win_opengl: Split shader loading to it's own file.

This commit is contained in:
ts-korhonen
2021-04-16 19:42:02 +03:00
parent 9dbbf8cf05
commit 7a83b463c2
5 changed files with 250 additions and 193 deletions

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@@ -0,0 +1,23 @@
/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
* system designs based on the PCI bus.
*
* This file is part of the 86Box distribution.
*
* Header file for shader file parser.
*
* Authors: Teemu Korhonen
*
* Copyright 2021 Teemu Korhonen
*/
#ifndef WIN_OPENGL_GLSLP_H
#define WIN_OPENGL_GLSLP_H
#include <glad/glad.h>
GLuint load_custom_shaders();
GLuint load_default_shaders();
#endif /*!WIN_OPENGL_GLSLP_H*/

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@@ -20,7 +20,7 @@ add_library(plat OBJECT win.c win_dynld.c win_thread.c win_cdrom.c
add_library(ui OBJECT win_ui.c win_stbar.c win_sdl.c win_dialog.c win_about.c
win_settings.c win_devconf.c win_snd_gain.c win_specify_dim.c win_new_floppy.c
win_jsconf.c win_media_menu.c 86Box.rc glad.c win_opengl.c)
win_jsconf.c win_media_menu.c 86Box.rc glad.c win_opengl.c win_opengl_glslp.c)
if(MSVC)
# MSVC complains when we include the manifest from 86Box.rc...

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@@ -451,7 +451,7 @@ ifeq ($(WX), y)
UIOBJ := wx_main.o wx_ui.o wx_stbar.o wx_render.o
else
UIOBJ := win_ui.o win_stbar.o \
win_sdl.o win_opengl.o glad.o \
win_sdl.o win_opengl.o win_opengl_glslp.o glad.o \
win_dialog.o win_about.o \
win_settings.o win_devconf.o win_snd_gain.o win_specify_dim.o \
win_new_floppy.o win_jsconf.o win_media_menu.o

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@@ -8,16 +8,12 @@
*
* Rendering module for OpenGL
*
* NOTE: This is very much still a work-in-progress.
* Expect missing functionality, hangs and bugs.
*
* TODO: More shader features
* - scaling
* - multipass
* - previous frames
* (UI) options
* More error handling
* ...
*
* Authors: Teemu Korhonen
*
@@ -37,20 +33,18 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#define UNICODE
#include <Windows.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
#include <glad/glad.h>
#include <stdio.h>
#include <86box/86box.h>
#include <86box/plat.h>
#include <86box/video.h>
#include <86box/win.h>
#include <86box/win_opengl.h>
#include <86box/win_opengl_glslp.h>
static const int INIT_WIDTH = 640;
static const int INIT_HEIGHT = 400;
@@ -146,190 +140,6 @@ typedef struct
int* fullscreen;
} winmessage_data;
/**
* @brief Default vertex shader.
*/
static const GLchar* vertex_shader = "#version 330 core\n\
in vec2 VertexCoord;\n\
in vec2 TexCoord;\n\
out vec2 tex;\n\
void main(){\n\
gl_Position = vec4(VertexCoord, 0.0, 1.0);\n\
tex = TexCoord;\n\
}\n";
/**
* @brief Default fragment shader.
*/
static const GLchar* fragment_shader = "#version 330 core\n\
in vec2 tex;\n\
uniform sampler2D texsampler;\n\
void main() {\n\
gl_FragColor = texture(texsampler, tex);\n\
}\n";
/**
* @brief Reads a whole file into a null terminated string.
* @param Path Path to the file relative to executable path.
* @return Pointer to the string or NULL on error. Remember to free() after use.
*/
static char* read_file_to_string(const char* path)
{
char* full_path = (char*)malloc(sizeof(char) * (strlen(path) + strlen(exe_path) + 1));
plat_append_filename(full_path, exe_path, path);
FILE* file_handle = plat_fopen(full_path, "rb");
free(full_path);
if (file_handle != NULL)
{
/* get file size */
fseek(file_handle, 0, SEEK_END);
long file_size = ftell(file_handle);
fseek(file_handle, 0, SEEK_SET);
/* read to buffer and close */
char* content = (char*)malloc(sizeof(char) * (file_size + 1));
size_t length = fread(content, sizeof(char), file_size, file_handle);
fclose(file_handle);
content[length] = 0;
return content;
}
return NULL;
}
/**
* @brief Compile custom shaders into a program.
* @return Shader program identifier.
*/
static GLuint load_custom_shaders()
{
GLint status = GL_FALSE;
int info_log_length;
/* TODO: get path from config */
char* shader = read_file_to_string("shaders/shader.glsl");
if (shader != NULL)
{
int success = 1;
const char* vertex_sources[2] = { "#define VERTEX\n", shader };
const char* fragment_sources[2] = { "#define FRAGMENT\n", shader };
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 2, vertex_sources, NULL);
glCompileShader(vertex_id);
glGetShaderiv(vertex_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(vertex_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(vertex_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
glShaderSource(fragment_id, 2, fragment_sources, NULL);
glCompileShader(fragment_id);
glGetShaderiv(fragment_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(fragment_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(fragment_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
free(shader);
GLuint prog_id = 0;
if (success)
{
prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
glGetProgramiv(prog_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetProgramInfoLog(prog_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
}
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
}
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}
return 0;
}
/**
* @brief Compile default shaders into a program.
* @return Shader program identifier.
*/
static GLuint load_default_shaders()
{
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 1, &vertex_shader, NULL);
glCompileShader(vertex_id);
glShaderSource(fragment_id, 1, &fragment_shader, NULL);
glCompileShader(fragment_id);
GLuint prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}
/**
* @brief Set or unset OpenGL context window as a child window.
*

224
src/win/win_opengl_glslp.c Normal file
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@@ -0,0 +1,224 @@
/*
* 86Box A hypervisor and IBM PC system emulator that specializes in
* running old operating systems and software designed for IBM
* PC systems and compatibles from 1981 through fairly recent
* system designs based on the PCI bus.
*
* This file is part of the 86Box distribution.
*
* File parser for .glslp and .glsl shader files
* in the format of libretro.
*
* TODO: Read .glslp files for multipass shaders and settings.
*
* Authors: Teemu Korhonen
*
* Copyright 2021 Teemu Korhonen
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <glad/glad.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <86box/86box.h>
#include <86box/plat.h>
#include <86box/win_opengl_glslp.h>
/**
* @brief Default vertex shader.
*/
static const GLchar* vertex_shader = "#version 330 core\n\
in vec2 VertexCoord;\n\
in vec2 TexCoord;\n\
out vec2 tex;\n\
void main(){\n\
gl_Position = vec4(VertexCoord, 0.0, 1.0);\n\
tex = TexCoord;\n\
}\n";
/**
* @brief Default fragment shader.
*/
static const GLchar* fragment_shader = "#version 330 core\n\
in vec2 tex;\n\
uniform sampler2D texsampler;\n\
void main() {\n\
gl_FragColor = texture(texsampler, tex);\n\
}\n";
/**
* @brief Reads a whole file into a null terminated string.
* @param Path Path to the file relative to executable path.
* @return Pointer to the string or NULL on error. Remember to free() after use.
*/
static char* read_file_to_string(const char* path)
{
char* full_path = (char*)malloc(sizeof(char) * (strlen(path) + strlen(exe_path) + 1));
plat_append_filename(full_path, exe_path, path);
FILE* file_handle = plat_fopen(full_path, "rb");
free(full_path);
if (file_handle != NULL)
{
/* get file size */
fseek(file_handle, 0, SEEK_END);
long file_size = ftell(file_handle);
fseek(file_handle, 0, SEEK_SET);
/* read to buffer and close */
char* content = (char*)malloc(sizeof(char) * (file_size + 1));
size_t length = fread(content, sizeof(char), file_size, file_handle);
fclose(file_handle);
content[length] = 0;
return content;
}
return NULL;
}
/**
* @brief Compile custom shaders into a program.
* @return Shader program identifier.
*/
GLuint load_custom_shaders()
{
GLint status = GL_FALSE;
int info_log_length;
/* TODO: get path from config */
char* shader = read_file_to_string("shaders/shader.glsl");
if (shader != NULL)
{
int success = 1;
const char* vertex_sources[2] = { "#define VERTEX\n", shader };
const char* fragment_sources[2] = { "#define FRAGMENT\n", shader };
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 2, vertex_sources, NULL);
glCompileShader(vertex_id);
glGetShaderiv(vertex_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(vertex_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(vertex_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
glShaderSource(fragment_id, 2, fragment_sources, NULL);
glCompileShader(fragment_id);
glGetShaderiv(fragment_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glGetShaderiv(fragment_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetShaderInfoLog(fragment_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
success = 0;
}
free(shader);
GLuint prog_id = 0;
if (success)
{
prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glGetProgramiv(prog_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
glGetProgramiv(prog_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLchar* info_log_text = (GLchar*)malloc(sizeof(GLchar) * info_log_length);
glGetProgramInfoLog(prog_id, info_log_length, NULL, info_log_text);
/* TODO: error logging */
free(info_log_text);
}
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
}
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}
return 0;
}
/**
* @brief Compile default shaders into a program.
* @return Shader program identifier.
*/
GLuint load_default_shaders()
{
GLuint vertex_id = glCreateShader(GL_VERTEX_SHADER);
GLuint fragment_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_id, 1, &vertex_shader, NULL);
glCompileShader(vertex_id);
glShaderSource(fragment_id, 1, &fragment_shader, NULL);
glCompileShader(fragment_id);
GLuint prog_id = glCreateProgram();
glAttachShader(prog_id, vertex_id);
glAttachShader(prog_id, fragment_id);
glLinkProgram(prog_id);
glDetachShader(prog_id, vertex_id);
glDetachShader(prog_id, fragment_id);
glDeleteShader(vertex_id);
glDeleteShader(fragment_id);
return prog_id;
}