#include <assert.h>
+#include "cgmath/cgmath.h"
#include "game.h"
#include "opengl.h"
#include "level.h"
+#include "scenefile.h"
+#include "sdr.h"
struct level lvl;
+struct scenefile scn;
+
+int win_width, win_height;
+float win_aspect;
+int mouse_x, mouse_y;
+int bnstate[8];
+
+float cam_theta, cam_phi, cam_dist = 10;
+float view_matrix[16], proj_matrix[16];
+
+unsigned int sdr_foo;
int game_init(void)
{
return -1;
}
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ if(!(sdr_foo = create_program_load("sdr/foo.v.glsl", "sdr/foo.p.glsl"))) {
+ return -1;
+ }
+ glBindAttribLocation(sdr_foo, MESH_ATTR_VERTEX, "apos");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_NORMAL, "anorm");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_TANGENT, "atang");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_TEXCOORD, "atex");
+ link_program(sdr_foo);
+
if(load_level(&lvl, "data/test.lvl") == -1) {
return -1;
}
+ /* DBG */
+ if(load_scenefile(&scn, "data/dwall1.obj") == -1) {
+ return -1;
+ }
+
return 0;
}
void game_shutdown(void)
{
destroy_level(&lvl);
+ free_program(sdr_foo);
}
void game_display(void)
{
- glClearColor(1, 0, 0, 1);
+ struct mesh *mesh;
+
+ glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ cgm_midentity(proj_matrix);
+ cgm_mperspective(proj_matrix, cgm_deg_to_rad(50), win_aspect, 0.5, 500.0);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix);
+
+ cgm_midentity(view_matrix);
+ cgm_mpretranslate(view_matrix, 0, 0, -cam_dist);
+ cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0);
+ cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix);
+
+ glUseProgram(sdr_foo);
+
+ mesh = scn.meshlist;
+ while(mesh) {
+ draw_mesh(mesh);
+ mesh = mesh->next;
+ }
+
+ glUseProgram(0);
+
game_swap_buffers();
assert(glGetError() == GL_NO_ERROR);
}
void game_reshape(int x, int y)
{
glViewport(0, 0, x, y);
+ win_width = x;
+ win_height = y;
+ win_aspect = (float)x / (float)y;
}
void game_keyboard(int key, int press)
void game_mbutton(int bn, int press, int x, int y)
{
+ bnstate[bn] = press;
+ mouse_x = x;
+ mouse_y = y;
}
void game_mmotion(int x, int y)
{
+ int dx = x - mouse_x;
+ int dy = y - mouse_y;
+ mouse_x = x;
+ mouse_y = y;
+
+ if(!(dx | dy)) return;
+
+ if(bnstate[0]) {
+ cam_theta += cgm_deg_to_rad(dx * 0.5f);
+ cam_phi += cgm_deg_to_rad(dy * 0.5f);
+ if(cam_phi < -M_PI/2) cam_phi = -M_PI/2;
+ if(cam_phi > M_PI/2) cam_phi = M_PI/2;
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0) cam_dist = 0;
+ }
}
--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <errno.h>
+#include <stdarg.h>
+#include <assert.h>
+#include "opengl.h"
+
+#if defined(unix) || defined(__unix__)
+#include <unistd.h>
+#include <sys/stat.h>
+#endif /* unix */
+
+#include "sdr.h"
+
+static const char *sdrtypestr(unsigned int sdrtype);
+static int sdrtypeidx(unsigned int sdrtype);
+
+
+unsigned int create_vertex_shader(const char *src)
+{
+ return create_shader(src, GL_VERTEX_SHADER);
+}
+
+unsigned int create_pixel_shader(const char *src)
+{
+ return create_shader(src, GL_FRAGMENT_SHADER);
+}
+
+unsigned int create_tessctl_shader(const char *src)
+{
+#ifdef GL_TESS_CONTROL_SHADER
+ return create_shader(src, GL_TESS_CONTROL_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int create_tesseval_shader(const char *src)
+{
+#ifdef GL_TESS_EVALUATION_SHADER
+ return create_shader(src, GL_TESS_EVALUATION_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int create_geometry_shader(const char *src)
+{
+#ifdef GL_GEOMETRY_SHADER
+ return create_shader(src, GL_GEOMETRY_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int create_shader(const char *src, unsigned int sdr_type)
+{
+ unsigned int sdr;
+ int success, info_len;
+ char *info_str = 0;
+ const char *src_str[3], *header, *footer;
+ int src_str_count = 0;
+ GLenum err;
+
+ if((header = get_shader_header(sdr_type))) {
+ src_str[src_str_count++] = header;
+ }
+ src_str[src_str_count++] = src;
+ if((footer = get_shader_footer(sdr_type))) {
+ src_str[src_str_count++] = footer;
+ }
+
+ sdr = glCreateShader(sdr_type);
+ assert(glGetError() == GL_NO_ERROR);
+ glShaderSource(sdr, src_str_count, src_str, 0);
+ err = glGetError();
+ assert(err == GL_NO_ERROR);
+ glCompileShader(sdr);
+ assert(glGetError() == GL_NO_ERROR);
+
+ glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
+ assert(glGetError() == GL_NO_ERROR);
+ glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
+ assert(glGetError() == GL_NO_ERROR);
+
+ if(info_len) {
+ if((info_str = malloc(info_len + 1))) {
+ glGetShaderInfoLog(sdr, info_len, 0, info_str);
+ assert(glGetError() == GL_NO_ERROR);
+ info_str[info_len] = 0;
+ }
+ }
+
+ if(success) {
+ fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
+ } else {
+ fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
+ glDeleteShader(sdr);
+ sdr = 0;
+ }
+
+ free(info_str);
+ return sdr;
+}
+
+void free_shader(unsigned int sdr)
+{
+ glDeleteShader(sdr);
+}
+
+unsigned int load_vertex_shader(const char *fname)
+{
+ return load_shader(fname, GL_VERTEX_SHADER);
+}
+
+unsigned int load_pixel_shader(const char *fname)
+{
+ return load_shader(fname, GL_FRAGMENT_SHADER);
+}
+
+unsigned int load_tessctl_shader(const char *fname)
+{
+#ifdef GL_TESS_CONTROL_SHADER
+ return load_shader(fname, GL_TESS_CONTROL_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int load_tesseval_shader(const char *fname)
+{
+#ifdef GL_TESS_EVALUATION_SHADER
+ return load_shader(fname, GL_TESS_EVALUATION_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int load_geometry_shader(const char *fname)
+{
+#ifdef GL_GEOMETRY_SHADER
+ return load_shader(fname, GL_GEOMETRY_SHADER);
+#else
+ return 0;
+#endif
+}
+
+unsigned int load_shader(const char *fname, unsigned int sdr_type)
+{
+ unsigned int sdr;
+ size_t filesize;
+ FILE *fp;
+ char *src;
+
+ if(!(fp = fopen(fname, "rb"))) {
+ fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
+ return 0;
+ }
+
+ fseek(fp, 0, SEEK_END);
+ filesize = ftell(fp);
+ fseek(fp, 0, SEEK_SET);
+
+ if(!(src = malloc(filesize + 1))) {
+ fclose(fp);
+ return 0;
+ }
+ fread(src, 1, filesize, fp);
+ src[filesize] = 0;
+ fclose(fp);
+
+ fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
+ sdr = create_shader(src, sdr_type);
+
+ free(src);
+ return sdr;
+}
+
+
+/* ---- gpu programs ---- */
+
+unsigned int create_program(void)
+{
+ unsigned int prog = glCreateProgram();
+ assert(glGetError() == GL_NO_ERROR);
+ return prog;
+}
+
+unsigned int create_program_link(unsigned int sdr0, ...)
+{
+ unsigned int prog, sdr;
+ va_list ap;
+
+ if(!(prog = create_program())) {
+ return 0;
+ }
+
+ attach_shader(prog, sdr0);
+ if(glGetError()) {
+ return 0;
+ }
+
+ va_start(ap, sdr0);
+ while((sdr = va_arg(ap, unsigned int))) {
+ attach_shader(prog, sdr);
+ if(glGetError()) {
+ return 0;
+ }
+ }
+ va_end(ap);
+
+ if(link_program(prog) == -1) {
+ free_program(prog);
+ return 0;
+ }
+ return prog;
+}
+
+unsigned int create_program_load(const char *vfile, const char *pfile)
+{
+ unsigned int vs = 0, ps = 0;
+
+ if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
+ return 0;
+ }
+ if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
+ return 0;
+ }
+ return create_program_link(vs, ps, 0);
+}
+
+void free_program(unsigned int sdr)
+{
+ glDeleteProgram(sdr);
+}
+
+void attach_shader(unsigned int prog, unsigned int sdr)
+{
+ int err;
+
+ if(prog && sdr) {
+ assert(glGetError() == GL_NO_ERROR);
+ glAttachShader(prog, sdr);
+ if((err = glGetError()) != GL_NO_ERROR) {
+ fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
+ abort();
+ }
+ }
+}
+
+int link_program(unsigned int prog)
+{
+ int linked, info_len, retval = 0;
+ char *info_str = 0;
+
+ glLinkProgram(prog);
+ assert(glGetError() == GL_NO_ERROR);
+ glGetProgramiv(prog, GL_LINK_STATUS, &linked);
+ assert(glGetError() == GL_NO_ERROR);
+ glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
+ assert(glGetError() == GL_NO_ERROR);
+
+ if(info_len) {
+ if((info_str = malloc(info_len + 1))) {
+ glGetProgramInfoLog(prog, info_len, 0, info_str);
+ assert(glGetError() == GL_NO_ERROR);
+ info_str[info_len] = 0;
+ }
+ }
+
+ if(linked) {
+ fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
+ } else {
+ fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
+ retval = -1;
+ }
+
+ free(info_str);
+ return retval;
+}
+
+int bind_program(unsigned int prog)
+{
+ GLenum err;
+
+ glUseProgram(prog);
+ if(prog && (err = glGetError()) != GL_NO_ERROR) {
+ /* maybe the program is not linked, try linking first */
+ if(err == GL_INVALID_OPERATION) {
+ if(link_program(prog) == -1) {
+ return -1;
+ }
+ glUseProgram(prog);
+ return glGetError() == GL_NO_ERROR ? 0 : -1;
+ }
+ return -1;
+ }
+ return 0;
+}
+
+/* ugly but I'm not going to write the same bloody code over and over */
+#define BEGIN_UNIFORM_CODE \
+ int loc, curr_prog; \
+ glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
+ if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
+ return -1; \
+ } \
+ if((loc = glGetUniformLocation(prog, name)) != -1)
+
+#define END_UNIFORM_CODE \
+ if((unsigned int)curr_prog != prog) { \
+ bind_program(curr_prog); \
+ } \
+ return loc == -1 ? -1 : 0
+
+int get_uniform_loc(unsigned int prog, const char *name)
+{
+ int loc, curr_prog;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
+ if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
+ return -1;
+ }
+ loc = glGetUniformLocation(prog, name);
+ if((unsigned int)curr_prog != prog) {
+ bind_program(curr_prog);
+ }
+ return loc;
+}
+
+int set_uniform_int(unsigned int prog, const char *name, int val)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniform1i(loc, val);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_float(unsigned int prog, const char *name, float val)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniform1f(loc, val);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniform2f(loc, x, y);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniform3f(loc, x, y, z);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniform4f(loc, x, y, z, w);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
+ }
+ END_UNIFORM_CODE;
+}
+
+int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat)
+{
+ BEGIN_UNIFORM_CODE {
+ glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
+ }
+ END_UNIFORM_CODE;
+}
+
+int get_attrib_loc(unsigned int prog, const char *name)
+{
+ int loc, curr_prog;
+
+ glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
+ if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
+ return -1;
+ }
+
+ loc = glGetAttribLocation(prog, (char*)name);
+
+ if((unsigned int)curr_prog != prog) {
+ bind_program(curr_prog);
+ }
+ return loc;
+}
+
+void set_attrib_float3(int attr_loc, float x, float y, float z)
+{
+ glVertexAttrib3f(attr_loc, x, y, z);
+}
+
+/* ---- shader composition ---- */
+struct string {
+ char *text;
+ int len;
+};
+
+#define NUM_SHADER_TYPES 5
+static struct string header[NUM_SHADER_TYPES];
+static struct string footer[NUM_SHADER_TYPES];
+
+static void clear_string(struct string *str)
+{
+ free(str->text);
+ str->text = 0;
+ str->len = 0;
+}
+
+static void append_string(struct string *str, const char *s)
+{
+ int len, newlen;
+ char *newstr;
+
+ if(!s || !*s) return;
+
+ len = strlen(s);
+ newlen = str->len + len;
+ if(!(newstr = malloc(newlen + 2))) { /* leave space for a possible newline */
+ fprintf(stderr, "shader composition: failed to append string of size %d\n", len);
+ abort();
+ }
+
+ if(str->text) {
+ memcpy(newstr, str->text, str->len);
+ }
+ memcpy(newstr + str->len, s, len + 1);
+
+ if(s[len - 1] != '\n') {
+ newstr[newlen] = '\n';
+ newstr[newlen + 1] = 0;
+ }
+
+ free(str->text);
+ str->text = newstr;
+ str->len = newlen;
+}
+
+void clear_shader_header(unsigned int type)
+{
+ if(type) {
+ int idx = sdrtypeidx(type);
+ clear_string(&header[idx]);
+ } else {
+ int i;
+ for(i=0; i<NUM_SHADER_TYPES; i++) {
+ clear_string(&header[i]);
+ }
+ }
+}
+
+void clear_shader_footer(unsigned int type)
+{
+ if(type) {
+ int idx = sdrtypeidx(type);
+ clear_string(&footer[idx]);
+ } else {
+ int i;
+ for(i=0; i<NUM_SHADER_TYPES; i++) {
+ clear_string(&footer[i]);
+ }
+ }
+}
+
+void add_shader_header(unsigned int type, const char *s)
+{
+ if(type) {
+ int idx = sdrtypeidx(type);
+ append_string(&header[idx], s);
+ } else {
+ int i;
+ for(i=0; i<NUM_SHADER_TYPES; i++) {
+ append_string(&header[i], s);
+ }
+ }
+}
+
+void add_shader_footer(unsigned int type, const char *s)
+{
+ if(type) {
+ int idx = sdrtypeidx(type);
+ append_string(&footer[idx], s);
+ } else {
+ int i;
+ for(i=0; i<NUM_SHADER_TYPES; i++) {
+ append_string(&footer[i], s);
+ }
+ }
+}
+
+const char *get_shader_header(unsigned int type)
+{
+ int idx = sdrtypeidx(type);
+ return header[idx].text;
+}
+
+const char *get_shader_footer(unsigned int type)
+{
+ int idx = sdrtypeidx(type);
+ return footer[idx].text;
+}
+
+static const char *sdrtypestr(unsigned int sdrtype)
+{
+ switch(sdrtype) {
+ case GL_VERTEX_SHADER:
+ return "vertex";
+ case GL_FRAGMENT_SHADER:
+ return "pixel";
+#ifdef GL_TESS_CONTROL_SHADER
+ case GL_TESS_CONTROL_SHADER:
+ return "tessellation control";
+#endif
+#ifdef GL_TESS_EVALUATION_SHADER
+ case GL_TESS_EVALUATION_SHADER:
+ return "tessellation evaluation";
+#endif
+#ifdef GL_GEOMETRY_SHADER
+ case GL_GEOMETRY_SHADER:
+ return "geometry";
+#endif
+
+ default:
+ break;
+ }
+ return "<unknown>";
+}
+
+static int sdrtypeidx(unsigned int sdrtype)
+{
+ switch(sdrtype) {
+ case GL_VERTEX_SHADER:
+ return 0;
+ case GL_FRAGMENT_SHADER:
+ return 1;
+ case GL_TESS_CONTROL_SHADER:
+ return 2;
+ case GL_TESS_EVALUATION_SHADER:
+ return 3;
+ case GL_GEOMETRY_SHADER:
+ return 4;
+ default:
+ break;
+ }
+ return 0;
+}
--- /dev/null
+#ifndef SDR_H_
+#define SDR_H_
+
+#ifdef __cplusplus
+extern "C" {
+#endif /* __cplusplus */
+
+/* ---- shaders ---- */
+unsigned int create_vertex_shader(const char *src);
+unsigned int create_pixel_shader(const char *src);
+unsigned int create_tessctl_shader(const char *src);
+unsigned int create_tesseval_shader(const char *src);
+unsigned int create_geometry_shader(const char *src);
+unsigned int create_shader(const char *src, unsigned int sdr_type);
+void free_shader(unsigned int sdr);
+
+unsigned int load_vertex_shader(const char *fname);
+unsigned int load_pixel_shader(const char *fname);
+unsigned int load_tessctl_shader(const char *fname);
+unsigned int load_tesseval_shader(const char *fname);
+unsigned int load_geometry_shader(const char *fname);
+unsigned int load_shader(const char *src, unsigned int sdr_type);
+
+int add_shader(const char *fname, unsigned int sdr);
+int remove_shader(const char *fname);
+
+/* ---- gpu programs ---- */
+unsigned int create_program(void);
+unsigned int create_program_link(unsigned int sdr0, ...);
+unsigned int create_program_load(const char *vfile, const char *pfile);
+void free_program(unsigned int sdr);
+
+void attach_shader(unsigned int prog, unsigned int sdr);
+int link_program(unsigned int prog);
+int bind_program(unsigned int prog);
+
+int get_uniform_loc(unsigned int prog, const char *name);
+
+int set_uniform_int(unsigned int prog, const char *name, int val);
+int set_uniform_float(unsigned int prog, const char *name, float val);
+int set_uniform_float2(unsigned int prog, const char *name, float x, float y);
+int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z);
+int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w);
+int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat);
+int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat);
+
+int get_attrib_loc(unsigned int prog, const char *name);
+void set_attrib_float3(int attr_loc, float x, float y, float z);
+
+/* ---- shader composition ---- */
+
+/* clear shader header/footer text.
+ * pass the shader type to clear, or 0 to clear all types */
+void clear_shader_header(unsigned int type);
+void clear_shader_footer(unsigned int type);
+/* append text to the header/footer of a specific shader type
+ * or use type 0 to add it to all shade types */
+void add_shader_header(unsigned int type, const char *s);
+void add_shader_footer(unsigned int type, const char *s);
+/* get the current header/footer text for a specific shader type */
+const char *get_shader_header(unsigned int type);
+const char *get_shader_footer(unsigned int type);
+
+#ifdef __cplusplus
+}
+#endif /* __cplusplus */
+
+#endif /* SDR_H_ */