nkeynes@405 | 1 | /**
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nkeynes@405 | 2 | * $Id: gl_sl.c,v 1.1 2007-09-28 07:24:14 nkeynes Exp $
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nkeynes@405 | 3 | *
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nkeynes@405 | 4 | * GLSL shader loader/unloader. Current version assumes there's exactly
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nkeynes@405 | 5 | * 1 shader program that's used globally. This may turn out not to be the
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nkeynes@405 | 6 | * most efficient approach.
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nkeynes@405 | 7 | *
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nkeynes@405 | 8 | * Copyright (c) 2007 Nathan Keynes.
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nkeynes@405 | 9 | *
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nkeynes@405 | 10 | * This program is free software; you can redistribute it and/or modify
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nkeynes@405 | 11 | * it under the terms of the GNU General Public License as published by
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nkeynes@405 | 12 | * the Free Software Foundation; either version 2 of the License, or
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nkeynes@405 | 13 | * (at your option) any later version.
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nkeynes@405 | 14 | *
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nkeynes@405 | 15 | * This program is distributed in the hope that it will be useful,
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nkeynes@405 | 16 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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nkeynes@405 | 17 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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nkeynes@405 | 18 | * GNU General Public License for more details.
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nkeynes@405 | 19 | */
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nkeynes@405 | 20 |
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nkeynes@405 | 21 |
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nkeynes@405 | 22 | #include <GL/gl.h>
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nkeynes@405 | 23 | #include <GL/glext.h>
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nkeynes@405 | 24 | #include "drivers/gl_common.h"
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nkeynes@405 | 25 | #include "display.h"
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nkeynes@405 | 26 |
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nkeynes@405 | 27 | #define MAX_ERROR_BUF 4096
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nkeynes@405 | 28 |
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nkeynes@405 | 29 | static GLuint glsl_program, glsl_vert_shader, glsl_frag_shader;
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nkeynes@405 | 30 |
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nkeynes@405 | 31 | gboolean glsl_is_supported()
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nkeynes@405 | 32 | {
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nkeynes@405 | 33 | return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@405 | 34 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@405 | 35 | isGLExtensionSupported("GL_ARB_shading_language_100");
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nkeynes@405 | 36 | }
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nkeynes@405 | 37 |
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nkeynes@405 | 38 | #ifdef GL_ARB_shader_objects
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nkeynes@405 | 39 | void glsl_print_error( char *msg, GLhandleARB obj )
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nkeynes@405 | 40 | {
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nkeynes@405 | 41 | char buf[MAX_ERROR_BUF];
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nkeynes@405 | 42 | GLsizei length;
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nkeynes@405 | 43 | glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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nkeynes@405 | 44 | ERROR( "%s: %s", msg, buf );
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nkeynes@405 | 45 | }
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nkeynes@405 | 46 |
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nkeynes@405 | 47 | gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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nkeynes@405 | 48 | {
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nkeynes@405 | 49 | GLint value;
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nkeynes@405 | 50 |
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nkeynes@405 | 51 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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nkeynes@405 | 52 | if( value == 0 ) {
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nkeynes@405 | 53 | glsl_print_error(msg, obj);
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nkeynes@405 | 54 | return FALSE;
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nkeynes@405 | 55 | }
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nkeynes@405 | 56 | return TRUE;
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nkeynes@405 | 57 | }
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nkeynes@405 | 58 |
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nkeynes@405 | 59 | gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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nkeynes@405 | 60 | {
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nkeynes@405 | 61 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@405 | 62 | glsl_print_error(msg, obj);
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nkeynes@405 | 63 | }
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nkeynes@405 | 64 | return TRUE;
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nkeynes@405 | 65 | }
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nkeynes@405 | 66 |
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nkeynes@405 | 67 |
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nkeynes@405 | 68 | gboolean glsl_load_shaders( const char *vertex_src, const char *fragment_src )
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nkeynes@405 | 69 | {
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nkeynes@405 | 70 | gboolean vsok, fsok, pok = FALSE;
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nkeynes@405 | 71 | glsl_program = glCreateProgramObjectARB();
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nkeynes@405 | 72 |
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nkeynes@405 | 73 | glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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nkeynes@405 | 74 | glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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nkeynes@405 | 75 | glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL );
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nkeynes@405 | 76 | glCompileShaderARB(glsl_vert_shader);
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nkeynes@405 | 77 | vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader);
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nkeynes@405 | 78 | glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL );
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nkeynes@405 | 79 | glCompileShaderARB(glsl_frag_shader);
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nkeynes@405 | 80 | fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader);
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nkeynes@405 | 81 |
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nkeynes@405 | 82 | if( vsok && fsok ) {
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nkeynes@405 | 83 | glAttachObjectARB(glsl_program, glsl_vert_shader);
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nkeynes@405 | 84 | glAttachObjectARB(glsl_program, glsl_frag_shader);
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nkeynes@405 | 85 | glLinkProgramARB(glsl_program);
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nkeynes@405 | 86 | pok = glsl_check_program_error( "Failed to link shader program", glsl_program );
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nkeynes@405 | 87 | }
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nkeynes@405 | 88 | if( pok ) {
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nkeynes@405 | 89 | glUseProgramObjectARB(glsl_program);
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nkeynes@405 | 90 | pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );
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nkeynes@405 | 91 | } else {
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nkeynes@405 | 92 | glsl_unload_shaders();
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nkeynes@405 | 93 | }
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nkeynes@405 | 94 | return pok;
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nkeynes@405 | 95 | }
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nkeynes@405 | 96 |
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nkeynes@405 | 97 | void glsl_unload_shaders(void)
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nkeynes@405 | 98 | {
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nkeynes@405 | 99 | glUseProgramObjectARB(0);
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nkeynes@405 | 100 | glDetachObjectARB(glsl_program, glsl_vert_shader);
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nkeynes@405 | 101 | glDetachObjectARB(glsl_program, glsl_frag_shader);
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nkeynes@405 | 102 | glDeleteObjectARB(glsl_program);
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nkeynes@405 | 103 | glDeleteObjectARB(glsl_vert_shader);
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nkeynes@405 | 104 | glDeleteObjectARB(glsl_frag_shader);
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nkeynes@405 | 105 | }
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nkeynes@405 | 106 |
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nkeynes@405 | 107 | #else
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nkeynes@405 | 108 | gboolean glsl_check_shader_error( char *msg, GLuint shader )
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nkeynes@405 | 109 | {
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nkeynes@405 | 110 | GLint value;
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nkeynes@405 | 111 |
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nkeynes@405 | 112 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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nkeynes@405 | 113 | if( value == 0 ) {
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nkeynes@405 | 114 | char buf[MAX_ERROR_BUF];
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nkeynes@405 | 115 | GLsizei length;
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nkeynes@405 | 116 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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nkeynes@405 | 117 | ERROR( "%s: %s", msg, buf );
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nkeynes@405 | 118 | return FALSE;
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nkeynes@405 | 119 | }
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nkeynes@405 | 120 | return TRUE;
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nkeynes@405 | 121 | }
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nkeynes@405 | 122 | gboolean glsl_check_program_error( char *msg, GLuint program )
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nkeynes@405 | 123 | {
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nkeynes@405 | 124 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@405 | 125 | char buf[MAX_ERROR_BUF];
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nkeynes@405 | 126 | GLsizei length;
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nkeynes@405 | 127 | glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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nkeynes@405 | 128 | ERROR( "%s: %s", msg, buf );
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nkeynes@405 | 129 | return FALSE;
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nkeynes@405 | 130 | }
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nkeynes@405 | 131 | return TRUE;
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nkeynes@405 | 132 | }
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nkeynes@405 | 133 |
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nkeynes@405 | 134 | gboolean glsl_load_shaders( const char *vertex_src, const char *fragment_src )
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nkeynes@405 | 135 | {
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nkeynes@405 | 136 | gboolean vsok, fsok, pok = FALSE;
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nkeynes@405 | 137 | glsl_program = glCreateProgram();
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nkeynes@405 | 138 | glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER);
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nkeynes@405 | 139 | glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
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nkeynes@405 | 140 | glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL );
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nkeynes@405 | 141 | glCompileShader(glsl_vert_shader);
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nkeynes@405 | 142 | vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );
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nkeynes@405 | 143 | glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL );
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nkeynes@405 | 144 | glCompileShader(glsl_frag_shader);
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nkeynes@405 | 145 | fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );
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nkeynes@405 | 146 |
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nkeynes@405 | 147 | if( vsok && fsok ) {
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nkeynes@405 | 148 | glAttachShader(glsl_program, glsl_vert_shader);
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nkeynes@405 | 149 | glAttachShader(glsl_program, glsl_frag_shader);
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nkeynes@405 | 150 | glLinkProgram(glsl_program);
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nkeynes@405 | 151 | pok = glsl_check_program_error( "Failed to link shader program", glsl_program );
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nkeynes@405 | 152 | }
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nkeynes@405 | 153 |
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nkeynes@405 | 154 | if( pok ) {
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nkeynes@405 | 155 | glUseProgram(glsl_program);
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nkeynes@405 | 156 | } else {
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nkeynes@405 | 157 | glsl_unload_shaders();
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nkeynes@405 | 158 | }
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nkeynes@405 | 159 | return pok;
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nkeynes@405 | 160 | }
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nkeynes@405 | 161 |
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nkeynes@405 | 162 | void glsl_unload_shaders(void)
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nkeynes@405 | 163 | {
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nkeynes@405 | 164 | glUseProgram(0);
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nkeynes@405 | 165 | glDetachShader(glsl_program, glsl_vert_shader);
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nkeynes@405 | 166 | glDetachShader(glsl_program, glsl_frag_shader);
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nkeynes@405 | 167 | glDeleteProgram(glsl_program);
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nkeynes@405 | 168 | glDeleteShader(glsl_vert_shader);
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nkeynes@405 | 169 | glDeleteShader(glsl_frag_shader);
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nkeynes@405 | 170 | }
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nkeynes@405 | 171 | #endif
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