win_opengl: Split shader loading to it's own file.
This commit is contained in:
224
src/win/win_opengl_glslp.c
Normal file
224
src/win/win_opengl_glslp.c
Normal file
@@ -0,0 +1,224 @@
|
||||
/*
|
||||
* 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 <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)
|
||||
{
|
||||
char* full_path = (char*)malloc(sizeof(char) * (strlen(path) + strlen(exe_path) + 1));
|
||||
|
||||
plat_append_filename(full_path, exe_path, path);
|
||||
|
||||
FILE* file_handle = plat_fopen(full_path, "rb");
|
||||
|
||||
free(full_path);
|
||||
|
||||
if (file_handle != NULL)
|
||||
{
|
||||
/* get file size */
|
||||
fseek(file_handle, 0, SEEK_END);
|
||||
long file_size = ftell(file_handle);
|
||||
fseek(file_handle, 0, SEEK_SET);
|
||||
|
||||
/* read to buffer and close */
|
||||
char* content = (char*)malloc(sizeof(char) * (file_size + 1));
|
||||
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()
|
||||
{
|
||||
GLint status = GL_FALSE;
|
||||
int info_log_length;
|
||||
|
||||
/* TODO: get path from config */
|
||||
char* shader = read_file_to_string("shaders/shader.glsl");
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user