Files
86Box/src/win/win_opengl_glslp.c

227 lines
5.5 KiB
C
Raw Normal View History

/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
* system designs based on the PCI bus.
*
* This file is part of the 86Box distribution.
*
* File parser for .glslp and .glsl shader files
* in the format of libretro.
*
* TODO: Read .glslp files for multipass shaders and settings.
*
* Authors: Teemu Korhonen
*
* Copyright 2021 Teemu Korhonen
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <glad/glad.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <86box/86box.h>
#include <86box/plat.h>
#include <86box/win_opengl_glslp.h>
/**
* @brief Default vertex shader.
*/
static const GLchar* vertex_shader = "#version 330 core\n\
in vec2 VertexCoord;\n\
in vec2 TexCoord;\n\
out vec2 tex;\n\
void main(){\n\
gl_Position = vec4(VertexCoord, 0.0, 1.0);\n\
tex = TexCoord;\n\
}\n";
/**
* @brief Default fragment shader.
*/
static const GLchar* fragment_shader = "#version 330 core\n\
in vec2 tex;\n\
uniform sampler2D texsampler;\n\
void main() {\n\
gl_FragColor = texture(texsampler, tex);\n\
}\n";
/**
* @brief Reads a whole file into a null terminated string.
* @param Path Path to the file relative to executable path.
* @return Pointer to the string or NULL on error. Remember to free() after use.
*/
static char* read_file_to_string(const char* path)
{
FILE* file_handle = plat_fopen(path, "rb");
if (file_handle != NULL)
{
/* get file size */
fseek(file_handle, 0, SEEK_END);
size_t file_size = (size_t)ftell(file_handle);
fseek(file_handle, 0, SEEK_SET);
/* read to buffer and close */
char* content = (char*)malloc(sizeof(char) * (file_size + 1));
if (!content)
return NULL;
size_t length = fread(content, sizeof(char), file_size, file_handle);
fclose(file_handle);
content[length] = 0;
return content;
}
return NULL;
}
/**
* @brief Compile custom shaders into a program.
* @return Shader program identifier.
*/
GLuint load_custom_shaders(const char* path)
{
GLint status = GL_FALSE;
int info_log_length;
/* TODO: get path from config */
char* shader = read_file_to_string(path);
if (shader != NULL)
{
int success = 1;
const char* vertex_sources[2] = { "#define VERTEX\n", shader };
const char* fragment_sources[2] = { "#define FRAGMENT\n", shader };
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 2, vertex_sources, NULL);
glCompileShader(vertex_id);
glGetShaderiv(vertex_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(vertex_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(vertex_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
glShaderSource(fragment_id, 2, fragment_sources, NULL);
glCompileShader(fragment_id);
glGetShaderiv(fragment_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(fragment_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(fragment_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
free(shader);
GLuint prog_id = 0;
if (success)
{
prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
glGetProgramiv(prog_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetProgramInfoLog(prog_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
}
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
}
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}
return 0;
}
/**
* @brief Compile default shaders into a program.
* @return Shader program identifier.
*/
GLuint load_default_shaders()
{
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 1, &vertex_shader, NULL);
glCompileShader(vertex_id);
glShaderSource(fragment_id, 1, &fragment_shader, NULL);
glCompileShader(fragment_id);
GLuint prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}