add initial glslUtil library

This commit is contained in:
Josh Holtrop 2011-05-16 15:46:46 -04:00
commit 060f3115bf
4 changed files with 428 additions and 0 deletions

10
Makefile Normal file
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export SCONSFLAGS := -Q
all:
@scons
install:
@scons $@
clean:
@scons -c

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# vim:filetype=python
env = Environment(CFLAGS = ['-Wall'], CPPFLAGS = ['-DGL_GLEXT_PROTOTYPES'])
env.Object('glslUtil.o', 'glslUtil.c')

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#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <math.h>
#include <string.h>
#include "glslUtil.h"
/**************************************************************************
* Helper Functions *
*************************************************************************/
static char *loadFile(const char *fname)
{
struct stat st;
if (stat(fname, &st) != 0)
return NULL;
if (st.st_size <= 0)
return NULL;
char * buff = malloc(st.st_size + 1);
FILE *fil = fopen(fname, "r");
fread(buff, st.st_size, 1, fil);
fclose(fil);
buff[st.st_size] = '\0';
return buff;
}
void guMatrixLoadIdentity(guMatrix4x4 *m)
{
int i, j;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
(*m)[i][j] = (i == j) ? 1.0 : 0.0;
}
}
}
void guMatrixMult(guMatrix4x4 *m, guMatrix4x4 *a, guMatrix4x4 *b)
{
guMatrix4x4 tmp;
int i, j, p;
if (m == a)
{
memcpy(&tmp, a, sizeof(tmp));
a = &tmp;
}
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
GLfloat v = 0.0;
for (p = 0; p < 4; p++)
{
v += (*a)[p][i] * (*b)[j][p];
}
(*m)[j][i] = v;
}
}
}
void guMatrixTranslate(guMatrix4x4 *m, GLfloat x, GLfloat y, GLfloat z)
{
int i;
for (i = 0; i < 4; i++)
{
(*m)[3][i] += (*m)[0][i] * x + (*m)[1][i] * y + (*m)[2][i] * z;
}
}
void guMatrixScale(guMatrix4x4 *m, GLfloat x, GLfloat y, GLfloat z)
{
int i;
for (i = 0; i < 4; i++)
{
(*m)[0][i] *= x;
(*m)[1][i] *= y;
(*m)[2][i] *= z;
}
}
void guMatrixRotate(guMatrix4x4 *m, GLfloat angle,
GLfloat x, GLfloat y, GLfloat z)
{
GLfloat lx = x, ly = y, lz = z, p;
p = lx*lx + ly*ly + lz*lz;
if (p != 1.0)
{
GLfloat scale = sqrt(p);
lx /= scale;
ly /= scale;
lz /= scale;
}
GLfloat c = cos(M_PI * angle / 180.0);
GLfloat s = sin(M_PI * angle / 180.0);
guMatrix4x4 mult;
GLfloat oc = 1 - c;
mult[0][0] = lx * lx * oc + c;
mult[1][0] = lx * ly * oc - lz * s;
mult[2][0] = lx * lz * oc + ly * s;
mult[3][0] = 0.0;
mult[0][1] = ly * lx * oc + lz * s;
mult[1][1] = ly * ly * oc + c;
mult[2][1] = ly * lz * oc - lx * s;
mult[3][1] = 0.0;
mult[0][2] = lx * lz * oc - ly * s;
mult[1][2] = ly * lz * oc + lx * s;
mult[2][2] = lz * lz * oc + c;
mult[3][2] = 0.0;
mult[0][3] = 0.0;
mult[1][3] = 0.0;
mult[2][3] = 0.0;
mult[3][3] = 1.0;
guMatrixMult(m, m, &mult);
}
void guMatrixFrustum(guMatrix4x4 *m,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
int i, j;
guMatrix4x4 mult;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
mult[i][j] = 0.0;
}
}
GLfloat rl = right - left;
GLfloat tb = top - bottom;
GLfloat fn = far - near;
mult[0][0] = 2 * near / rl;
mult[2][0] = (right + left) / rl;
mult[1][1] = 2 * near / tb;
mult[2][1] = (top + bottom) / tb;
mult[2][2] = - (far + near) / fn;
mult[3][2] = - 2 * far * near / fn;
mult[2][3] = -1.0;
guMatrixMult(m, m, &mult);
}
void guMatrixPerspective(guMatrix4x4 *m, GLfloat fovy, GLfloat aspect,
GLfloat near, GLfloat far)
{
int i, j;
guMatrix4x4 mult;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
mult[i][j] = 0.0;
}
}
GLfloat f = 1.0 / tan(M_PI * fovy / 360.0);
GLfloat nf = near - far;
mult[0][0] = f / aspect;
mult[1][1] = f;
mult[2][2] = (far + near) / nf;
mult[3][2] = (2 * far * near) / nf;
mult[2][3] = -1.0;
guMatrixMult(m, m, &mult);
}
void guMatrixOrtho(guMatrix4x4 *m,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
int i, j;
guMatrix4x4 mult;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
mult[i][j] = 0.0;
}
}
GLfloat rl = right - left;
GLfloat tb = top - bottom;
GLfloat fn = far - near;
mult[0][0] = 2 / rl;
mult[3][0] = - (right + left) / rl;
mult[1][1] = 2 / tb;
mult[3][1] = - (top + bottom) / tb;
mult[2][2] = -2 / fn;
mult[3][2] = - (far + near) / fn;
mult[3][3] = 1.0;
guMatrixMult(m, m, &mult);
}
void guMatrix4x4To3x3(guMatrix3x3 *out, const guMatrix4x4 *in)
{
int i;
for (i = 0; i < 3; i++)
{
memcpy(&(*out)[i], &(*in)[i], sizeof((*out)[0][0] * 3));
}
}
char *guGetShaderLog(GLuint id)
{
GLint log_length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
char *log = malloc(sizeof(char) * log_length);
glGetShaderInfoLog(id, log_length, &log_length, log);
return log;
}
return NULL;
}
char *guGetProgramLog(GLuint id)
{
GLint log_length;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
char *log = malloc(sizeof(char) * log_length);
glGetProgramInfoLog(id, log_length, &log_length, log);
return log;
}
return NULL;
}
GLuint guMakeShaderFromFile(GLenum shaderType, const char *fname)
{
char *source;
source = loadFile(fname);
if (source == NULL)
{
fprintf(stderr, "Error reading file '%s'\n", fname);
return 0;
}
GLuint id = guMakeShader(shaderType, source);
free(source);
return id;
}
GLuint guMakeShader(GLenum shaderType, const char *source)
{
GLuint id;
GLint status;
id = glCreateShader(shaderType);
if (id <= 0)
{
fprintf(stderr, "Error creating shader object\n");
goto out;
}
glShaderSource(id, 1, &source, NULL);
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
fprintf(stderr, "Error compiling shader\n");
char *log = guGetShaderLog(id);
fprintf(stderr, "Shader Log:\n%s\n", log);
free(log);
goto cleanup_shader;
}
return id;
cleanup_shader:
glDeleteShader(id);
out:
return 0;
}
GLuint guMakeBuffer(GLenum target, GLenum usage, const void *ptr, size_t sz)
{
GLuint id;
glGenBuffers(1, &id);
glBindBuffer(target, id);
glBufferData(target, sz, ptr, usage);
return id;
}
GLuint guMakeProgramFromSource(const char *v_shader, const char *f_shader,
const guAttribBinding *bindings)
{
GLuint v_shader_id = guMakeShader(GL_VERTEX_SHADER, v_shader);
GLuint f_shader_id = guMakeShader(GL_FRAGMENT_SHADER, f_shader);
if (v_shader_id <= 0 || f_shader_id <= 0)
return 0;
GLuint id = guMakeProgram(v_shader_id, f_shader_id, bindings);
glDeleteShader(v_shader_id);
glDeleteShader(f_shader_id);
return id;
}
GLuint guMakeProgramFromFiles(const char *v_shader, const char *f_shader,
const guAttribBinding *bindings)
{
GLuint v_shader_id = guMakeShaderFromFile(GL_VERTEX_SHADER, v_shader);
GLuint f_shader_id = guMakeShaderFromFile(GL_FRAGMENT_SHADER, f_shader);
if (v_shader_id <= 0 || f_shader_id <= 0)
return 0;
GLuint id = guMakeProgram(v_shader_id, f_shader_id, bindings);
glDeleteShader(v_shader_id);
glDeleteShader(f_shader_id);
return id;
}
GLuint guMakeProgram(GLuint v_shader_id, GLuint f_shader_id,
const guAttribBinding *bindings)
{
GLuint program = glCreateProgram();
glAttachShader(program, v_shader_id);
glAttachShader(program, f_shader_id);
if (bindings != NULL)
{
int i;
for (i = 0; bindings[i].name != NULL; i++)
{
glBindAttribLocation(program, bindings[i].index, bindings[i].name);
}
}
glLinkProgram(program);
GLint link_status;
glGetProgramiv(program, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE)
{
char *log = guGetProgramLog(program);
fprintf(stderr, "Program log:\n%s\n", log);
free(log);
return 0;
}
return program;
}
void guGetUniformLocations(GLuint program, guUniformLocation *locs)
{
int i;
for (i = 0; locs[i].name != NULL; i++)
{
*locs[i].loc = glGetUniformLocation(program, locs[i].name);
}
}

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#ifndef GLSLUTIL_H
#define GLSLUTIL_H
#ifdef GL_INCLUDE_FILE
#include GL_INCLUDE_FILE
#else
#include <GL/gl.h>
#endif
typedef GLfloat guMatrix3x3[3][3];
typedef GLfloat guMatrix4x4[4][4];
typedef struct {
GLuint index;
const char *name;
} guAttribBinding;
typedef struct {
GLint *loc;
const char *name;
} guUniformLocation;
#ifdef __cplusplus
extern "C" {
#endif
void guMatrixLoadIdentity(guMatrix4x4 *m);
void guMatrixMult(guMatrix4x4 *m, guMatrix4x4 *a, guMatrix4x4 *b);
void guMatrixTranslate(guMatrix4x4 *m, GLfloat x, GLfloat y, GLfloat z);
void guMatrixScale(guMatrix4x4 *m, GLfloat x, GLfloat y, GLfloat z);
void guMatrixRotate(guMatrix4x4 *m, GLfloat angle,
GLfloat x, GLfloat y, GLfloat z);
void guMatrixFrustum(guMatrix4x4 *m,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void guMatrixPerspective(guMatrix4x4 *m, GLfloat fovy, GLfloat aspect,
GLfloat near, GLfloat far);
void guMatrixOrtho(guMatrix4x4 *m,
GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void guMatrix4x4To3x3(guMatrix3x3 *out, const guMatrix4x4 *in);
char *guGetShaderLog(GLuint id);
char *guGetProgramLog(GLuint id);
GLuint guMakeShaderFromFile(GLenum shaderType, const char *fname);
GLuint guMakeShader(GLenum shaderType, const char *source);
GLuint guMakeProgramFromSource(const char *v_shader, const char *f_shader,
const guAttribBinding *bindings);
GLuint guMakeProgramFromFiles(const char *v_shader, const char *f_shader,
const guAttribBinding *bindings);
GLuint guMakeProgram(GLuint v_shader_id, GLuint f_shader_id,
const guAttribBinding *bindings);
void guGetUniformLocations(GLuint program, guUniformLocation *locs);
GLuint guMakeBuffer(GLenum target, GLenum usage, const void *ptr, size_t sz);
#ifdef __cplusplus
}
#endif
#endif