WIP: idem + init (+/- shaders...)
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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 Arthur Menges <arthur.menges@a-lec.org>
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* Copyright (C) 2023 Adrien Bourmault <neox@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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/* -------------------------------------------------------------------------- */
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#include <stdlib.h>
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#include <time.h>
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#include "base.h"
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#include "contain.h" // instead of "ui.h"
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#include "graph_area.h"
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/* Initializes the buffer of a gl_area
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* Calls according to the user preferences
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* @param gl_area, ptr to the gl_area widget
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* @return void
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*/
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void graphics_init_buffers(const int stack_id)
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{
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struct graphic_stack_t *stack = &graphic_stack[stack_id];
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//XXX
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graphics_model_setup(stack_id);
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GLuint vao, vertex_buffer, color_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER,
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stack->buffer_vertex_size *
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sizeof(stack->buffer_vertex_origin[0]),
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stack->buffer_vertex_origin,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// colors
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glGenBuffers(1, &color_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
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glBufferData(GL_ARRAY_BUFFER, stack->buffer_colors_size *
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sizeof(stack->buffer_colors_origin[0]),
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stack->buffer_colors_origin,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// We only use one VAO, so we always keep it bound
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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stack->vao = vao;
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stack->position_buffer = vertex_buffer;
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stack->color_buffer = color_buffer;
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}
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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 int stack_id)
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{
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struct graphic_stack_t *stack = &graphic_stack[stack_id];
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char *vertex_shader;
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char *fragment_shader;
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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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// 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(stack_id, GL_VERTEX_SHADER, vertex_shader);
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if(vertex == 0) {
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stack->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(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
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if(fragment == 0) {
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glDeleteShader(vertex);
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stack->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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glLinkProgram(program);
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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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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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g_warning("Linking failure:\n%s", buffer);
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g_free(buffer);
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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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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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/* 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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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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stack->program = program;
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stack->m = m;
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stack->v = v;
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stack->p = p;
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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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