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shader_program.c
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shader_program.c
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#include <stdio.h>
#include <stdarg.h>
#include <stddef.h>
#include "shader_program.h"
#include "configure.h"
#ifdef __cplusplus
extern "C" {
#endif
/*
AddShaderSource関数
GLSLのプログラムオブジェクトにシェーダーオブジェクトを追加
引数
program_id : プログラムオブジェクト
source : GLSLのシェーダーソースコード
type : シェーダーのタイプ(頂点シェーダー or フラグメントシェーダー)
返り値
成功:TRUE 失敗:FALSE
*/
static int AddShaderSource(GLuint program_id, const char* source, GLenum type)
{
GLint compiled; // ソースコードのコンパイルの成功/失敗
GLuint shader; // シェーダーオブジェクト
// シェーダーオブジェクトを生成
shader = glCreateShader(type);
// 生成したシェーダーオブジェクトにソースコードを渡す
glShaderSource(shader, 1, &source, NULL);
// 渡したソースコードをコンパイル
glCompileShader(shader);
// コンパイルに成功したか確認
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
// compiledの中身が0ならコンパイル失敗
if(compiled == 0)
{
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if(length > 0)
{
char *message = (char*)malloc(length);
glGetShaderInfoLog(shader, length, &length, message);
(void)printf("%s\n", message);
free(message);
}
glDeleteShader(shader);
return FALSE;
}
//
glAttachShader(program_id, shader);
glDeleteShader(shader);
return TRUE;
}
/*
GenerateGlslProgram関数
GLSLのプログラムオブジェクトを生成し、シェーダーをコンパイルする
引数
vertex_shader_source : 頂点シェーダーのソースコード文字列
fragment_shader_source : フラグメントシェーダーのソースコード文字列
返り値
生成したプログラムオブジェクトのID
*/
GLuint GenerateGlslProgram(
const char* vertex_shader_source,
const char* fragment_shader_source
)
{
GLuint program_id; // プログラムオブジェクトのID
// プログラムオブジェクトの生成をOpenGLに依頼
program_id = glCreateProgram();
// 頂点シェーダーを追加
if(AddShaderSource(program_id, vertex_shader_source, GL_VERTEX_SHADER) == FALSE)
{
glDeleteProgram(program_id);
return 0;
}
// フラグメントシェーダーを追加
if(fragment_shader_source != NULL)
{
if(AddShaderSource(program_id, fragment_shader_source, GL_FRAGMENT_SHADER) == FALSE)
{
glDeleteProgram(program_id);
return 0;
}
}
return program_id;
}
/*
ReleaseShaderProgram関数
シェーダープログラムを開放する
引数
program : シェーダープログラムの基本データ
*/
void ReleaseShaderProgram(SHADER_PROGRAM_BASE* program)
{
glDeleteProgram(program->program_id);
program->program_id = 0;
}
/*
ShaderProgramLink関数
シェーダープログラムをリンクする
引数
program : シェーダープログラムの基本データ
返り値
成功:TRUE 失敗:FALSE
*/
int ShaderProgramLink(SHADER_PROGRAM_BASE* program)
{
GLint status; // リンクの成功/失敗を受ける
// リンク実行
glLinkProgram(program->program_id);
// リンクに成功したか調べる
glGetProgramiv(program->program_id, GL_LINK_STATUS, &status);
if(status == 0)
{
GLint length;
glGetProgramiv(program->program_id, GL_INFO_LOG_LENGTH, &length);
if(length > 0)
{
char *message = (char*)malloc(length);
glGetProgramInfoLog(program->program_id, length, &length, message);
(void)printf("%s\n", message);
free(message);
}
ReleaseShaderProgram(program);
return FALSE;
}
return TRUE;
}
/*
InitializeShaderProgram関数
1つ分のGLSLのプログラマブルシェーダー管理データを初期化
引数
program : シェーダープログラムの基本データ
vertex_shader_source : 頂点シェーダーのソースコード文字列
fragment_shader_source : フラグメントシェーダーのソースコード文字列
可変長引数 : 頂点シェーダー中のin修飾の変数名とそれに割り当てるID
(const char*の名前, GLuintのkeyを交互に指定. 最後にNULLを指定)
返り値
成功:TRUE 失敗:FALSE
*/
int InitializeShaderProgram(
SHADER_PROGRAM_BASE* program,
const char* vertex_shader_source,
const char* fragment_shader_source,
const char* first_attribute,
...
)
{
const char *attribute_name; // 入力変数名
va_list list; // 可変長引数のリスト
(void)memset(program, 0, sizeof(*program));
if((program->program_id = GenerateGlslProgram(
vertex_shader_source, fragment_shader_source)) == 0)
{
return FALSE;
}
// 入力変数の名前とIDを結び付ける
attribute_name = first_attribute;
va_start(list, first_attribute);
while(attribute_name != NULL)
{
GLuint key = va_arg(list, GLuint);
glBindAttribLocation(program->program_id, key, attribute_name);
attribute_name = va_arg(list, const char*);
}
va_end(list);
// コンパイルしたシェーダーをリンク
if(ShaderProgramLink(program) == FALSE)
{
ReleaseShaderProgram(program);
return FALSE;
}
return TRUE;
}
/*
DrawSquareProgramSetUniformLocation関数
シェーダーオブジェクトからuniform属性の変数のIDを取得する
引数
program : シェーダーを管理するデータ
*/
void DrawSquareProgramSetUniformLocation(DRAW_SQUARE_PROGRAM* program)
{
program->position_uniform_location = glGetUniformLocation(program->base_data.program_id, "position");
program->texture_size_uniform_location = glGetUniformLocation(program->base_data.program_id, "texture_size");
program->reverse_half_display_size_unifrom_location = glGetUniformLocation(program->base_data.program_id, "reverse_display_half_size");
program->display_height_uniform_location = glGetUniformLocation(program->base_data.program_id, "display_height");
program->zoom_uniform_location = glGetUniformLocation(program->base_data.program_id, "zoom");
program->rotate_uniform_location = glGetUniformLocation(program->base_data.program_id, "rotate");
program->color_uniform_location = glGetUniformLocation(program->base_data.program_id, "color");
program->texture_uniform_location = glGetUniformLocation(program->base_data.program_id, "draw_texture");
}
/*
InitializeDrawSquareProgram関数
画像全体を使って描画するシェーダープログラムの初期化
引数
program : シェーダーを管理するデータ
display_width : 描画領域の幅
display_height : 描画領域の高さ
返り値
成功:TRUE 失敗:FALSE
*/
int InitializeDrawSquareProgram(
DRAW_SQUARE_PROGRAM* program,
float display_width,
float display_height
)
{
// 頂点シェーダーのソースコード
const char vertex_shader[] =
"#if __VERSION__ < 130\n"
"#define in attribute\n"
"#define out varying\n"
"#endif\n"
"in vec3 in_position;\n"
"in vec2 in_texture_coordinate;\n"
"out vec2 out_texture_coordinate;\n"
"uniform vec2 position;\n"
"uniform vec2 texture_size;\n"
"uniform vec2 display_half_size;\n"
"uniform vec2 reverse_display_half_size;\n"
"uniform float display_height;\n"
"uniform float zoom;\n"
"uniform float rotate;\n"
"void main()\n"
"{\n"
"\tfloat x;\n"
"\tfloat y;\n"
"\tfloat rotate_x;\n"
"\tfloat rotate_y;\n"
"\tfloat sin_value;\n"
"\tfloat cos_value;\n"
"\tx = (- (texture_size.x * 0.5) + texture_size.x * in_position.x) * zoom;\n"
"\ty = (- (texture_size.y * 0.5) + texture_size.y * in_position.y) * zoom;\n"
"\tsin_value = sin(rotate);\n"
"\tcos_value = cos(rotate);\n"
"\trotate_x = x * cos_value + y * sin_value;\n"
"\trotate_y = - x * sin_value + y * cos_value;\n"
"\tgl_Position = vec4((rotate_x + texture_size.x * 0.5 + position.x) * reverse_display_half_size.x - 1,\n"
"\t\t(display_height - rotate_y - texture_size.y * 0.5 - position.y) * reverse_display_half_size.y - 1, in_position.z, 1);\n"
"\tout_texture_coordinate = in_texture_coordinate;\n"
"}";
const char fragment_shader[] =
"#if __VERSION__ < 130\n"
"#define in varying\n"
"#define out_pixel_color gl_FragColor\n"
"#define texture(samp, uv) texture2D((samp), (uv))\n"
"#else\n"
"out out_pixel_color;\n"
"#endif\n"
"in vec2 out_texture_coordinate;\n"
"uniform vec4 color;\n"
"uniform sampler2D draw_texture;\n"
"void main()\n"
"{\n"
"\tout_pixel_color = color * texture2D(draw_texture, out_texture_coordinate);\n"
"}\n";
// 頂点バッファ
const DRAW_SQUARE_VERTEX vertices[4] =
{
{{0, 0, 0}, {0, 0}},
{{1, 0, 0}, {1, 0}},
{{1, 1, 0}, {1, 1}},
{{0, 1, 0}, {0, 1}}
};
// インデックス
const unsigned char indices[4] = {0, 1, 2, 3};
// シェーダープログラムを設定
if(InitializeShaderProgram(&program->base_data, vertex_shader, fragment_shader,
"in_position", SHADER_ATTRIBUTE_VERTEX,
"in_texture_coordinate", SHADER_ATTRIBUTE_TEXTURE_COORD,
NULL
)
== FALSE
)
{
return FALSE;
}
// uniform属性の変数識別IDを取得
DrawSquareProgramSetUniformLocation(program);
// uniform変数の初期値を設定する
glUseProgram(program->base_data.program_id);
glUniform2f(program->reverse_half_display_size_unifrom_location,
1 / (display_width * 0.5f), 1 / (display_height * 0.5f));
glUniform1f(program->display_height_uniform_location, (GLfloat)display_height);
glUniform1f(program->zoom_uniform_location, 1.0f);
glUniform1f(program->rotate_uniform_location, 0.0f);
glUniform4f(program->color_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
glUseProgram(0);
// 頂点バッファを初期化
InitializeVertexBuffer(
&program->vertex_buffer,
sizeof(vertices),
(void*)vertices,
sizeof(indices),
(void*)indices,
sizeof(*vertices),
3, SHADER_ATTRIBUTE_VERTEX, GL_FLOAT, GL_FALSE, NULL,
2, SHADER_ATTRIBUTE_TEXTURE_COORD, GL_FLOAT, GL_FALSE, offsetof(DRAW_SQUARE_VERTEX, texture_coordinate),
0
);
// 頂点バッファにデータを渡す
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, program->vertex_buffer.index_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return TRUE;
}
/*
ClipDrawProgramSetUniformLocation関数
シェーダーオブジェクトからuniform属性の変数のIDを取得する
引数
program : シェーダーを管理するデータ
*/
void ClipDrawProgramSetUniformLocation(CLIP_DRAW_PROGRAM* program)
{
program->position_uniform_location = glGetUniformLocation(program->base_data.program_id, "position");
program->texture_position_uniform_location = glGetUniformLocation(program->base_data.program_id, "texture_position");
program->clip_position_uniform_location = glGetUniformLocation(program->base_data.program_id, "clip_position");
program->texture_size_uniform_location = glGetUniformLocation(program->base_data.program_id, "texture_size");
program->clip_size_uniform_location = glGetUniformLocation(program->base_data.program_id, "clip_size");
program->reverse_half_display_size_unifrom_location = glGetUniformLocation(program->base_data.program_id, "reverse_display_half_size");
program->display_height_uniform_location = glGetUniformLocation(program->base_data.program_id, "display_height");
program->zoom_uniform_location = glGetUniformLocation(program->base_data.program_id, "zoom");
program->clip_zoom_uniform_location = glGetUniformLocation(program->base_data.program_id, "clip_zoom");
program->clip_rotate_uniform_location = glGetUniformLocation(program->base_data.program_id, "clip_rotate");
program->rotate_uniform_location = glGetUniformLocation(program->base_data.program_id, "rotate");
program->color_uniform_location = glGetUniformLocation(program->base_data.program_id, "color");
program->texture_uniform_location = glGetUniformLocation(program->base_data.program_id, "draw_texture");
program->clip_texture_uniform_location = glGetUniformLocation(program->base_data.program_id, "clip");
}
/*
InitializeClipDrowProgram関数
画像でクリッピングして描画するシェーダープログラムの初期化
引数
program : シェーダーを管理するデータ
display_width : 描画領域の幅
display_height : 描画領域の高さ
返り値
成功:TRUE 失敗:FALSE
*/
int InitializeClipDrawProgram(
CLIP_DRAW_PROGRAM* program,
float display_width,
float display_height
)
{
// 頂点シェーダーのソースコード
const char vertex_shader[] =
"#if __VERSION__ < 130\n"
"#define in attribute\n"
"#define out varying\n"
"#endif\n"
"in vec3 in_position;\n"
"in vec2 in_texture_coordinate;\n"
"out vec2 out_texture_coordinate;\n"
"out vec2 out_clip_coordinate;\n"
"uniform vec2 position;\n"
"uniform vec4 texture_position;\n"
"uniform vec4 clip_position;\n"
"uniform vec2 texture_size;\n"
"uniform vec2 clip_size;\n"
"uniform vec2 display_half_size;\n"
"uniform vec2 reverse_display_half_size;\n"
"uniform float display_height;\n"
"uniform float zoom;\n"
"uniform float clip_zoom;\n"
"uniform float rotate;\n"
"uniform float clip_rotate;\n"
"void main()\n"
"{\n"
"\tfloat x;\n"
"\tfloat y;\n"
"\tfloat width;\n"
"\tfloat height;\n"
"\tfloat rotate_x;\n"
"\tfloat rotate_y;\n"
"\tfloat div_x;\n"
"\tfloat div_y;\n"
"\tfloat sin_value;\n"
"\tfloat cos_value;\n"
"\tfloat clip_width;\n"
"\tfloat clip_height;\n"
"\tfloat clip_zoom_x;\n"
"\tfloat clip_zoom_y;\n"
"\tfloat move_x;\n"
"\tfloat move_y;\n"
"\tdiv_x = 1.0 / texture_size.x, div_y = 1.0 / texture_size.y;\n"
"\twidth = texture_position.z - texture_position.x;\n"
"\theight = texture_position.w - texture_position.y;\n"
"\tclip_width = (clip_position.z - clip_position.x);\n"
"\tclip_height = (clip_position.w - clip_position.y);\n"
"\tclip_zoom_x = (width * zoom) / (clip_width * clip_zoom);\n"
"\tclip_zoom_y = (height * zoom) / (clip_height * clip_zoom);\n"
"\tx = (- (width * 0.5) + width * in_position.x) * zoom;\n"
"\ty = (- (height * 0.5) + height * in_position.y) * zoom;\n"
"\tsin_value = sin(rotate);\n"
"\tcos_value = cos(rotate);\n"
"\trotate_x = x * cos_value + y * sin_value;\n"
"\trotate_y = - x * sin_value + y * cos_value;\n"
"\tgl_Position = vec4((rotate_x + width * 0.5 + (clip_zoom_x - 1) * clip_width * 0.5 * (clip_zoom / zoom) + (zoom - clip_zoom) * (width - clip_width) * 0.5 + position.x) * reverse_display_half_size.x - 1,\n"
"\t\t(display_height - rotate_y - height * 0.5 - (clip_zoom_y - 1) * clip_height * 0.5 - (zoom - clip_zoom) * clip_height * clip_zoom_y * 0.5 - position.y) * reverse_display_half_size.y - 1, in_position.z, 1);\n"
"\tout_texture_coordinate = vec2(texture_position.x * div_x + in_texture_coordinate.x * width * div_x,\n"
"\t\ttexture_position.y * div_y + in_texture_coordinate.y * height * div_y);\n"
"\tdiv_x = 1.0 / clip_size.x, div_y = 1.0 / clip_size.y;\n"
"\tmove_x = (clip_position.x + clip_position.z) * 0.5, move_y = (clip_position.y + clip_position.w) * 0.5;\n"
"\tx = - move_x * div_x + (clip_width * div_x * in_texture_coordinate.x * clip_zoom_x);\n"
"\ty = - move_y * div_y + (clip_height * div_y * in_texture_coordinate.y * clip_zoom_y);\n"
"\tsin_value = sin(clip_rotate);\n"
"\tcos_value = cos(clip_rotate);\n"
"\trotate_x = x * cos_value + y * sin_value;\n"
"\trotate_y = - x * sin_value + y * cos_value;\n"
"\tout_clip_coordinate = vec2(rotate_x + move_x * div_x, rotate_y + move_y * div_y);\n"
"}";
const char fragment_shader[] =
"#if __VERSION__ < 130\n"
"#define in varying\n"
"#define out_pixel_color gl_FragColor\n"
"#define texture(samp, uv) texture2D((samp), (uv))\n"
"#else\n"
"out vec4 out_pixel_color;\n"
"#endif\n"
"in vec2 out_texture_coordinate;\n"
"in vec2 out_clip_coordinate;\n"
"uniform vec4 color;\n"
"uniform sampler2D draw_texture;\n"
"uniform sampler2D clip;\n"
"void main()\n"
"{\n"
"\tout_pixel_color = color * mix(vec4(0), texture(draw_texture, out_texture_coordinate), texture(clip, out_clip_coordinate).a);\n"
"}\n";
// 頂点バッファ
const DRAW_SQUARE_VERTEX vertices[4] =
{
{{0, 0, 0}, {0, 0}},
{{1, 0, 0}, {1, 0}},
{{1, 1, 0}, {1, 1}},
{{0, 1, 0}, {0, 1}}
};
// インデックス
const unsigned char indices[4] = {0, 1, 2, 3};
// シェーダープログラムを設定
if(InitializeShaderProgram(&program->base_data, vertex_shader, fragment_shader,
"in_position", SHADER_ATTRIBUTE_VERTEX,
"in_texture_coordinate", SHADER_ATTRIBUTE_TEXTURE_COORD,
NULL
)
== FALSE
)
{
return FALSE;
}
// uniform属性の変数識別IDを取得
ClipDrawProgramSetUniformLocation(program);
// uniform変数の初期値を設定する
glUseProgram(program->base_data.program_id);
glUniform2f(program->reverse_half_display_size_unifrom_location,
1 / (display_width * 0.5f), 1 / (display_height * 0.5f));
glUniform1f(program->display_height_uniform_location, (GLfloat)display_height);
glUniform1f(program->zoom_uniform_location, 1.0f);
glUniform1f(program->clip_zoom_uniform_location, 1.0f);
glUniform1f(program->rotate_uniform_location, 0.0f);
glUniform1f(program->clip_rotate_uniform_location, 0.0f);
glUniform4f(program->color_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
glUseProgram(0);
// 頂点バッファを初期化
InitializeVertexBuffer(
&program->vertex_buffer,
sizeof(vertices),
(void*)vertices,
sizeof(indices),
(void*)indices,
sizeof(*vertices),
3, SHADER_ATTRIBUTE_VERTEX, GL_FLOAT, GL_FALSE, NULL,
2, SHADER_ATTRIBUTE_TEXTURE_COORD, GL_FLOAT, GL_FALSE, offsetof(DRAW_SQUARE_VERTEX, texture_coordinate),
0
);
// 頂点バッファにデータを渡す
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, program->vertex_buffer.index_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return TRUE;
}
/*
InitializeDisplayPrograms関数
描画に使うシェーダーの全てを初期化する
引数
programs : シェーダー全体を管理するデータ
*/
void InitializeDisplayPrograms(DISPLAY_PROGRAMS* programs)
{
InitializeDrawSquareProgram(&programs->draw_square,
DISPLAY_WIDTH, DISPLAY_HEIGHT);
InitializeClipDrawProgram(&programs->clip_draw,
DISPLAY_WIDTH, DISPLAY_HEIGHT);
}
#ifdef __cplusplus
}
#endif