OpenGL: Parse uniforms

This commit is contained in:
Jeffrey Pfau 2015-11-08 17:09:53 -08:00
parent ac481d0c1b
commit ac9c247695
4 changed files with 253 additions and 8 deletions

View File

@ -7,6 +7,8 @@
#include "gba/video.h"
#include "util/configuration.h"
#include "util/formatting.h"
#include "util/vector.h"
#include "util/vfs.h"
#define MAX_PASSES 8
@ -60,7 +62,6 @@ static const GLfloat _vertices[] = {
1.f, -1.f,
};
static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
UNUSED(handle);
struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
@ -180,9 +181,6 @@ void _drawShader(struct GBAGLES2Shader* shader) {
case GL_INT:
glUniform1i(uniform->location, uniform->value.i);
break;
case GL_UNSIGNED_INT:
glUniform1ui(uniform->location, uniform->value.ui);
break;
case GL_BOOL:
glUniform1i(uniform->location, uniform->value.b);
break;
@ -353,6 +351,12 @@ void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader
}
context->shaders = shaders;
context->nShaders = nShaders;
size_t i;
for (i = 0; i < nShaders; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
@ -376,6 +380,211 @@ static bool _lookupIntValue(const struct Configuration* config, const char* sect
return true;
}
static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
const char* charValue = ConfigurationGetValue(config, section, key);
if (!charValue) {
return false;
}
char* end;
float value = strtof_u(charValue, &end);
if (*end) {
return false;
}
*out = value;
return true;
}
static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
const char* charValue = ConfigurationGetValue(config, section, key);
if (!charValue) {
return false;
}
if (!strcmp(charValue, "true")) {
*out = GL_TRUE;
return true;
}
if (!strcmp(charValue, "false")) {
*out = GL_FALSE;
return true;
}
char* end;
unsigned long value = strtol(charValue, &end, 10);
if (*end) {
return false;
}
*out = value;
return true;
}
DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
static void _uniformHandler(const char* sectionName, void* user) {
struct GBAGLES2UniformList* uniforms = user;
if (strstr(sectionName, "uniform.") != sectionName) {
return;
}
struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
u->name = sectionName;
}
static bool _loadUniform(struct Configuration* description, struct GBAGLES2Uniform* uniform) {
const char* type = ConfigurationGetValue(description, uniform->name, "type");
if (!strcmp(type, "float")) {
uniform->type = GL_FLOAT;
uniform->value.f = 0;
_lookupFloatValue(description, uniform->name, "default", &uniform->value.f);
} else if (!strcmp(type, "float2")) {
uniform->type = GL_FLOAT_VEC2;
uniform->value.fvec2[0] = 0;
uniform->value.fvec2[1] = 0;
_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec2[0]);
_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec2[1]);
} else if (!strcmp(type, "float3")) {
uniform->type = GL_FLOAT_VEC3;
uniform->value.fvec3[0] = 0;
uniform->value.fvec3[1] = 0;
uniform->value.fvec3[2] = 0;
_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec3[0]);
_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec3[1]);
_lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec3[2]);
} else if (!strcmp(type, "float4")) {
uniform->type = GL_FLOAT_VEC4;
uniform->value.fvec4[0] = 0;
uniform->value.fvec4[1] = 0;
uniform->value.fvec4[2] = 0;
uniform->value.fvec4[3] = 0;
_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec4[0]);
_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec4[1]);
_lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec4[2]);
_lookupFloatValue(description, uniform->name, "default[3]", &uniform->value.fvec4[3]);
} else if (!strcmp(type, "float2x2")) {
uniform->type = GL_FLOAT_MAT2;
uniform->value.fmat2x2[0] = 0;
uniform->value.fmat2x2[1] = 0;
uniform->value.fmat2x2[2] = 0;
uniform->value.fmat2x2[3] = 0;
_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat2x2[0]);
_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat2x2[1]);
_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat2x2[2]);
_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat2x2[3]);
} else if (!strcmp(type, "float3x3")) {
uniform->type = GL_FLOAT_MAT3;
uniform->value.fmat3x3[0] = 0;
uniform->value.fmat3x3[1] = 0;
uniform->value.fmat3x3[2] = 0;
uniform->value.fmat3x3[3] = 0;
uniform->value.fmat3x3[4] = 0;
uniform->value.fmat3x3[5] = 0;
uniform->value.fmat3x3[6] = 0;
uniform->value.fmat3x3[7] = 0;
uniform->value.fmat3x3[8] = 0;
_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat3x3[0]);
_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat3x3[1]);
_lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat3x3[2]);
_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat3x3[3]);
_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat3x3[4]);
_lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat3x3[5]);
_lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat3x3[6]);
_lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat3x3[7]);
_lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat3x3[8]);
} else if (!strcmp(type, "float4x4")) {
uniform->type = GL_FLOAT_MAT4;
uniform->value.fmat4x4[0] = 0;
uniform->value.fmat4x4[1] = 0;
uniform->value.fmat4x4[2] = 0;
uniform->value.fmat4x4[3] = 0;
uniform->value.fmat4x4[4] = 0;
uniform->value.fmat4x4[5] = 0;
uniform->value.fmat4x4[6] = 0;
uniform->value.fmat4x4[7] = 0;
uniform->value.fmat4x4[8] = 0;
uniform->value.fmat4x4[9] = 0;
uniform->value.fmat4x4[10] = 0;
uniform->value.fmat4x4[11] = 0;
uniform->value.fmat4x4[12] = 0;
uniform->value.fmat4x4[13] = 0;
uniform->value.fmat4x4[14] = 0;
uniform->value.fmat4x4[15] = 0;
_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat4x4[0]);
_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat4x4[1]);
_lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat4x4[2]);
_lookupFloatValue(description, uniform->name, "default[0,3]", &uniform->value.fmat4x4[3]);
_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat4x4[4]);
_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat4x4[5]);
_lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat4x4[6]);
_lookupFloatValue(description, uniform->name, "default[1,3]", &uniform->value.fmat4x4[7]);
_lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat4x4[8]);
_lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat4x4[9]);
_lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat4x4[10]);
_lookupFloatValue(description, uniform->name, "default[2,3]", &uniform->value.fmat4x4[11]);
_lookupFloatValue(description, uniform->name, "default[3,0]", &uniform->value.fmat4x4[12]);
_lookupFloatValue(description, uniform->name, "default[3,1]", &uniform->value.fmat4x4[13]);
_lookupFloatValue(description, uniform->name, "default[3,2]", &uniform->value.fmat4x4[14]);
_lookupFloatValue(description, uniform->name, "default[3,3]", &uniform->value.fmat4x4[15]);
} else if (!strcmp(type, "int")) {
uniform->type = GL_INT;
uniform->value.i = 0;
_lookupIntValue(description, uniform->name, "default", &uniform->value.i);
} else if (!strcmp(type, "int2")) {
uniform->type = GL_INT_VEC2;
uniform->value.ivec2[0] = 0;
uniform->value.ivec2[1] = 0;
_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec2[0]);
_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec2[1]);
} else if (!strcmp(type, "int3")) {
uniform->type = GL_INT_VEC3;
uniform->value.ivec3[0] = 0;
uniform->value.ivec3[1] = 0;
uniform->value.ivec3[2] = 0;
_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec3[0]);
_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec3[1]);
_lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec3[2]);
} else if (!strcmp(type, "int4")) {
uniform->type = GL_INT_VEC4;
uniform->value.ivec4[0] = 0;
uniform->value.ivec4[1] = 0;
uniform->value.ivec4[2] = 0;
uniform->value.ivec4[3] = 0;
_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec4[0]);
_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec4[1]);
_lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec4[2]);
_lookupIntValue(description, uniform->name, "default[3]", &uniform->value.ivec4[3]);
} else if (!strcmp(type, "bool")) {
uniform->type = GL_BOOL;
uniform->value.b = 0;
_lookupBoolValue(description, uniform->name, "default", &uniform->value.b);
} else if (!strcmp(type, "int2")) {
uniform->type = GL_BOOL_VEC2;
uniform->value.bvec2[0] = 0;
uniform->value.bvec2[1] = 0;
_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec2[0]);
_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec2[1]);
} else if (!strcmp(type, "int3")) {
uniform->type = GL_BOOL_VEC3;
uniform->value.bvec3[0] = 0;
uniform->value.bvec3[1] = 0;
uniform->value.bvec3[2] = 0;
_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec3[0]);
_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec3[1]);
_lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec3[2]);
} else if (!strcmp(type, "int4")) {
uniform->type = GL_BOOL_VEC4;
uniform->value.bvec4[0] = 0;
uniform->value.bvec4[1] = 0;
uniform->value.bvec4[2] = 0;
uniform->value.bvec4[3] = 0;
_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec4[0]);
_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec4[1]);
_lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec4[2]);
_lookupBoolValue(description, uniform->name, "default[3]", &uniform->value.bvec4[3]);
} else {
return false;
}
uniform->name = strdup(uniform->name + strlen("uniform."));
return true;
}
bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struct GBAGLES2ShaderMetadata* metadata, struct VDir* dir) {
struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
if (!manifest) {
@ -428,7 +637,8 @@ bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struc
success = false;
break;
}
fssrc = malloc(fsf->size(fsf));
fssrc = malloc(fsf->size(fsf) + 1);
fssrc[fsf->size(fsf)] = '\0';
fsf->read(fsf, fssrc, fsf->size(fsf));
fsf->close(fsf);
}
@ -439,7 +649,8 @@ bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struc
free(fssrc);
break;
}
vssrc = malloc(vsf->size(vsf));
vssrc = malloc(vsf->size(vsf) + 1);
vssrc[vsf->size(vsf)] = '\0';
vsf->read(vsf, vssrc, vsf->size(vsf));
vsf->close(vsf);
}
@ -447,7 +658,24 @@ bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struc
int height = 0;
_lookupIntValue(&description, passName, "width", &width);
_lookupIntValue(&description, passName, "height", &height);
GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, 0, 0);
struct GBAGLES2UniformList uniformVector;
GBAGLES2UniformListInit(&uniformVector, 0);
ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
size_t u;
for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
if (!_loadUniform(&description, uniform)) {
GBAGLES2UniformListUnshift(&uniformVector, u, 1);
--u;
}
}
u = GBAGLES2UniformListSize(&uniformVector);
struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
GBAGLES2UniformListDeinit(&uniformVector);
GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
int b = 0;
_lookupIntValue(&description, passName, "blend", &b);
if (b) {

View File

@ -25,7 +25,6 @@
union GBAGLES2UniformValue {
GLfloat f;
GLint i;
GLuint ui;
GLboolean b;
GLfloat fvec2[2];
GLfloat fvec3[3];

View File

@ -13,6 +13,11 @@
#include <float.h>
struct ConfigurationSectionHandlerData {
void (*handler)(const char* section, void* data);
void* data;
};
static void _tableDeinit(void* table) {
TableDeinit(table);
free(table);
@ -52,6 +57,12 @@ static void _sectionHandler(const char* key, void* section, void* user) {
vf->write(vf, "\n", 1);
}
static void _sectionEnumHandler(const char* key, void* section, void* user) {
struct ConfigurationSectionHandlerData* data = user;
UNUSED(section);
data->handler(key, data->data);
}
void ConfigurationInit(struct Configuration* configuration) {
HashTableInit(&configuration->sections, 0, _tableDeinit);
HashTableInit(&configuration->root, 0, _sectionDeinit);
@ -181,3 +192,8 @@ bool ConfigurationWriteSection(const struct Configuration* configuration, const
vf->close(vf);
return true;
}
void ConfigurationEnumerateSections(const struct Configuration* configuration, void (*handler)(const char* sectionName, void* user), void* user) {
struct ConfigurationSectionHandlerData handlerData = { handler, user };
HashTableEnumerate(&configuration->sections, _sectionEnumHandler, &handlerData);
}

View File

@ -33,4 +33,6 @@ bool ConfigurationReadVFile(struct Configuration*, struct VFile* vf);
bool ConfigurationWrite(const struct Configuration*, const char* path);
bool ConfigurationWriteSection(const struct Configuration*, const char* path, const char* section);
void ConfigurationEnumerateSections(const struct Configuration* configuration, void (*handler)(const char* sectionName, void* user), void* user);
#endif