Point de départ pour l'étude des shaders
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2a66537af4
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@ -207,39 +207,39 @@ static inline void compute_mvp(float *res, float phi, float theta, float psi)
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*
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* @return shader id
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*/
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static inline GLuint create_shader(int type, const char *src)
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{
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GLuint shader;
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int status;
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// static inline GLuint create_shader(int type, const char *src)
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// {
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// GLuint shader;
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// int status;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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// shader = glCreateShader(type);
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// glShaderSource(shader, 1, &src, NULL);
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// glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(status == GL_FALSE) {
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int log_len;
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char *buffer;
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// glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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// if(status == GL_FALSE) {
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// int log_len;
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// char *buffer;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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// glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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buffer = g_malloc(log_len + 1);
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assert (buffer);
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glGetShaderInfoLog(shader, log_len, NULL, buffer);
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// buffer = g_malloc(log_len + 1);
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// assert (buffer);
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// glGetShaderInfoLog(shader, log_len, NULL, buffer);
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g_warning("Compile failure in %s shader:\n%s",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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buffer);
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// g_warning("Compile failure in %s shader:\n%s",
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// type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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// buffer);
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g_free(buffer);
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// g_free(buffer);
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glDeleteShader(shader);
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// glDeleteShader(shader);
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return 0;
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}
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// return 0;
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// }
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return shader;
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}
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// return shader;
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// }
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/*
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* Find the gl_area_entry size
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@ -254,7 +254,11 @@ static inline short gl_area_size(void)
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struct gl_area_entry **cur;
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short size;
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// Check uninitialized and quit
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// 28-9-2023 JE COMMENTE LA LIGNE SUIVANTE SANS SAVOIR CE QUE JE FAIS
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// (J'ESSAIE D'ISOLER CE QUI CONCERNE LES SHADERS HORS DE "graphics.c")
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// Check uninitialized and quit <<< WARNING ! TODO
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if (gl_area_array == NULL) return 0;
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cur = gl_area_array;
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@ -0,0 +1,110 @@
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/*
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* Gem-graph OpenGL experiments
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*
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* Desc: OpenGL utils header
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*
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* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
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*
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* This file is part of Gem-graph.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "base.h"
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#include <unistd.h>
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#include <stdbool.h>
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#include <epoxy/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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/*
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* Initializes the shaders of a gl_area and link them to a program
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return true if initialized
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*/
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bool graphics_init_shaders(const void *gl_area);
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/*
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* Created and compile a shader
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*
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* @param type, shader type
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* src, source code of shader
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*
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* @return shader id
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*/
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static inline GLuint create_shader(int type, const char *src)
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{
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GLuint shader;
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int status;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(status == GL_FALSE) {
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int log_len;
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char *buffer;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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buffer = g_malloc(log_len + 1);
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assert (buffer);
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glGetShaderInfoLog(shader, log_len, NULL, buffer);
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g_warning("Compile failure in %s shader:\n%s",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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buffer);
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g_free(buffer);
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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/*
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* Find the gl_area_entry size
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*
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* @param void
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*
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* @return size of array
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*/
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// extern struct gl_area_entry **gl_area_array;
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// static inline short gl_area_size(void)
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// {
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// struct gl_area_entry **cur;
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// short size;
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// Check uninitialized and quit
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// if (gl_area_array == NULL) return 0;
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// cur = gl_area_array;
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// while(*cur) {
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// cur++;
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// size++;
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// }
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// return size;
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// }
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/*** TEST ***/
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// void main_test_graphics (void);
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@ -28,6 +28,7 @@
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#include "../../include/graphics.h"
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#include "../../include/arrows.h"
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#include "../../include/grid.h"
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#include "../../include/shaders_study.h"
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#define VERTEX_SHADER_FILE "src/shaders/shader.vert"
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#define FRAG_SHADER_FILE "src/shaders/shader.frag"
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@ -244,109 +245,109 @@ void graphics_init_buffers(const void *gl_area)
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*
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* @return true if initialized
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*/
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bool graphics_init_shaders(const void *gl_area)
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{
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char *vertex_shader;
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char *fragment_shader;
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struct gl_area_entry *entry;
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int status;
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GLuint vertex, fragment;
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GLuint program = 0;
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GLuint m = 0;
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GLuint v = 0;
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GLuint p = 0;
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/* bool graphics_init_shaders(const void *gl_area) */
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/* { */
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/* char *vertex_shader; */
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/* char *fragment_shader; */
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/* struct gl_area_entry *entry; */
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/* int status; */
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/* GLuint vertex, fragment; */
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/* GLuint program = 0; */
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/* GLuint m = 0; */
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/* GLuint v = 0; */
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/* GLuint p = 0; */
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entry = graphics_find_glarea_from_ptr(gl_area);
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/* entry = graphics_find_glarea_from_ptr(gl_area); */
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if (entry == NULL) {
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errno = EFAULT;
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perror("gl_area_array entry not found");
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return false;
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}
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/* if (entry == NULL) { */
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/* errno = EFAULT; */
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/* perror("gl_area_array entry not found"); */
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/* return false; */
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/* } */
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// Load vertex shader file
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vertex_shader = read_file(VERTEX_SHADER_FILE);
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if (vertex_shader == NULL)
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return false;
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vertex = create_shader(GL_VERTEX_SHADER, vertex_shader);
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/* // Load vertex shader file */
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/* vertex_shader = read_file(VERTEX_SHADER_FILE); */
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/* if (vertex_shader == NULL) */
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/* return false; */
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/* vertex = create_shader(GL_VERTEX_SHADER, vertex_shader); */
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// ! WARNING ! l'instruction suivante (ou un autre 'free') a pu provoquer un 'double free' (Abandon)
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if(vertex == 0) {
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entry->program = 0;
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g_free(vertex_shader);
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return false;
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}
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/* // ! WARNING ! l'instruction suivante (ou un autre 'free') a pu provoquer un 'double free' (Abandon) */
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/* if(vertex == 0) { */
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/* entry->program = 0; */
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/* g_free(vertex_shader); */
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/* return false; */
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/* } */
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// Load fragment shader file
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fragment_shader = read_file(FRAG_SHADER_FILE);
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if (fragment_shader == NULL)
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return false;
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fragment = create_shader(GL_FRAGMENT_SHADER, fragment_shader);
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/* // Load fragment shader file */
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/* fragment_shader = read_file(FRAG_SHADER_FILE); */
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/* if (fragment_shader == NULL) */
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/* return false; */
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/* fragment = create_shader(GL_FRAGMENT_SHADER, fragment_shader); */
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if(fragment == 0) {
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glDeleteShader(vertex);
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entry->program = 0;
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g_free(vertex_shader);
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g_free(fragment_shader);
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return false;
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}
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/* if(fragment == 0) { */
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/* glDeleteShader(vertex); */
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/* entry->program = 0; */
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/* g_free(vertex_shader); */
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/* g_free(fragment_shader); */
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/* return false; */
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/* } */
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// Link shaders to program
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program = glCreateProgram();
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glAttachShader(program, vertex);
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glAttachShader(program, fragment);
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/* // Link shaders to program */
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/* program = glCreateProgram(); */
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/* glAttachShader(program, vertex); */
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/* glAttachShader(program, fragment); */
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glLinkProgram(program);
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/* glLinkProgram(program); */
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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/* glGetProgramiv(program, GL_LINK_STATUS, &status); */
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if(status == GL_FALSE) {
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int log_len;
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char *buffer;
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/* if(status == GL_FALSE) { */
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/* int log_len; */
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/* char *buffer; */
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
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/* glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); */
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buffer = g_malloc(log_len + 1);
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assert(buffer);
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glGetProgramInfoLog(program, log_len, NULL, buffer);
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/* buffer = g_malloc(log_len + 1); */
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/* assert(buffer); */
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/* glGetProgramInfoLog(program, log_len, NULL, buffer); */
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g_warning("Linking failure:\n%s", buffer);
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/* g_warning("Linking failure:\n%s", buffer); */
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g_free(buffer);
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/* g_free(buffer); */
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glDeleteProgram(program);
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program = 0;
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/* glDeleteProgram(program); */
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/* program = 0; */
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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/* glDeleteShader(vertex); */
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/* glDeleteShader(fragment); */
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g_free(vertex_shader);
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g_free(fragment_shader);
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/* g_free(vertex_shader); */
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/* g_free(fragment_shader); */
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return false;
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}
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/* return false; */
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/* } */
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/* Get the location of the "mvp" uniform */
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m = glGetUniformLocation(program, "model_matrix");
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v = glGetUniformLocation(program, "view_matrix");
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p = glGetUniformLocation(program, "projection_matrix");
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/* m = glGetUniformLocation(program, "model_matrix"); */
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/* v = glGetUniformLocation(program, "view_matrix"); */
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/* p = glGetUniformLocation(program, "projection_matrix"); */
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glDetachShader(program, vertex);
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glDetachShader(program, fragment);
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/* glDetachShader(program, vertex); */
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/* glDetachShader(program, fragment); */
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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/* glDeleteShader(vertex); */
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/* glDeleteShader(fragment); */
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entry->program = program;
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entry->m = m;
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entry->v = v;
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entry->p = p;
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/* entry->program = program; */
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/* entry->m = m; */
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/* entry->v = v; */
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/* entry->p = p; */
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g_free(vertex_shader);
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g_free(fragment_shader);
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/* g_free(vertex_shader); */
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/* g_free(fragment_shader); */
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return true;
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}
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/* return true; */
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/* } */
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/*
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* Draws the current buffer to a gl_area
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@ -788,12 +789,6 @@ void main_test_graphics (void)
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arrows_nb = set_arrow (arrows, arrows_nb, 0, 0, 2, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 0, 1, 1, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 0, 1, 3, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 1, 0, 1, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 1, 1, 2, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 8, 1, 3, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 8, 1, 3, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 0, 1, 3, 0, 0);
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arrows_nb = set_arrow (arrows, arrows_nb, 0, 1, 1, 0, 0);
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int weight = 0, site = 0,
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stx = space_Z * space_Y, sty = space_Z, stz = 1, arrow_offset = 0;
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@ -0,0 +1,156 @@
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/*
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* Gem-graph OpenGL experiments
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*
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* Desc: GL functions
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*
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* Copyright (C) 2023 Jean Sirmai <jean@a-lec.org>
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*
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* This file is part of Gem-graph.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
|
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../../include/base.h"
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#include "../../include/ui.h"
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#include "../../include/graphics.h"
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#include "../../include/shaders_study.h"
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#include "../../include/arrows.h"
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#include "../../include/grid.h"
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#define VERTEX_SHADER_FILE "src/shaders/shader.vert"
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#define FRAG_SHADER_FILE "src/shaders/shader.frag"
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static volatile int buffer_vertex_size = 0;
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static volatile int buffer_lines_size = 0;
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static volatile int buffer_colors_size = 0;
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static volatile int buffer_plans_size = 0;
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/*
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* Dynamic array of ptrs to dynamically allocated gl_area_entry
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*/
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// struct gl_area_entry **gl_area_array = NULL;
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/*
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* Initializes the shaders of a gl_area and link them to a program
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*
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* @param gl_area, ptr to the gl_area widget
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*
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* @return true if initialized
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*/
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bool graphics_init_shaders(const void *gl_area)
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{
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char *vertex_shader;
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char *fragment_shader;
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struct gl_area_entry *entry;
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int status;
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GLuint vertex, fragment;
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GLuint program = 0;
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GLuint m = 0;
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GLuint v = 0;
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GLuint p = 0;
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entry = graphics_find_glarea_from_ptr(gl_area);
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if (entry == NULL) {
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errno = EFAULT;
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perror("gl_area_array entry not found");
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return false;
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}
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// Load vertex shader file
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vertex_shader = read_file(VERTEX_SHADER_FILE);
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if (vertex_shader == NULL)
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return false;
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vertex = create_shader(GL_VERTEX_SHADER, vertex_shader);
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// ! WARNING ! l'instruction suivante (ou un autre 'free') a pu provoquer un 'double free' (Abandon)
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if(vertex == 0) {
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entry->program = 0;
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g_free(vertex_shader);
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return false;
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}
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// Load fragment shader file
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fragment_shader = read_file(FRAG_SHADER_FILE);
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if (fragment_shader == NULL)
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return false;
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fragment = create_shader(GL_FRAGMENT_SHADER, fragment_shader);
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||||
|
||||
if(fragment == 0) {
|
||||
glDeleteShader(vertex);
|
||||
entry->program = 0;
|
||||
g_free(vertex_shader);
|
||||
g_free(fragment_shader);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Link shaders to program
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertex);
|
||||
glAttachShader(program, fragment);
|
||||
|
||||
glLinkProgram(program);
|
||||
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
|
||||
if(status == GL_FALSE) {
|
||||
int log_len;
|
||||
char *buffer;
|
||||
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
|
||||
|
||||
buffer = g_malloc(log_len + 1);
|
||||
assert(buffer);
|
||||
glGetProgramInfoLog(program, log_len, NULL, buffer);
|
||||
|
||||
g_warning("Linking failure:\n%s", buffer);
|
||||
|
||||
g_free(buffer);
|
||||
|
||||
glDeleteProgram(program);
|
||||
program = 0;
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
g_free(vertex_shader);
|
||||
g_free(fragment_shader);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Get the location of the "mvp" uniform */
|
||||
m = glGetUniformLocation(program, "model_matrix");
|
||||
v = glGetUniformLocation(program, "view_matrix");
|
||||
p = glGetUniformLocation(program, "projection_matrix");
|
||||
|
||||
glDetachShader(program, vertex);
|
||||
glDetachShader(program, fragment);
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
entry->program = program;
|
||||
entry->m = m;
|
||||
entry->v = v;
|
||||
entry->p = p;
|
||||
|
||||
g_free(vertex_shader);
|
||||
g_free(fragment_shader);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue