--- /dev/null
+#version 410 compatibility
+
+uniform sampler2D gvis_tex, field_tex;
+
+void main()
+{
+ vec4 gridcol = texture2D(gvis_tex, gl_TexCoord[0].st);
+ float field = -texture2D(field_tex, gl_TexCoord[1].st).x;
+
+ gl_FragColor.rgb = gridcol.rgb + vec3(field, field, field);
+ gl_FragColor.a = 1.0;
+}
--- /dev/null
+#version 410 compatibility
+
+layout(vertices = 4) out;
+
+uniform int tess_level;
+
+void main()
+{
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+ gl_out[gl_InvocationID].gl_TexCoord[0] = gl_in[gl_InvocationID].gl_TexCoord[0];
+ gl_out[gl_InvocationID].gl_TexCoord[1] = gl_in[gl_InvocationID].gl_TexCoord[1];
+
+ gl_TessLevelInner[0] = tess_level;
+ gl_TessLevelInner[1] = tess_level;
+
+ gl_TessLevelOuter[0] = tess_level;
+ gl_TessLevelOuter[1] = tess_level;
+ gl_TessLevelOuter[2] = tess_level;
+ gl_TessLevelOuter[3] = tess_level;
+}
--- /dev/null
+#version 410 compatibility
+
+layout(quads, ccw) in;
+
+void main()
+{
+ vec4 v1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
+ vec4 v2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
+ vec4 pos = mix(v1, v2, gl_TessCoord.y);
+
+ vec4 top0 = mix(gl_in[0].gl_TexCoord[0], gl_in[1].gl_TexCoord[0], gl_TessCoord.x);
+ vec4 bot0 = mix(gl_in[3].gl_TexCoord[0], gl_in[2].gl_TexCoord[0], gl_TessCoord.x);
+ vec4 res0 = mix(top0, bot0, gl_TessCoord.y);
+
+ vec4 top1 = mix(gl_in[0].gl_TexCoord[1], gl_in[1].gl_TexCoord[1], gl_TessCoord.x);
+ vec4 bot1 = mix(gl_in[3].gl_TexCoord[1], gl_in[2].gl_TexCoord[1], gl_TessCoord.x);
+ vec4 res1 = mix(top1, bot1, gl_TessCoord.y);
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+ gl_TexCoord[0] = res0;
+ gl_TexCoord[1] = res1;
+}
--- /dev/null
+#version 410 compatibility
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_MultiTexCoord1;
+}
+#include <assert.h>
#include <vector>
#include <gmath/gmath.h>
#include "game.h"
#include "screen.h"
#include "opengl.h"
#include "texture.h"
+#include "sdr.h"
/* NOTES:
* - whistle hhgg music
*/
struct Particle {
+ float radius;
float mass;
Vec2 pos;
Vec2 vel;
float angle, spread;
};
+struct Rect {
+ int x, y;
+ int width, height;
+};
#define SIM_DT 0.016
-#define GRID_SIZE 4096
+#define GRID_SIZE 2048
#define GRID_BITS 12
#define GRID_X(idx) (((idx) >> GRID_BITS) & (GRID_SIZE - 1))
#define GRID_Y(idx) ((idx) & (GRID_SIZE - 1))
+#define GRID_DELTA ((float)FIELD_SIZE / (float)GRID_SIZE)
#define FIELD_SIZE 2048
#define MIN_CAM_DIST 1.0f
#define MAX_CAM_DIST 350.0f
+#define MASS_TO_RAD(m) log((m) + 1.0)
+
+#define CONTRIB_THRES 0.005
+#define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES)
+
static int pos_to_grid(float x, float y);
+static Vec2 grid_to_pos(int gx, int gy);
static float grid[GRID_SIZE * GRID_SIZE];
static Particle grid_part[GRID_SIZE * GRID_SIZE];
+static Texture *grid_tex;
-static std::vector<Emitter> emitters;
+static std::vector<Emitter*> emitters;
-static Texture *grid_tex;
+static Texture *gvis_tex; // texture tile for visualizing a grid
+static unsigned int field_sdr;
static float cam_theta;
static float cam_dist = 100.0f;
static Vec2 *targ_pos;
static Mat4 view_matrix, proj_matrix;
+// emitter placement data (filled by event handlers, completed in update)
+static bool emit_place_pending;
+static Vec2 emit_place_pos;
+
bool GameScreen::init()
{
grid_tex = new Texture;
- if(!grid_tex->load("data/purple_grid.png")) {
+ grid_tex->create(GRID_SIZE, GRID_SIZE, TEX_2D, GL_LUMINANCE32F_ARB);
+ grid_tex->set_anisotropy(glcaps.max_aniso);
+
+ gvis_tex = new Texture;
+ if(!gvis_tex->load("data/purple_grid.png")) {
return false;
}
- grid_tex->set_anisotropy(glcaps.max_aniso);
+ gvis_tex->set_anisotropy(glcaps.max_aniso);
+
+ unsigned int vsdr, tcsdr, tesdr, psdr;
+
+ if(!(vsdr = load_vertex_shader("sdr/field.v.glsl")) ||
+ !(tcsdr = load_tessctl_shader("sdr/field.tc.glsl")) ||
+ !(tesdr = load_tesseval_shader("sdr/field.te.glsl")) ||
+ !(psdr = load_pixel_shader("sdr/field.p.glsl"))) {
+ return false;
+ }
+
+ if(!(field_sdr = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
+ return false;
+ }
+ set_uniform_int(field_sdr, "gvis_tex", 0);
+ set_uniform_int(field_sdr, "field_tex", 1);
+ set_uniform_int(field_sdr, "tess_level", 2);
+
+ // XXX DBG
+ emit_place_pos = Vec2(0, 0);
+ emit_place_pending = true;
return true;
}
void GameScreen::destroy()
{
- delete grid_tex;
+ delete gvis_tex;
+}
+
+static void calc_contrib_bounds(const Emitter *em, Rect *rect)
+{
+ int gidx = pos_to_grid(em->pos.x, em->pos.y);
+ int gx = GRID_X(gidx);
+ int gy = GRID_Y(gidx);
+ int maxrange = (int)ceil(CONTRIB_RANGE(em->mass));
+
+ int sx = gx - maxrange;
+ int sy = gy - maxrange;
+ int ex = gx + maxrange;
+ int ey = gy + maxrange;
+
+ if(ex > GRID_SIZE) ex = GRID_SIZE;
+ if(ey > GRID_SIZE) ey = GRID_SIZE;
+
+ rect->x = sx < 0 ? 0 : sx;
+ rect->y = sy < 0 ? 0 : sy;
+ rect->width = ex - sx;
+ rect->height = ey - sy;
}
static void simstep()
{
+ // calculate gravitational field - assume field within radius constant: m / r^2
+
+ // first clear the field, and then add contributions
+ memset(grid, 0, sizeof grid);
+
+ // contribution of emitters
+ int num_emitters = emitters.size();
+ for(int i=0; i<num_emitters; i++) {
+ Emitter *em = emitters[i];
+ Rect cbox;
+ calc_contrib_bounds(em, &cbox);
+ float emradius = MASS_TO_RAD(em->mass);
+
+ float *gptr = grid + cbox.y * GRID_SIZE + cbox.x;
+ Vec2 startpos = grid_to_pos(cbox.x, cbox.y);
+
+ for(int y=0; y<cbox.height; y++) {
+ for(int x=0; x<cbox.width; x++) {
+ Vec2 cellpos = Vec2(startpos.x + (float)x * GRID_DELTA, startpos.y);
+
+ Vec2 dir = cellpos - em->pos;
+ float dsq = dot(dir, dir);
+ float radsq = emradius * emradius;
+ if(dsq < radsq) {
+ dsq = radsq;
+ }
+
+ gptr[x] -= em->mass / dsq;
+ }
+
+ startpos.y += GRID_DELTA;
+ gptr += GRID_SIZE;
+ }
+ }
+
+ // update texture
+ assert(glGetError() == GL_NO_ERROR);
+ grid_tex->bind();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID_SIZE, GRID_SIZE, GL_LUMINANCE,
+ GL_FLOAT, grid);
+ assert(glGetError() == GL_NO_ERROR);
}
static void update()
{
- static float interval;
+ if(emit_place_pending) {
+ emit_place_pending = false;
+ Emitter *em = new Emitter;
+ em->pos = emit_place_pos;
+ em->mass = 100;
+ em->rate = 1;
+ em->chunk = 0.05;
+ em->angle = -1;
+ em->spread = 0;
+ emitters.push_back(em);
+
+ Rect cbox;
+ calc_contrib_bounds(em, &cbox);
+ printf("bounds: %d,%d %dx%d\n", cbox.x, cbox.y, cbox.width, cbox.height);
+ }
+ // update simulation
+ static float interval;
interval += frame_dt;
if(interval >= SIM_DT) {
interval -= SIM_DT;
simstep();
+ assert(glGetError() == GL_NO_ERROR);
}
// update projection matrix
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
- bind_texture(grid_tex);
+ bind_texture(gvis_tex, 0);
+ bind_texture(grid_tex, 1);
+
+ glUseProgram(field_sdr);
float maxu = FIELD_SIZE / 32.0f;
float maxv = FIELD_SIZE / 32.0f;
glBegin(GL_QUADS);
glColor3f(1, 1, 1);
- glTexCoord2f(0, 0);
+
+ glMultiTexCoord2f(0, 0, 0);
+ glMultiTexCoord2f(1, 0, 0);
glVertex3f(-hsz, 0, -hsz);
- glTexCoord2f(maxu, 0);
+
+ glMultiTexCoord2f(0, maxu, 0);
+ glMultiTexCoord2f(1, 1, 0);
glVertex3f(hsz, 0, -hsz);
- glTexCoord2f(maxu, maxv);
+
+ glMultiTexCoord2f(0, maxu, maxv);
+ glMultiTexCoord2f(1, 1, 1);
glVertex3f(hsz, 0, hsz);
- glTexCoord2f(0, maxv);
+
+ glMultiTexCoord2f(0, 0, maxv);
+ glMultiTexCoord2f(1, 0, 1);
glVertex3f(-hsz, 0, hsz);
glEnd();
+ glUseProgram(0);
+
glPopAttrib();
}
if(cam_dist <= MIN_CAM_DIST) cam_dist = MIN_CAM_DIST;
if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST;
}
+
+
+static int pos_to_grid(float x, float y)
+{
+ int gx = ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;
+ int gy = ((y / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;
+
+ if(gx < 0) gx = 0;
+ if(gx >= GRID_SIZE) gx = GRID_SIZE - 1;
+ if(gy < 0) gy = 0;
+ if(gy >= GRID_SIZE) gy = GRID_SIZE - 1;
+
+ return (gx << GRID_BITS) | gy;
+}
+
+static Vec2 grid_to_pos(int gx, int gy)
+{
+ float x = (((float)gx / (float)GRID_SIZE) - 0.5f) * (float)FIELD_SIZE;
+ float y = (((float)gy / (float)GRID_SIZE) - 0.5f) * (float)FIELD_SIZE;
+
+ return Vec2(x, y);
+}
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
+#include <stdarg.h>
#include <GL/freeglut.h>
#include "game.h"
#define KEYST_SZ 65536 / 32
+void draw_text(float x, float y, float r, float g, float b, const char *fmt, ...);
+
static void display();
static void idle();
static void reshape(int x, int y);
return modkeys;
}
+void draw_text(float x, float y, float r, float g, float b, const char *fmt, ...)
+{
+ char buf[256], *text = buf;
+ va_list ap;
+
+ va_start(ap, fmt);
+ vsprintf(buf, fmt, ap);
+ va_end(ap);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, win_width, 0, win_height, -1, 1);
+
+ glDisable(GL_LIGHTING);
+
+ glRasterPos2f(1, 1);
+ glColor3f(r, g, b);
+ while(*text) {
+ glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *text++);
+ }
+
+ glEnable(GL_LIGHTING);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
static void display()
{
frame_time = glutGet(GLUT_ELAPSED_TIME);
frame_dt = (frame_time - prev_time) / 1000.0f;
game_draw();
+
+
+ static long frames, fps, prev_fps_upd;
+ draw_text(1, 1, 1, 1, 0, "fps: %ld", fps);
+
+ if(frame_time - prev_fps_upd >= 1000) {
+ fps = frames;
+ frames = 0;
+ prev_fps_upd = frame_time;
+ }
+ frames++;
+
glutSwapBuffers();
}
--- /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_ */