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authorChristoph Helma <helma@in-silico.ch>2017-07-20 11:55:13 +0200
committerChristoph Helma <helma@in-silico.ch>2017-07-20 11:55:13 +0200
commitf664a085f271eb318e8c89d49fc3f9c0f61f2440 (patch)
tree901d60a4b7ed44568d04d401bab9c5af609e4720
parent22fad493eafe61ba5fa042c85db6c5f253c90517 (diff)
shader recompilation
-rw-r--r--sv.c96
1 files changed, 56 insertions, 40 deletions
diff --git a/sv.c b/sv.c
index 7bdc051..d74d7a3 100644
--- a/sv.c
+++ b/sv.c
@@ -15,7 +15,7 @@ int height = 1080;
GLFWwindow* window;
GLuint vertex;
GLuint fragment;
-GLuint shader;
+GLuint shaderProgram;
GLuint textures[4];
struct param {
@@ -32,6 +32,12 @@ struct image {
};
struct image *images = NULL;
+struct shader {
+ char path[40];
+ UT_hash_handle hh; /* makes this structure hashable */
+};
+struct shader *shaders = NULL;
+
static void error_callback(int error, const char* description) { fputs(description, stderr); }
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
@@ -72,24 +78,24 @@ GLuint compileShader(const char * source, GLenum type) {
}
GLuint linkShader(GLuint vertex, GLuint fragment) {
- glDeleteProgram(shader);
- shader = glCreateProgram();
- glAttachShader(shader, vertex);
- glAttachShader(shader, fragment);
- glLinkProgram(shader);
+ glUseProgram(0);
+ glDeleteProgram(shaderProgram);
+ shaderProgram = glCreateProgram();
+ glAttachShader(shaderProgram, vertex);
+ glAttachShader(shaderProgram, fragment);
+ glLinkProgram(shaderProgram);
int success;
char infoLog[512];
- glGetProgramiv(shader, GL_LINK_STATUS, &success);
+ glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
- glGetProgramInfoLog(shader, 512, NULL, infoLog);
- fputs("Shader linking failed:\n",stderr);
- fputs(infoLog,stderr);
+ glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
+ fputs("Shader linking failed:\n",stderr);
+ fputs(infoLog,stderr);
}
- glDetachShader(shader, vertex);
- glDetachShader(shader, fragment);
+ glDetachShader(shaderProgram, vertex);
+ glDetachShader(shaderProgram, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
- glUseProgram(shader);
}
void createWindow() {
@@ -106,48 +112,40 @@ void createShader(char *vert, char *frag) {
vertex = compileShader(readShader(vert), GL_VERTEX_SHADER);
fragment = compileShader(readShader(frag),GL_FRAGMENT_SHADER);
linkShader(vertex,fragment);
- unsigned int VAO;
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
+ glUseProgram(shaderProgram);
};
void uniform1f(char * var, float f) {
- int v = glGetUniformLocation(shader, var);
+ int v = glGetUniformLocation(shaderProgram, var);
glUniform1f(v, f);
}
void uniform2f(char * var, float f0, float f1) {
- int v = glGetUniformLocation(shader, var);
+ int v = glGetUniformLocation(shaderProgram, var);
glUniform2f(v,f0,f1);
}
void readImage(char *file, int i) {
- glUseProgram(shader);
char name[4];
sprintf(name,"img%i",i);
- glUniform1i(glGetUniformLocation(shader, name), i);
- //glBindTexture(GL_TEXTURE_2D, 0);
- //glDeleteTextures(1,&textures[i]);
- //GLuint tex;
- //glGenTextures(1, &tex);
- //textures[i] = tex;
- glActiveTexture(GL_TEXTURE0+i);
- glBindTexture(GL_TEXTURE_2D,textures[i]);
- //glBindTexture(GL_TEXTURE_2D,tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- //glEnable(GL_TEXTURE_2D);//Only use this if not using shaders.
+ glUniform1i(glGetUniformLocation(shaderProgram, name), i);
int w,h,comp;
stbi_set_flip_vertically_on_load(1);
unsigned char* pixels = stbi_load(file, &w, &h, &comp, STBI_rgb_alpha);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
char ratio[9];
sprintf(ratio,"%sratio",name);
uniform1f(ratio,(float) w/h);
+
+ glActiveTexture(GL_TEXTURE0+i);
+ glBindTexture(GL_TEXTURE_2D,textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
stbi_image_free(pixels);
}
@@ -162,15 +160,18 @@ void *readStdin() {
utstring_new(name);
utstring_printf(name, n);
- if (utstring_find(name,0,"img",3) == 0) {
+ if (utstring_find(name,0,"i",1) == 0) {
struct image *i;
i = (struct image*)malloc(sizeof(struct image));
- i->id = str[3]-'0';
+ i->id = str[1]-'0';
strncpy(i->path, strtok(NULL,"\n"),40);
HASH_ADD_INT( images, id, i );
}
- else if (utstring_find(name,0,"frag",4) == 0) {
- createShader("shader.vert",strtok(NULL,"\n"));
+ else if (utstring_find(name,0,"f",1) == 0) {
+ struct shader *s;
+ s = (struct shader*)malloc(sizeof(struct shader));
+ strncpy(s->path, strtok(NULL,"\n"),40);
+ HASH_ADD_STR( shaders, path, s );
}
else if (utstring_find(name,0,"q",1) == 0) {
glfwSetWindowShouldClose(window, GL_TRUE);
@@ -190,6 +191,9 @@ int main(int argc, char **argv) {
createWindow();
//createShader("shader.vert","cross.frag");
createShader("shader.vert","shader.frag");
+ unsigned int VAO;
+ glGenVertexArrays(1, &VAO);
+ glBindVertexArray(VAO);
glGenTextures(4, textures);
for (int i = 0; i<4; i++) { readImage(argv[i+1],i); }
uniform2f("resolution", width,height);
@@ -201,21 +205,33 @@ int main(int argc, char **argv) {
uniform1f("time",glfwGetTime());
// parameters mutex??
// see uthash/doc/userguide.txt
+
struct param *p, *tmp0;
HASH_ITER(hh, parameters, p, tmp0) {
- printf("%s %.f\n",p->name,p->value);
+ //printf("%s %.f\n",p->name,p->value);
uniform1f(p->name,p->value);
HASH_DEL(parameters, p);
free(p);
}
+
struct image *i, *tmp1;
HASH_ITER(hh, images, i, tmp1) {
printf("%i %s\n",i->id,i->path);
- HASH_DEL(images, i);
readImage(i->path,i->id);
+ HASH_DEL(images, i);
free(i);
}
+ struct shader *s, *tmp2;
+ HASH_ITER(hh, shaders, s, tmp2) {
+ //printf("%i %s\n",i->id,i->path);
+ createShader("shader.vert",s->path);
+ HASH_DEL(shaders, s);
+ free(s);
+ for (int i = 0; i<4; i++) { readImage(argv[i+1],i); }
+ uniform2f("resolution", width,height);
+ }
+
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glfwSwapBuffers(window);
glfwPollEvents();