going to sleep
authorJohn Tsiombikas <nuclear@member.fsf.org>
Sun, 12 Aug 2018 04:50:46 +0000 (07:50 +0300)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Sun, 12 Aug 2018 04:50:46 +0000 (07:50 +0300)
sdr/field.p.glsl [new file with mode: 0644]
sdr/field.tc.glsl [new file with mode: 0644]
sdr/field.te.glsl [new file with mode: 0644]
sdr/field.v.glsl [new file with mode: 0644]
src/gamescr.cc
src/main.cc
src/sdr.c [new file with mode: 0644]
src/sdr.h [new file with mode: 0644]

diff --git a/sdr/field.p.glsl b/sdr/field.p.glsl
new file mode 100644 (file)
index 0000000..b8888c9
--- /dev/null
@@ -0,0 +1,12 @@
+#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;
+}
diff --git a/sdr/field.tc.glsl b/sdr/field.tc.glsl
new file mode 100644 (file)
index 0000000..71d6560
--- /dev/null
@@ -0,0 +1,20 @@
+#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;
+}
diff --git a/sdr/field.te.glsl b/sdr/field.te.glsl
new file mode 100644 (file)
index 0000000..cb01515
--- /dev/null
@@ -0,0 +1,22 @@
+#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;
+}
diff --git a/sdr/field.v.glsl b/sdr/field.v.glsl
new file mode 100644 (file)
index 0000000..26760af
--- /dev/null
@@ -0,0 +1,8 @@
+#version 410 compatibility
+
+void main()
+{
+       gl_Position = gl_Vertex;
+       gl_TexCoord[0] = gl_MultiTexCoord0;
+       gl_TexCoord[1] = gl_MultiTexCoord1;
+}
index 26afe42..d51c16a 100644 (file)
@@ -1,9 +1,11 @@
+#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
@@ -12,6 +14,7 @@
  */
 
 struct Particle {
+       float radius;
        float mass;
        Vec2 pos;
        Vec2 vel;
@@ -24,61 +27,181 @@ struct Emitter {
        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
@@ -115,7 +238,10 @@ void GameScreen::draw()
        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;
@@ -123,16 +249,26 @@ void GameScreen::draw()
 
        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();
 }
 
@@ -182,3 +318,25 @@ void GameScreen::mwheel(int dir, int x, int y)
        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);
+}
index 1ee34ad..ca23fbc 100644 (file)
@@ -1,11 +1,14 @@
 #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);
@@ -74,12 +77,56 @@ unsigned int game_modkeys()
        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();
 }
 
diff --git a/src/sdr.c b/src/sdr.c
new file mode 100644 (file)
index 0000000..0152a6e
--- /dev/null
+++ b/src/sdr.c
@@ -0,0 +1,562 @@
+#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;
+}
diff --git a/src/sdr.h b/src/sdr.h
new file mode 100644 (file)
index 0000000..7bf2389
--- /dev/null
+++ b/src/sdr.h
@@ -0,0 +1,68 @@
+#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_ */