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glsl.cpp
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210 lines (209 loc) · 6.07 KB
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# include "glsl.h"
# include "error.h"
# include <cstring>
# include "wnd.h"
# include "ini.h"
/*const char * __GLSLversion(void){
static char core_version[ ] = "# version \a\a0 core\r\n";
if( core_version[10] != '\a' ) // maj
if( core_version[11] != '\a' ) // min
return core_version ;
// ...
}
RC& __GLSLinclude(void){
static RC header_include ;
}*/
GLuint GLSL::__GLSLcompile(GLenum T, RC&source){
if( !source.size || !source )return 0u ;
if(GLuint glCreateShader = ::glCreateShader(T); GL_ASSERT(glCreateShader))
{
GLint strlen = source.size; // strlen(source)
size_t magic_offset = 0u;
char core_version[ ] = "# version \a\a0 core\r\n";
# ifndef _MAX_PATH
# define _MAX_PATH 120
# endif // _MAX_PATH
// char header_name[_MAX_PATH] = "config.h";//{0};
{
// if(auto * a = __ini["include"])assert(sscanf(a, "%s", header_name));
// if(auto * a = __ini["version"])assert(sscanf(a, "%i", &maj)),min=maj/10%10,maj/=100;
GLint params[1];
// magic core version
GL_ASSERT(glGetIntegerv(GL_MAJOR_VERSION, params)), core_version[10] = params[0] + '0';
GL_ASSERT(glGetIntegerv(GL_MINOR_VERSION, params)), core_version[11] = params[0] + '0';
// ...
++ magic_offset ; // \r\n
}
const char * p = &source[0];
GLint params[1] {0};
// assert(strlen(header_name));
{
// magic code injection
// RC header(header_name);
RC header("config.h");
if(header)
{
for(size_t i=0u; i<header.size; ++i)
if(header[i] == '\n')
++ magic_offset; // \r\n
char * mem = static_cast<char *>(malloc(strlen = ::strlen(core_version) + header.size + source.size));
# pragma warning(suppress: 6387)
memcpy(mem, core_version, ::strlen(core_version));
memcpy(mem+::strlen(core_version), header, header.size);
memcpy(mem+::strlen(core_version)+header.size, source, source.size);
GL_ASSERT(glShaderSource(glCreateShader, 1, &mem, &strlen));
GL_ASSERT(glCompileShader(glCreateShader));
GL_ASSERT(glGetShaderiv(glCreateShader, GL_COMPILE_STATUS, params));
free(mem);
} else {
printf("-------- %s not found --------\n", "config.h"); // header_name
//...
}
}
//glShaderSource(shader, 1, &p, &GL);
//glCompileShader(shader);
//glGetShaderiv(shader, GL_COMPILE_STATUS, &GL);
if(params[0])
{
// fine
return glCreateShader;
}
else
{
GL_ASSERT(glGetShaderiv(glCreateShader, GL_INFO_LOG_LENGTH, params));
char * ascii = static_cast<char *>(malloc(params[0]));
GL_ASSERT(glGetShaderInfoLog(glCreateShader, params[0], params, ascii));
{
// magic line correction
bool inner = false ;
int line = 0;
char * ptr = nullptr ;
for(GLint k(0); k<params[0]; ++k)
if( inner ){
inner = ascii[k] >= '0' &&
ascii[k] <= '9';
if( inner ){
line = 10*line + ascii[k]-'0';
if(!ptr)
ptr = ascii + k ;
} else if( ptr ){
if( ascii + k - ptr && ascii[k] == ':' ){
memset(ptr, '\a', ascii + k - ptr);
line -= magic_offset ;
for(size_t i(0); i < ascii + k - ptr && line; ++i)
ptr[ascii + k - ptr - 1 - i] = line % 10 + '0', line /= 10 ;
//sprintf(ptr, "%*i", ascii + k - ptr, line),
ascii[k] = ':';
}
line = 0;
ptr = nullptr ;
}
} else {
inner = ascii[k] == ':';
}
}
printf("%*s", params[0], ascii);
free(ascii);
GL_ASSERT(glDeleteShader(glCreateShader));
}
}
return 0u ;
}
GLuint GLSL::__GLSLlink(std::initializer_list<GLuint> il)
{
if(GLuint glCreateProgram = ::glCreateProgram( ); GL_ASSERT(glCreateProgram) )
{
for(GLuint glCreateShader : il) if(glCreateShader)
GL_ASSERT(glAttachShader(glCreateProgram, glCreateShader));
GL_ASSERT(glLinkProgram(glCreateProgram));
GLint GL = GL_TRUE;
GL_ASSERT(glGetProgramiv(glCreateProgram, GL_LINK_STATUS, &GL));
if(GL == GL_FALSE)
{
GL_ASSERT(glGetProgramiv(glCreateProgram, GL_INFO_LOG_LENGTH, &GL));
char * ascii = static_cast<char *>(malloc(GL));
GL_ASSERT(glGetProgramInfoLog(glCreateProgram, GL, &GL, ascii));
printf("%*s", GL, ascii);
free(ascii);
GL_ASSERT(glDeleteProgram(glCreateProgram));
return 0u ;
}
for(GLuint glCreateShader : il) if(glCreateShader)
GL_ASSERT(glDetachShader(glCreateProgram, glCreateShader));
return glCreateProgram;
}
return 0;
}
// helper above
GLSL::~GLSL(void)noexcept
{
if(PROGRAM)
if(ASSERT(wglGetCurrentContext( )))
GL_ASSERT(glDeleteProgram(PROGRAM)),
PROGRAM = 0;
// shader cleanup ?
/* for(int i(0); i<6; ++i)
shader[i] =
refref.shader[i],
refref.shader[i] = 0u ;*/
// ...
}
GLSL::GLSL(void)
{ }
GLSL::GLSL(RC&&comp)
{
PROGRAM =
__GLSLlink({
__GLSLcompile(GL_COMPUTE_SHADER, comp) });
}
GLSL::GLSL(RC&&vert, RC&&frag)
{
PROGRAM =
__GLSLlink({
__GLSLcompile(GL_VERTEX_SHADER, vert),
__GLSLcompile(GL_FRAGMENT_SHADER, frag) });
}
GLSL::GLSL(RC&&vert, RC&&geom, RC&&frag)
{
PROGRAM =
__GLSLlink({
__GLSLcompile(GL_VERTEX_SHADER, vert),
__GLSLcompile(GL_GEOMETRY_SHADER, geom),
__GLSLcompile(GL_FRAGMENT_SHADER, frag) });
}
GLSL::GLSL(RC&&vert, RC&&tesc, RC&&tese, RC&&frag)
{
PROGRAM =
__GLSLlink({
__GLSLcompile(GL_VERTEX_SHADER, vert),
__GLSLcompile(GL_TESS_CONTROL_SHADER, tesc),
__GLSLcompile(GL_TESS_EVALUATION_SHADER, tese),
__GLSLcompile(GL_FRAGMENT_SHADER, frag) });
}
GLSL::GLSL(RC&&vert, RC&&tesc, RC&&tese, RC&&geom, RC&&frag)
{
PROGRAM =
__GLSLlink({
__GLSLcompile(GL_VERTEX_SHADER, vert),
__GLSLcompile(GL_TESS_CONTROL_SHADER, tesc),
__GLSLcompile(GL_TESS_EVALUATION_SHADER, tese),
__GLSLcompile(GL_GEOMETRY_SHADER, geom),
__GLSLcompile(GL_FRAGMENT_SHADER, frag) });
}
void GLSL::operator = (GLSL &&a)noexcept
{
this->~GLSL( ); // dtor
// ...
PROGRAM = a.PROGRAM, a.PROGRAM = 0;
}
GLint GLSL::operator[ ](const char * uniform)
{
GLint glGetUniformLocation(-1);
if(ASSERT(PROGRAM))
glGetUniformLocation = ::glGetUniformLocation(PROGRAM, uniform), GL_ASSERT(glGetUniformLocation);
return glGetUniformLocation;
}
GLSL::operator GLuint(void)const
{
return PROGRAM;
}