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lxdream.org :: lxdream/src/drivers/gl_sl.c
lxdream 0.9.1
released Jun 29
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filename src/drivers/gl_sl.c
changeset 561:533f6b478071
prev540:a3767018a96d
author nkeynes
date Mon Jan 28 11:17:15 2008 +0000 (16 years ago)
permissions -rw-r--r--
last change Split axes into positive and negative sides. Works better now
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     1 /**
     2  * $Id$
     3  *
     4  * GLSL shader loader/unloader. Current version assumes there's exactly
     5  * 1 shader program that's used globally. This may turn out not to be the
     6  * most efficient approach.
     7  *
     8  * Copyright (c) 2007 Nathan Keynes.
     9  *
    10  * This program is free software; you can redistribute it and/or modify
    11  * it under the terms of the GNU General Public License as published by
    12  * the Free Software Foundation; either version 2 of the License, or
    13  * (at your option) any later version.
    14  *
    15  * This program is distributed in the hope that it will be useful,
    16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    18  * GNU General Public License for more details.
    19  */
    21 #define GL_GLEXT_PROTOTYPES 1
    23 #include "lxdream.h"
    24 #include "display.h"
    25 #include "drivers/gl_common.h"
    27 #define MAX_ERROR_BUF 4096
    29 gboolean glsl_is_supported()
    30 {
    31     return isGLExtensionSupported("GL_ARB_fragment_shader") &&
    32 	isGLExtensionSupported("GL_ARB_vertex_shader") &&
    33 	isGLExtensionSupported("GL_ARB_shading_language_100");
    34 }
    36 #ifdef GL_ARB_shader_objects
    37 static GLhandleARB glsl_program, glsl_vert_shader, glsl_frag_shader;
    39 void glsl_print_error( char *msg, GLhandleARB obj )
    40 {
    41     char buf[MAX_ERROR_BUF];
    42     GLsizei length;
    43     glGetInfoLogARB( obj, sizeof(buf), &length, buf );
    44     ERROR( "%s: %s", msg, buf );
    45 }
    47 gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
    48 {
    49     GLint value;
    51     glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
    52     if( value == 0 ) {
    53 	glsl_print_error(msg, obj);
    54 	return FALSE;
    55     }
    56     return TRUE;
    57 }
    59 gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
    60 {
    61     if( glGetError() != GL_NO_ERROR ) {
    62 	glsl_print_error(msg, obj);
    63     }
    64     return TRUE;
    65 }
    68 gboolean glsl_load_shaders( const char *vertex_src, const char *fragment_src )
    69 {
    70     gboolean vsok, fsok, pok = FALSE;
    71     glsl_program = glCreateProgramObjectARB();
    73     glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    74     glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
    75     glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL );
    76     glCompileShaderARB(glsl_vert_shader);
    77     vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader);
    78     glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL );
    79     glCompileShaderARB(glsl_frag_shader);
    80     fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader);
    82     if( vsok && fsok ) {
    83 	glAttachObjectARB(glsl_program, glsl_vert_shader);
    84 	glAttachObjectARB(glsl_program, glsl_frag_shader);
    85 	glLinkProgramARB(glsl_program);
    86 	pok = glsl_check_program_error( "Failed to link shader program", glsl_program );
    87     }
    88     if( pok ) {
    89 	glUseProgramObjectARB(glsl_program);
    90 	pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );
    91     } else {
    92 	glsl_unload_shaders();
    93     }
    94     return pok;
    95 }
    97 void glsl_unload_shaders(void)
    98 {
    99     glUseProgramObjectARB(0);
   100     glDetachObjectARB(glsl_program, glsl_vert_shader);
   101     glDetachObjectARB(glsl_program, glsl_frag_shader);
   102     glDeleteObjectARB(glsl_program);
   103     glDeleteObjectARB(glsl_vert_shader);
   104     glDeleteObjectARB(glsl_frag_shader);
   105 }
   107 #else
   108 static GLuint glsl_program, glsl_vert_shader, glsl_frag_shader;
   110 gboolean glsl_check_shader_error( char *msg, GLuint shader )
   111 {
   112     GLint value;
   114     glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
   115     if( value == 0 ) {
   116 	char buf[MAX_ERROR_BUF];
   117 	GLsizei length;
   118 	glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
   119 	ERROR( "%s: %s", msg, buf );
   120 	return FALSE;
   121     }
   122     return TRUE;
   123 }
   124 gboolean glsl_check_program_error( char *msg, GLuint program )
   125 {
   126     if( glGetError() != GL_NO_ERROR ) {
   127 	char buf[MAX_ERROR_BUF];
   128 	GLsizei length;
   129 	glGetProgramInfoLog( program, sizeof(buf), &length, buf );
   130 	ERROR( "%s: %s", msg, buf );
   131 	return FALSE;
   132     }
   133     return TRUE;
   134 }
   136 gboolean glsl_load_shaders( const char *vertex_src, const char *fragment_src )
   137 {
   138     gboolean vsok, fsok, pok = FALSE;
   139     glsl_program = glCreateProgram();
   140     glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER);
   141     glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
   142     glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL );
   143     glCompileShader(glsl_vert_shader);
   144     vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );
   145     glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL );
   146     glCompileShader(glsl_frag_shader);
   147     fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );
   149     if( vsok && fsok ) {
   150 	glAttachShader(glsl_program, glsl_vert_shader);
   151 	glAttachShader(glsl_program, glsl_frag_shader);
   152 	glLinkProgram(glsl_program);
   153 	pok = glsl_check_program_error( "Failed to link shader program", glsl_program );
   154     }
   156     if( pok ) {
   157 	glUseProgram(glsl_program);
   158     } else {
   159 	glsl_unload_shaders();
   160     }
   161     return pok;
   162 }
   164 void glsl_unload_shaders(void)
   165 {
   166     glUseProgram(0);
   167     glDetachShader(glsl_program, glsl_vert_shader);
   168     glDetachShader(glsl_program, glsl_frag_shader);
   169     glDeleteProgram(glsl_program);
   170     glDeleteShader(glsl_vert_shader);
   171     glDeleteShader(glsl_frag_shader);
   172 }
   173 #endif
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