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#include <epoxy/gl.h>
#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "client.h"
#include "gl.h"
#include "log.h"
#define max(a, b) ((a) > (b) ? (a) : (b))
static void load_shader(GLuint shader, const char *filename);
static GLuint create_shader_program(const char *vert, const char *frag);
static void GLAPIENTRY MessageCallback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
static const char *gl_debug_source_string(GLenum type);
static const char *gl_debug_type_string(GLenum type);
static const char *gl_debug_severity_string(GLenum type);
void gl_initialise(struct gl *gl, struct image *texture)
{
#ifdef DEBUG
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(MessageCallback, 0);
#endif
if (texture == NULL) {
return;
}
/* Compile and link the shader programs */
gl->shader = create_shader_program(
SHADER_PATH "vert.vert",
SHADER_PATH "frag.frag"
);
glUseProgram(gl->shader);
glUniform1i(glGetUniformLocation(gl->shader, "tex"), 0);
/* Create a vertex buffer for a quad filling the screen */
float vertices[] = {
// Position Texcoords
-1.0f, 1.0f, 0.0f, 0.0f, // Top-left
1.0f, 1.0f, 1.0f, 0.0f, // Top-right
1.0f, -1.0f, 1.0f, 1.0f, // Bottom-right
-1.0f, -1.0f, 0.0f, 1.0f // Bottom-left
};
glGenBuffers(1, &gl->vbo);
glBindBuffer(GL_ARRAY_BUFFER, gl->vbo);
glBufferData(
GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STATIC_DRAW);
/*
* Create a vertex array and enable vertex attributes for the shaders.
*/
glGenVertexArrays(1, &gl->vao);
glBindVertexArray(gl->vao);
GLint posAttrib = glGetAttribLocation(gl->shader, "position");
glVertexAttribPointer(
posAttrib,
2,
GL_FLOAT,
GL_FALSE,
4*sizeof(float),
0);
glEnableVertexAttribArray(posAttrib);
GLint texAttrib = glGetAttribLocation(gl->shader, "texcoord");
glVertexAttribPointer(
texAttrib,
2,
GL_FLOAT,
GL_FALSE,
4*sizeof(float),
(void *)(2*sizeof(float)));
glEnableVertexAttribArray(texAttrib);
glBindVertexArray(0);
/*
* Create the element buffer object that will actually be drawn via
* glDrawElements().
*/
GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
glGenBuffers(1, &gl->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl->ebo);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(elements),
elements,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
/* Create the texture we'll draw to */
glGenTextures(1, &gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
texture->width,
texture->height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
(GLvoid *)texture->buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/*
* On little-endian processors, textures from Cairo have to have their
* red and blue channels swapped.
*/
if (texture->swizzle) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
/* Bind the actual bits we'll be using to render */
glBindVertexArray(gl->vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl->ebo);
}
void gl_clear(struct gl *gl, struct color *color)
{
glClearColor(color->r, color->g, color->b, color->a);
glClear(GL_COLOR_BUFFER_BIT);
}
void gl_draw_texture(
struct gl *gl,
struct image *texture,
int32_t x,
int32_t y,
int32_t width,
int32_t height)
{
if (texture->redraw) {
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
texture->width,
texture->height,
GL_RGBA,
GL_UNSIGNED_BYTE,
(GLvoid *)texture->buffer);
glGetError();
texture->redraw = false;
}
glViewport(x, y, width, height);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
void load_shader(GLuint shader, const char *filename)
{
errno = 0;
FILE *fp = fopen(filename, "rb");
if (!fp) {
log_error("Failed to load shader %s: %s.\n",
filename, strerror(errno));
exit(EXIT_FAILURE);
}
if (fseek(fp, 0, SEEK_END) != 0) {
log_error("Failed to load shader %s: %s.\n",
filename, strerror(errno));
fclose(fp);
exit(EXIT_FAILURE);
}
long size = ftell(fp);
if (size <= 0) {
log_error("Failed to load shader %s: %s.\n",
filename, strerror(errno));
fclose(fp);
exit(EXIT_FAILURE);
}
unsigned long usize = (unsigned long) size;
GLchar *source = malloc(usize + 1);
rewind(fp);
if (fread(source, 1, usize, fp) != usize) {
log_error("Failed to load shader %s: %s.\n",
filename, strerror(errno));
fclose(fp);
exit(EXIT_FAILURE);
}
fclose(fp);
source[usize] = '\0';
glShaderSource(shader, 1, (const GLchar *const *)&source, NULL);
free(source);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
log_error("Failed to compile shader %s!\n", filename);
GLint info_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_length);
if (info_length > 1) {
char *log = malloc((unsigned)info_length * sizeof(*log));
glGetShaderInfoLog(shader, info_length, NULL, log);
log_error("\t%s\n", log);
free(log);
}
exit(EXIT_FAILURE);
}
}
GLuint create_shader_program(const char *vert, const char *frag)
{
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
load_shader(vertex_shader, vert);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
load_shader(fragment_shader, frag);
GLuint shader = glCreateProgram();
glAttachShader(shader, vertex_shader);
glAttachShader(shader, fragment_shader);
glLinkProgram(shader);
return shader;
}
void GLAPIENTRY MessageCallback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
log_debug("Message from OpenGL:\n");
log_debug("\tSource: %s\n", gl_debug_source_string(source));
log_debug("\tType: %s\n", gl_debug_type_string(type));
log_debug("\tSeverity: %s\n", gl_debug_severity_string(severity));
log_debug("\tMessage: %s\n", message);
}
const char *gl_debug_source_string(GLenum type)
{
switch(type) {
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "Window system";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "Shader compiler";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "Third party";
case GL_DEBUG_SOURCE_APPLICATION:
return "Application";
case GL_DEBUG_SOURCE_OTHER:
return "Other";
}
return "unknown";
}
const char *gl_debug_type_string(GLenum type)
{
switch(type) {
case GL_DEBUG_TYPE_ERROR:
return "Error";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "Deprecated behavior";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "Undefined behavior";
case GL_DEBUG_TYPE_PORTABILITY:
return "Portability";
case GL_DEBUG_TYPE_PERFORMANCE:
return "Performance";
case GL_DEBUG_TYPE_MARKER:
return "Marker";
case GL_DEBUG_TYPE_PUSH_GROUP:
return "Push group";
case GL_DEBUG_TYPE_POP_GROUP:
return "Pop group";
case GL_DEBUG_TYPE_OTHER:
return "Other";
}
return "Unknown";
}
const char *gl_debug_severity_string(GLenum type)
{
switch(type) {
case GL_DEBUG_SEVERITY_HIGH:
return "High";
case GL_DEBUG_SEVERITY_MEDIUM:
return "Medium";
case GL_DEBUG_SEVERITY_LOW:
return "Low";
case GL_DEBUG_SEVERITY_NOTIFICATION:
return "Notification";
}
return "Unknown";
}
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