/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2012 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * * Authors: * Robert Bragg * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-context-private.h" #include "cogl-glsl-shader-private.h" #include "cogl-glsl-shader-boilerplate.h" #include "cogl-internal.h" #include #include void _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx, const char *version_string, GLuint shader_gl_handle, GLenum shader_gl_type, int n_tex_coord_attribs, GLsizei count_in, const char **strings_in, const GLint *lengths_in) { const char *vertex_boilerplate; const char *fragment_boilerplate; const char **strings = g_alloca (sizeof (char *) * (count_in + 4)); GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4)); int count = 0; char *tex_coord_declarations = NULL; vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE; fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE; if (version_string) { strings[count] = version_string; lengths[count++] = -1; } if (ctx->driver == COGL_DRIVER_GLES2 && cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D)) { static const char texture_3d_extension[] = "#extension GL_OES_texture_3D : enable\n"; strings[count] = texture_3d_extension; lengths[count++] = sizeof (texture_3d_extension) - 1; } if (shader_gl_type == GL_VERTEX_SHADER) { strings[count] = vertex_boilerplate; lengths[count++] = strlen (vertex_boilerplate); } else if (shader_gl_type == GL_FRAGMENT_SHADER) { strings[count] = fragment_boilerplate; lengths[count++] = strlen (fragment_boilerplate); } if (n_tex_coord_attribs) { GString *declarations = g_string_new (NULL); g_string_append_printf (declarations, "varying vec4 _cogl_tex_coord[%d];\n", n_tex_coord_attribs); if (shader_gl_type == GL_VERTEX_SHADER) { int i; g_string_append_printf (declarations, "uniform mat4 cogl_texture_matrix[%d];\n", n_tex_coord_attribs); for (i = 0; i < n_tex_coord_attribs; i++) g_string_append_printf (declarations, "attribute vec4 cogl_tex_coord%d_in;\n", i); } tex_coord_declarations = g_string_free (declarations, FALSE); strings[count] = tex_coord_declarations; lengths[count++] = -1; /* null terminated */ } memcpy (strings + count, strings_in, sizeof (char *) * count_in); if (lengths_in) memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in); else { int i; for (i = 0; i < count_in; i++) lengths[count + i] = -1; /* null terminated */ } count += count_in; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) { GString *buf = g_string_new (NULL); int i; g_string_append_printf (buf, "%s shader:\n", shader_gl_type == GL_VERTEX_SHADER ? "vertex" : "fragment"); for (i = 0; i < count; i++) if (lengths[i] != -1) g_string_append_len (buf, strings[i], lengths[i]); else g_string_append (buf, strings[i]); g_message ("%s", buf->str); g_string_free (buf, TRUE); } GE( ctx, glShaderSource (shader_gl_handle, count, (const char **) strings, lengths) ); g_free (tex_coord_declarations); }