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#include "mandel.h"
#define MANDEL_SHADER_VERT_FILE "shader/vertex.glsl"
#define MANDEL_SHADER_FRAG_FILE "shader/fragment.glsl"
static unsigned int st_compile(char *filepath, unsigned int type);
static int st_get_location(unsigned int shader_id, const char *name);
bool shader_init(Shader *shader)
{
unsigned int shader_vert;
unsigned int shader_frag;
if ((shader_vert = st_compile(MANDEL_SHADER_VERT_FILE, GL_VERTEX_SHADER)) == 0
|| (shader_frag = st_compile(MANDEL_SHADER_FRAG_FILE, GL_FRAGMENT_SHADER)) == 0)
return false;
GL_CALL(shader->id = glCreateProgram());
GL_CALL(glAttachShader(shader->id, shader_vert));
GL_CALL(glAttachShader(shader->id, shader_frag));
GL_CALL(glLinkProgram(shader->id));
GL_CALL(glValidateProgram(shader->id));
GL_CALL(glDeleteShader(shader_vert));
GL_CALL(glDeleteShader(shader_frag));
if ((shader->location.width = st_get_location(shader->id, "u_width")) == -1
|| (shader->location.height = st_get_location(shader->id, "u_height")) == -1
|| (shader->location.real_start = st_get_location(shader->id, "u_real_start")) == -1
|| (shader->location.real_end = st_get_location(shader->id, "u_real_end")) == -1
|| (shader->location.imag_start = st_get_location(shader->id, "u_imag_start")) == -1
|| (shader->location.imag_end = st_get_location(shader->id, "u_imag_end")) == -1
|| (shader->location.iterations = st_get_location(shader->id, "u_iterations")) == -1
|| (shader->location.smooth = st_get_location(shader->id, "u_smooth")) == -1
|| (shader->location.samples = st_get_location(shader->id, "u_samples")) == -1
|| (shader->location.texture = st_get_location(shader->id, "u_texture")) == -1)
return false;
return true;
}
static int st_get_location(unsigned int shader_id, const char *name)
{
int location;
GL_CALL(location = glGetUniformLocation(shader_id, name));
return location;
}
void shader_set_uniforms(Shader *shader, State *state)
{
GL_CALL(glUniform1i(shader->location.width, state->width));
GL_CALL(glUniform1i(shader->location.height, state->height));
GL_CALL(glUniform1f(shader->location.real_start, state->real_start));
GL_CALL(glUniform1f(shader->location.real_end, state->real_end));
GL_CALL(glUniform1f(shader->location.imag_start, state->imag_start));
GL_CALL(glUniform1f(shader->location.imag_end, state->imag_end));
GL_CALL(glUniform1i(shader->location.iterations, state->iterations));
GL_CALL(glUniform1i(shader->location.smooth, state->smooth));
GL_CALL(glUniform1f(shader->location.samples, state->samples));
GL_CALL(glUniform1i(shader->location.texture, 0));
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_1D, state->texture));
}
static unsigned int st_compile(char *filepath, unsigned int type)
{
unsigned int id;
int result;
FILE *file;
char *source;
if ((file = fopen(filepath, "r")) == NULL)
return 0;
fseek(file, 0, SEEK_END);
long file_size = ftell(file);
rewind(file);
if ((source = malloc(sizeof(char) * (file_size + 1))) == NULL
|| fread(source, sizeof(char), file_size, file) != (unsigned long)file_size)
{
free(source);
fclose(file);
return 0;
}
fclose(file);
source[file_size] = '\0';
GL_CALL(id = glCreateShader(type));
GL_CALL(glShaderSource(id, 1, (const char**)&source, (int*)&file_size));
free(source);
GL_CALL(glCompileShader(id));
GL_CALL(glGetShaderiv(id, GL_COMPILE_STATUS, &result));
if (result == GL_FALSE)
{
int len;
char *msg;
GL_CALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len));
if ((msg = malloc(sizeof(char) * (len + 1))) == NULL)
return 0;
GL_CALL(glGetShaderInfoLog(id, len, &len, msg));
fputs(msg, stderr);
free(msg);
GL_CALL(glDeleteShader(id));
return 0;
}
return id;
}
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