2017-12-23 15:29:42 +00:00
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#include <stdio.h>
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#include <string.h>
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#include "shader.h"
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#include "utils.h"
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static const char *vertex_shader = "\n\
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#version 150 \n\
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in vec4 aPosition;\n\
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void main(void) {\n\
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gl_Position = aPosition;\n\
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}\n\
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";
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static GLuint create_shader(const char *source, GLenum type)
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{
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// Create the shader object
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GLuint shader = glCreateShader(type);
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// Load the shader source
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glShaderSource(shader, 1, &source, 0);
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// Compile the shader
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glCompileShader(shader);
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// Check for errors
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
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fprintf(stderr, "GLSL Shader Error: %s", messages);
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}
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return shader;
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}
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static GLuint create_program(const char *vsh, const char *fsh)
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{
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// Build shaders
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GLuint vertex_shader = create_shader(vsh, GL_VERTEX_SHADER);
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GLuint fragment_shader = create_shader(fsh, GL_FRAGMENT_SHADER);
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// Create program
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GLuint program = glCreateProgram();
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// Attach shaders
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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// Link program
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glLinkProgram(program);
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// Check for errors
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar messages[1024];
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glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
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fprintf(stderr, "GLSL Program Error: %s", messages);
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}
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// Delete shaders
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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bool init_shader_with_name(shader_t *shader, const char *name)
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{
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2017-12-30 15:01:23 +00:00
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GLint major = 0, minor = 0;
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2017-12-28 22:43:19 +00:00
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major * 0x100 + minor < 0x302) {
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return false;
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}
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2017-12-23 15:29:42 +00:00
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static char master_shader_code[0x801] = {0,};
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static char shader_code[0x10001] = {0,};
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static char final_shader_code[0x10801] = {0,};
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2017-12-29 11:06:38 +00:00
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static signed long filter_token_location = 0;
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2017-12-23 15:29:42 +00:00
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if (!master_shader_code[0]) {
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FILE *master_shader_f = fopen(executable_relative_path("Shaders/MasterShader.fsh"), "r");
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if (!master_shader_f) return false;
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fread(master_shader_code, 1, sizeof(master_shader_code) - 1, master_shader_f);
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fclose(master_shader_f);
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filter_token_location = strstr(master_shader_code, "{filter}") - master_shader_code;
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if (filter_token_location < 0) {
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master_shader_code[0] = 0;
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return false;
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}
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}
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char shader_path[1024];
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sprintf(shader_path, "Shaders/%s.fsh", name);
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FILE *shader_f = fopen(executable_relative_path(shader_path), "r");
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if (!shader_f) return false;
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memset(shader_code, 0, sizeof(shader_code));
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fread(shader_code, 1, sizeof(shader_code) - 1, shader_f);
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fclose(shader_f);
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memset(final_shader_code, 0, sizeof(final_shader_code));
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memcpy(final_shader_code, master_shader_code, filter_token_location);
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strcpy(final_shader_code + filter_token_location, shader_code);
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strcat(final_shader_code + filter_token_location,
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master_shader_code + filter_token_location + sizeof("{filter}") - 1);
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shader->program = create_program(vertex_shader, final_shader_code);
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// Attributes
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shader->position_attribute = glGetAttribLocation(shader->program, "aPosition");
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// Uniforms
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shader->resolution_uniform = glGetUniformLocation(shader->program, "uResolution");
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shader->origin_uniform = glGetUniformLocation(shader->program, "uOrigin");
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glGenTextures(1, &shader->texture);
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glBindTexture(GL_TEXTURE_2D, shader->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->texture_uniform = glGetUniformLocation(shader->program, "image");
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glGenTextures(1, &shader->previous_texture);
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glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->previous_texture_uniform = glGetUniformLocation(shader->program, "previousImage");
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shader->mix_previous_uniform = glGetUniformLocation(shader->program, "uMixPrevious");
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// Program
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glUseProgram(shader->program);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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// Attributes
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static GLfloat const quad[16] = {
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-1.f, -1.f, 0, 1,
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-1.f, +1.f, 0, 1,
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+1.f, -1.f, 0, 1,
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+1.f, +1.f, 0, 1,
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
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glEnableVertexAttribArray(shader->position_attribute);
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glVertexAttribPointer(shader->position_attribute, 4, GL_FLOAT, GL_FALSE, 0, 0);
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return true;
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}
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void render_bitmap_with_shader(shader_t *shader, void *bitmap, void *previous,unsigned x, unsigned y, unsigned w, unsigned h)
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{
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glUseProgram(shader->program);
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glUniform2f(shader->origin_uniform, x, y);
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glUniform2f(shader->resolution_uniform, w, h);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, shader->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap);
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glUniform1i(shader->texture_uniform, 0);
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glUniform1i(shader->mix_previous_uniform, previous != NULL);
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if (previous) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, previous);
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glUniform1i(shader->previous_texture_uniform, 1);
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}
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glBindFragDataLocation(shader->program, 0, "frag_color");
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void free_shader(shader_t *shader)
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{
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2017-12-30 15:01:23 +00:00
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GLint major = 0, minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major * 0x100 + minor < 0x302) {
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return;
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}
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2017-12-23 15:29:42 +00:00
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glDeleteProgram(shader->program);
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glDeleteTextures(1, &shader->texture);
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glDeleteTextures(1, &shader->previous_texture);
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}
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