kmscon/src/gl_shader.c
David Herrmann 901f21457f gl: add wrappers for glClear and glClearColor
This helps us moving opengl dependencies into a single source file so we
can easily disable it.

Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
2012-07-01 14:39:30 +02:00

392 lines
9.5 KiB
C

/*
* GL - Graphics Layer
*
* 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.
*/
/*
* Shader API
* This provides basic shader objects that are used to draw sprites and
* textures.
*/
#define GL_GLEXT_PROTOTYPES
#include <errno.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include "gl.h"
#include "log.h"
#include "uterm.h"
#define LOG_SUBSYSTEM "gl"
/* Clear the GL error stack. The standard says that the error value is just a
* single value and no list/stack. However, multiple error fields may be defined
* and glGetError() returns only one of them until all are cleared. Hence, we
* loop until no more error is retrieved.
*/
void gl_clear_error()
{
GLenum err;
do {
err = glGetError();
} while (err != GL_NO_ERROR);
}
/* return true if there is a pending GL error */
bool gl_has_error()
{
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) {
log_err("GL error %d", err);
return true;
}
return false;
}
void gl_viewport(struct uterm_screen *screen)
{
glViewport(0, 0,
uterm_screen_width(screen),
uterm_screen_height(screen));
}
void gl_clear_color(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
}
void gl_clear(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
unsigned int gl_tex_new()
{
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return tex;
}
void gl_tex_free(unsigned int tex)
{
glDeleteTextures(1, &tex);
}
void gl_tex_load(unsigned int tex, unsigned int width, unsigned int stride,
unsigned int height, void *buf)
{
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);
*
* TODO: Check what kind of stride we need to support here.
* GL_UNPACK_ROW_LENGTH only supports specifying a single row but
* doesn't allow pixel strides. cairo currently works fine without
* touching it but we should probably fix this properly.
*/
glBindTexture(GL_TEXTURE_2D, tex);
/* glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); */
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, buf);
/* glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); */
}
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);
log_debug("new shader object %p", shader);
*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;
log_debug("free shader object %p", shader);
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);
}