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
msg[0] = 0;
|
||||
glGetShaderInfoLog(s, sizeof(msg), NULL, msg);
|
||||
log_warn("cannot compile shader: %s", msg);
|
||||
return GL_NONE;
|
||||
}
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
static int init_def_shader(struct gl_shader *shader)
|
||||
{
|
||||
char msg[512];
|
||||
GLint status = 1;
|
||||
int ret;
|
||||
|
||||
shader->def_vshader = compile_shader(GL_VERTEX_SHADER,
|
||||
kmscon_vert_def);
|
||||
if (shader->def_vshader == GL_NONE)
|
||||
return -EFAULT;
|
||||
|
||||
shader->def_fshader = compile_shader(GL_FRAGMENT_SHADER,
|
||||
kmscon_frag_def);
|
||||
if (shader->def_fshader == GL_NONE) {
|
||||
ret = -EFAULT;
|
||||
goto err_vshader;
|
||||
}
|
||||
|
||||
shader->def_program = glCreateProgram();
|
||||
glAttachShader(shader->def_program, shader->def_vshader);
|
||||
glAttachShader(shader->def_program, shader->def_fshader);
|
||||
glBindAttribLocation(shader->def_program, 0, "position");
|
||||
glBindAttribLocation(shader->def_program, 1, "color");
|
||||
|
||||
glLinkProgram(shader->def_program);
|
||||
glGetProgramiv(shader->def_program, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
msg[0] = 0;
|
||||
glGetProgramInfoLog(shader->def_program, sizeof(msg),
|
||||
NULL, msg);
|
||||
log_warn("cannot link shader: %s", msg);
|
||||
ret = -EFAULT;
|
||||
goto err_link;
|
||||
}
|
||||
|
||||
shader->def_uni_projection =
|
||||
glGetUniformLocation(shader->def_program, "projection");
|
||||
|
||||
return 0;
|
||||
|
||||
err_link:
|
||||
glDeleteProgram(shader->def_program);
|
||||
glDeleteShader(shader->def_fshader);
|
||||
err_vshader:
|
||||
glDeleteShader(shader->def_vshader);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static void free_def_shader(struct gl_shader *shader)
|
||||
{
|
||||
glDeleteProgram(shader->def_program);
|
||||
glDeleteShader(shader->def_fshader);
|
||||
glDeleteShader(shader->def_vshader);
|
||||
}
|
||||
|
||||
static int init_tex_shader(struct gl_shader *shader)
|
||||
{
|
||||
char msg[512];
|
||||
GLint status = 1;
|
||||
int ret;
|
||||
|
||||
shader->tex_vshader = compile_shader(GL_VERTEX_SHADER,
|
||||
kmscon_vert_tex);
|
||||
if (shader->tex_vshader == GL_NONE)
|
||||
return -EFAULT;
|
||||
|
||||
shader->tex_fshader = compile_shader(GL_FRAGMENT_SHADER,
|
||||
kmscon_frag_tex);
|
||||
if (shader->tex_fshader == GL_NONE) {
|
||||
ret = -EFAULT;
|
||||
goto err_vshader;
|
||||
}
|
||||
|
||||
shader->tex_program = glCreateProgram();
|
||||
glAttachShader(shader->tex_program, shader->tex_vshader);
|
||||
glAttachShader(shader->tex_program, shader->tex_fshader);
|
||||
glBindAttribLocation(shader->tex_program, 0, "position");
|
||||
glBindAttribLocation(shader->tex_program, 1, "texture_position");
|
||||
|
||||
glLinkProgram(shader->tex_program);
|
||||
glGetProgramiv(shader->tex_program, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
msg[0] = 0;
|
||||
glGetProgramInfoLog(shader->tex_program, sizeof(msg),
|
||||
NULL, msg);
|
||||
log_warn("cannot link shader: %s", msg);
|
||||
ret = -EFAULT;
|
||||
goto err_link;
|
||||
}
|
||||
|
||||
shader->tex_uni_projection =
|
||||
glGetUniformLocation(shader->tex_program, "projection");
|
||||
shader->tex_uni_texture =
|
||||
glGetUniformLocation(shader->tex_program, "texture");
|
||||
|
||||
return 0;
|
||||
|
||||
err_link:
|
||||
glDeleteProgram(shader->tex_program);
|
||||
glDeleteShader(shader->tex_fshader);
|
||||
err_vshader:
|
||||
glDeleteShader(shader->tex_vshader);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static void free_tex_shader(struct gl_shader *shader)
|
||||
{
|
||||
glDeleteProgram(shader->tex_program);
|
||||
glDeleteShader(shader->tex_fshader);
|
||||
glDeleteShader(shader->tex_vshader);
|
||||
}
|
||||
|
||||
int gl_shader_new(struct gl_shader **out)
|
||||
{
|
||||
struct gl_shader *shader;
|
||||
int ret;
|
||||
|
||||
if (!out)
|
||||
return -EINVAL;
|
||||
|
||||
shader = malloc(sizeof(*shader));
|
||||
if (!shader)
|
||||
return -ENOMEM;
|
||||
memset(shader, 0, sizeof(*shader));
|
||||
shader->ref = 1;
|
||||
|
||||
ret = init_def_shader(shader);
|
||||
if (ret)
|
||||
goto err_free;
|
||||
|
||||
ret = init_tex_shader(shader);
|
||||
if (ret)
|
||||
goto err_def;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
*out = shader;
|
||||
return 0;
|
||||
|
||||
err_def:
|
||||
free_def_shader(shader);
|
||||
err_free:
|
||||
free(shader);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void gl_shader_ref(struct gl_shader *shader)
|
||||
{
|
||||
if (!shader || !shader->ref)
|
||||
return;
|
||||
|
||||
++shader->ref;
|
||||
}
|
||||
|
||||
void gl_shader_unref(struct gl_shader *shader)
|
||||
{
|
||||
if (!shader || !shader->ref || --shader->ref)
|
||||
return;
|
||||
|
||||
free_tex_shader(shader);
|
||||
free_def_shader(shader);
|
||||
free(shader);
|
||||
}
|
||||
|
||||
void gl_shader_draw_def(struct gl_shader *shader, float *vertices,
|
||||
float *colors, size_t num)
|
||||
{
|
||||
float m[16] = { 1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1 };
|
||||
|
||||
if (!shader || !vertices || !colors || !num)
|
||||
return;
|
||||
|
||||
glUseProgram(shader->def_program);
|
||||
glUniformMatrix4fv(shader->def_uni_projection, 1, GL_FALSE, m);
|
||||
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, num);
|
||||
}
|
||||
|
||||
void gl_shader_draw_tex(struct gl_shader *shader, const float *vertices,
|
||||
const float *texcoords, size_t num,
|
||||
unsigned int tex, const float *m)
|
||||
{
|
||||
float mat[16];
|
||||
|
||||
if (!shader || !vertices || !texcoords || !num || !m)
|
||||
return;
|
||||
|
||||
gl_m4_transpose_dest(mat, m);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
|
||||
glUseProgram(shader->tex_program);
|
||||
glUniformMatrix4fv(shader->tex_uni_projection, 1, GL_FALSE, mat);
|
||||
glUniform1i(shader->tex_uni_texture, 0);
|
||||
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, num);
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user