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gl.c
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gl.c
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#include "gl.h"
const GLenum _clbit=(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//Store max anisotropy if anisotropic filtering is available
int _anis=-1;
//Function to load, compile and check shaders
unint load_shader(const char *fname, GLenum type);
unint load_shader(const char *fname, GLenum type)
{
int size=0; void *data=NULL;
if(fload(fname,&size,&data))
{
const unint s=glCreateShader(type);
int val=0;
glShaderSource(s,1,(const char**)&data,&size);
free(data);
glCompileShader(s);
glGetShaderiv(s,GL_INFO_LOG_LENGTH,&val);
if(val>1)
{
char *log=(char*)malloc(val);
glGetShaderInfoLog(s,val,NULL,log);
info("Shader \"%s\" info:\n%s\n",fname,log);
free((void*)log);
}
glGetShaderiv(s,GL_COMPILE_STATUS,&val);
if(!val) info("Shader \"%s\" compiling failed\n",fname);
return s;
}
else return 0;
}
void clear(void)
{
glClear(_clbit);
}
//Function to load, link and check shader program
byte load_pro(unint p, const char *vs_fname, const char *fs_fname)
{
const unint vs=load_shader(vs_fname,GL_VERTEX_SHADER);
const unint fs=load_shader(fs_fname,GL_FRAGMENT_SHADER);
int val=0;
glAttachShader(p,vs);
glAttachShader(p,fs);
glLinkProgram(p);
glDetachShader(p,vs);
glDetachShader(p,fs);
glDeleteShader(vs);
glDeleteShader(fs);
glGetProgramiv(p,GL_INFO_LOG_LENGTH,&val);
if(val>1)
{
char *log=(char*)malloc(val);
glGetProgramInfoLog(p,val,NULL,log);
info("Program info:\n%s\n",log);
free((void*)log);
}
glGetProgramiv(p,GL_LINK_STATUS,&val);
if(!val) info("Program linking failed\n");
return (byte)val;
}
//Function to load texture
byte load_tex(unint t, const char *fname, unshort w, unshort h, GLenum fmt, tex_filter tf)
{
int size=0; void *data=NULL;
if(fload(fname,&size,&data))
{
use_tex(t);
glTexImage2D(GL_TEXTURE_2D,0,fmt,w,h,0,fmt,GL_UNSIGNED_BYTE,data);
free(data);
filter_tex(tf);
return 1;
}
else return 0;
}
//Function to filter and clamp texture
void filter_tex(tex_filter tf)
{
switch(tf)
{
case tf_none:
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
break;
case tf_linear:
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
break;
case tf_mipmap:
if(_anis==-1) glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&_anis);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_ANISOTROPY_EXT,_anis);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
break;
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
}
//Function to setup FBO and FB texture
void init_fbo(fbo_data *f, unshort w, unshort h, tex_filter tf)
{
glGenTextures(2,f->texs);
f->w=w; f->h=h;
use_tex(f->texs[0]);
filter_tex(tf);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,f->w,f->h,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
use_tex(f->texs[1]);
filter_tex(tf);
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,f->w,f->h,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_SHORT,NULL);
use_tex(0);
glGenFramebuffers(1,&f->id);
glBindFramebuffer(GL_FRAMEBUFFER,f->id);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,f->texs[0],0);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,f->texs[1],0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
}
//Function to free FBO and FB etxture
void done_fbo(fbo_data *f)
{
glDeleteFramebuffers(1,&f->id);
glDeleteTextures(2,f->texs);
memset((void*)f,0,sizeof(fbo_data));
}
//Function to bind FBO and update viewport
void use_fbo(const fbo_data *f)
{
glBindFramebuffer(GL_FRAMEBUFFER,f->id);
glViewport(0,0,f->w,f->h);
glScissor(0,0,f->w,f->h);
}