output: add default shader

Besides the texture shader this also adds a second shader (def/default)
which is used to draw arbitrary colored vertices to the screen.

Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
This commit is contained in:
David Herrmann 2012-01-18 15:52:45 +01:00
parent 6dabf93f9b
commit f3c42dd0a3
7 changed files with 219 additions and 50 deletions

View File

@ -22,14 +22,16 @@ else
AM_CFLAGS += -O2
endif
EXTRA_DIST += src/output_shader.vert src/output_shader.frag
EXTRA_DIST += src/output_shader_def.vert src/output_shader_def.frag \
src/output_shader_tex.vert src/output_shader_tex.frag
CLEANFILES += src/output_shaders.c
genshader_SOURCES = \
src/genshader.c
src/output_shaders.c: src/output_shader.vert src/output_shader.frag genshader$(EXEEXT)
./genshader$(EXEEXT) src/output_shaders.c src/output_shader.vert src/output_shader.frag
src/output_shaders.c: src/output_shader_def.vert src/output_shader_def.frag \
src/output_shader_tex.vert src/output_shader_tex.frag genshader$(EXEEXT)
./genshader$(EXEEXT)
nodist_libkmscon_core_la_SOURCES = \
src/output_shaders.c

View File

@ -97,13 +97,16 @@ static void write_seq(FILE *out, const char *src, size_t len)
}
static void write_file(const char *path, const char *vs, size_t l1,
const char *fs, size_t l2)
const char *fs, size_t l2, const char *tvs, size_t l3,
const char *tfs, size_t l4)
{
FILE *out;
static const char c1[] = "/* This file is generated by genshader.c */\n"
"const char *kmscon_vert_shader = \"";
static const char c2[] = "\";\nconst char *kmscon_frag_shader = \"";
static const char c3[] = "\";";
"const char *kmscon_vert_def = \"";
static const char c2[] = "\";\nconst char *kmscon_frag_def = \"";
static const char c3[] = "\";\nconst char *kmscon_vert_tex = \"";
static const char c4[] = "\";\nconst char *kmscon_frag_tex = \"";
static const char c5[] = "\";";
out = fopen(path, "wb");
if (!out) {
@ -116,26 +119,31 @@ static void write_file(const char *path, const char *vs, size_t l1,
fwrite(c2, sizeof(c2) - 1, 1, out);
write_seq(out, fs, l2);
fwrite(c3, sizeof(c3) - 1, 1, out);
write_seq(out, tvs, l3);
fwrite(c4, sizeof(c4) - 1, 1, out);
write_seq(out, tfs, l4);
fwrite(c5, sizeof(c5) - 1, 1, out);
fclose(out);
}
int main(int argc, char *argv[])
{
char *vert, *frag;
size_t vs, fs;
char *def_vert, *def_frag, *tex_vert, *tex_frag;
size_t vs, fs, tvs, tfs;
if (argc < 4) {
fprintf(stderr, "genshader: missing parameters\n");
return EXIT_FAILURE;
}
def_vert = read_file("./src/output_shader_def.vert", &vs);
def_frag = read_file("./src/output_shader_def.frag", &fs);
tex_vert = read_file("./src/output_shader_tex.vert", &tvs);
tex_frag = read_file("./src/output_shader_tex.frag", &tfs);
vert = read_file(argv[2], &vs);
frag = read_file(argv[3], &fs);
write_file("./src/output_shaders.c", def_vert, vs, def_frag, fs,
tex_vert, tvs, tex_frag, tfs);
write_file(argv[1], vert, vs, frag, fs);
free(vert);
free(frag);
free(tex_vert);
free(tex_frag);
free(def_vert);
free(def_frag);
return EXIT_SUCCESS;
}

View File

@ -88,11 +88,16 @@ struct kmscon_context {
EGLDisplay display;
EGLContext context;
GLuint program;
GLuint vshader;
GLuint fshader;
GLuint uni_projection;
GLuint uni_texture;
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;
PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC proc_rbuf_storage;
PFNEGLCREATEIMAGEKHRPROC proc_create_image;
@ -160,8 +165,10 @@ static bool has_gl_error()
}
/* external shader sources; generated during build */
extern const char *kmscon_vert_shader;
extern const char *kmscon_frag_shader;
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(struct kmscon_context *ctx, GLenum type,
const char *source)
@ -185,7 +192,7 @@ static int compile_shader(struct kmscon_context *ctx, GLenum type,
return s;
}
static int init_shader(struct kmscon_context *ctx)
static int init_def_shader(struct kmscon_context *ctx)
{
char msg[512];
GLint status = 1;
@ -194,58 +201,131 @@ static int init_shader(struct kmscon_context *ctx)
if (!ctx)
return -EINVAL;
ctx->vshader = compile_shader(ctx, GL_VERTEX_SHADER,
kmscon_vert_shader);
if (ctx->vshader == GL_NONE)
ctx->def_vshader = compile_shader(ctx, GL_VERTEX_SHADER,
kmscon_vert_def);
if (ctx->def_vshader == GL_NONE)
return -EFAULT;
ctx->fshader = compile_shader(ctx, GL_FRAGMENT_SHADER,
kmscon_frag_shader);
if (ctx->fshader == GL_NONE) {
ctx->def_fshader = compile_shader(ctx, GL_FRAGMENT_SHADER,
kmscon_frag_def);
if (ctx->def_fshader == GL_NONE) {
ret = -EFAULT;
goto err_vshader;
}
ctx->program = ctx->proc_create_program();
ctx->proc_attach_shader(ctx->program, ctx->vshader);
ctx->proc_attach_shader(ctx->program, ctx->fshader);
ctx->proc_bind_attrib_location(ctx->program, 0, "position");
ctx->proc_bind_attrib_location(ctx->program, 1, "texture_position");
ctx->def_program = ctx->proc_create_program();
ctx->proc_attach_shader(ctx->def_program, ctx->def_vshader);
ctx->proc_attach_shader(ctx->def_program, ctx->def_fshader);
ctx->proc_bind_attrib_location(ctx->def_program, 0, "position");
ctx->proc_bind_attrib_location(ctx->def_program, 1, "color");
ctx->proc_link_program(ctx->program);
ctx->proc_get_program_iv(ctx->program, GL_LINK_STATUS, &status);
ctx->proc_link_program(ctx->def_program);
ctx->proc_get_program_iv(ctx->def_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
msg[0] = 0;
ctx->proc_get_program_info_log(ctx->program, sizeof(msg),
ctx->proc_get_program_info_log(ctx->def_program, sizeof(msg),
NULL, msg);
log_warning("context: cannot link shader: %s\n", msg);
ret = -EFAULT;
goto err_link;
}
ctx->uni_projection =
ctx->proc_get_uniform_location(ctx->program, "projection");
ctx->uni_texture =
ctx->proc_get_uniform_location(ctx->program, "texture");
ctx->def_uni_projection =
ctx->proc_get_uniform_location(ctx->def_program, "projection");
return 0;
err_link:
ctx->proc_delete_program(ctx->program);
ctx->proc_delete_shader(ctx->fshader);
ctx->proc_delete_program(ctx->def_program);
ctx->proc_delete_shader(ctx->def_fshader);
err_vshader:
ctx->proc_delete_shader(ctx->vshader);
ctx->proc_delete_shader(ctx->def_vshader);
return ret;
}
static int init_tex_shader(struct kmscon_context *ctx)
{
char msg[512];
GLint status = 1;
int ret;
if (!ctx)
return -EINVAL;
ctx->tex_vshader = compile_shader(ctx, GL_VERTEX_SHADER,
kmscon_vert_tex);
if (ctx->tex_vshader == GL_NONE)
return -EFAULT;
ctx->tex_fshader = compile_shader(ctx, GL_FRAGMENT_SHADER,
kmscon_frag_tex);
if (ctx->tex_fshader == GL_NONE) {
ret = -EFAULT;
goto err_vshader;
}
ctx->tex_program = ctx->proc_create_program();
ctx->proc_attach_shader(ctx->tex_program, ctx->tex_vshader);
ctx->proc_attach_shader(ctx->tex_program, ctx->tex_fshader);
ctx->proc_bind_attrib_location(ctx->tex_program, 0, "position");
ctx->proc_bind_attrib_location(ctx->tex_program, 1, "texture_position");
ctx->proc_link_program(ctx->tex_program);
ctx->proc_get_program_iv(ctx->tex_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
msg[0] = 0;
ctx->proc_get_program_info_log(ctx->tex_program, sizeof(msg),
NULL, msg);
log_warning("context: cannot link shader: %s\n", msg);
ret = -EFAULT;
goto err_link;
}
ctx->tex_uni_projection =
ctx->proc_get_uniform_location(ctx->tex_program, "projection");
ctx->tex_uni_texture =
ctx->proc_get_uniform_location(ctx->tex_program, "texture");
return 0;
err_link:
ctx->proc_delete_program(ctx->tex_program);
ctx->proc_delete_shader(ctx->tex_fshader);
err_vshader:
ctx->proc_delete_shader(ctx->tex_vshader);
return ret;
}
static int init_shader(struct kmscon_context *ctx)
{
int ret;
ret = init_def_shader(ctx);
if (ret)
return ret;
ret = init_tex_shader(ctx);
if (ret) {
ctx->proc_delete_program(ctx->def_program);
ctx->proc_delete_shader(ctx->def_fshader);
ctx->proc_delete_shader(ctx->def_vshader);
return ret;
}
return 0;
}
static void destroy_shader(struct kmscon_context *ctx)
{
if (!ctx)
return;
ctx->proc_delete_program(ctx->program);
ctx->proc_delete_shader(ctx->fshader);
ctx->proc_delete_shader(ctx->vshader);
ctx->proc_delete_program(ctx->tex_program);
ctx->proc_delete_shader(ctx->tex_fshader);
ctx->proc_delete_shader(ctx->tex_vshader);
ctx->proc_delete_program(ctx->def_program);
ctx->proc_delete_shader(ctx->def_fshader);
ctx->proc_delete_shader(ctx->def_vshader);
}
/*

View File

@ -0,0 +1,37 @@
/*
* kmscon - Fragment Shader
*
* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
* Copyright (c) 2011 University of Tuebingen
*
* 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.
*/
/*
* Default Fragement Shader
* A basic fragment shader which applies a color directly.
*/
varying vec4 col;
void main()
{
gl_FragColor = col;
}

View File

@ -0,0 +1,42 @@
/*
* kmscon - Vertex Shader
*
* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
* Copyright (c) 2011 University of Tuebingen
*
* 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.
*/
/*
* Default Vertex Shader
* This shader is a very basic vertex shader which forwards all data and
* performs basic matrix multiplications.
*/
uniform mat4 projection;
attribute vec2 position;
attribute vec4 color;
varying vec4 col;
void main()
{
col = color;
gl_Position = projection * vec4(position, 0.0, 1.0);
}