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authorDavid Thompson <dthompson2@worcester.edu>2014-02-09 15:09:18 -0500
committerDavid Thompson <dthompson2@worcester.edu>2014-02-09 15:15:27 -0500
commit0529df9a8021d09f592e0a6eef0c19e148c5336e (patch)
tree2cc030a1a9d17bd1ae6441e5733cabf14f363a56 /2d
parent2d7d9ad02e22adcb5461d96a3e558f0b45da910c (diff)
Add shader module.
* 2d/shader.scm: New module. * Makefile.am: Add 2d/shader.scm to SOURCES. * examples/shader.scm: New example. * examples/shaders/fragment-shader.glsl: New shader. * examples/shaders/vertex-shader.glsl: New shader.
Diffstat (limited to '2d')
-rw-r--r--2d/shader.scm268
1 files changed, 268 insertions, 0 deletions
diff --git a/2d/shader.scm b/2d/shader.scm
new file mode 100644
index 0000000..86fc1e2
--- /dev/null
+++ b/2d/shader.scm
@@ -0,0 +1,268 @@
+(define-module (2d shader)
+ #:use-module (system foreign)
+ #:use-module (rnrs bytevectors)
+ #:use-module (srfi srfi-1)
+ #:use-module (srfi srfi-4)
+ #:use-module (srfi srfi-9)
+ #:use-module (ice-9 rdelim)
+ #:use-module (figl gl)
+ #:use-module (figl gl low-level)
+ #:use-module (2d helpers)
+ #:use-module (2d vector2)
+ #:use-module (2d color)
+ #:export (make-shader
+ make-vertex-shader
+ make-fragment-shader
+ load-shader
+ load-vertex-shader
+ load-fragment-shader
+ shader?
+ shader-compiled?
+ shader-type
+ shader-id
+ make-shader-program
+ shader-program?
+ shader-program-linked?
+ with-shader-program
+ %uniform-setters
+ register-uniform-setter!
+ uniforms))
+
+(define-syntax-rule (define-logger name length-proc log-proc)
+ (define (name obj)
+ (let ((log-length (u32vector 0)))
+ (length-proc obj (version-2-0 info-log-length)
+ (bytevector->pointer log-length))
+ (let ((log (make-u8vector (1+ (u32vector-ref log-length 0)))))
+ (log-proc obj (u32vector-ref log-length 0) %null-pointer
+ (bytevector->pointer log))
+ (format #t "~a\n" (utf8->string log))))))
+
+(define-syntax-rule (define-status name status-proc status-name)
+ (define (name obj)
+ (let ((status (u32vector 0)))
+ (status-proc obj (version-2-0 status-name)
+ (bytevector->pointer status))
+ (= (u32vector-ref status 0) 1))))
+
+;;;
+;;; Shaders
+;;;
+
+(define-record-type <shader>
+ (%make-shader type id)
+ shader?
+ (type shader-type)
+ (id shader-id))
+
+(define-guardian shader-guardian
+ (lambda (shader)
+ (false-if-exception
+ (glDeleteShader (shader-id shader)))))
+
+;; Reap GL shaders when their wrapper objects are GC'd.
+(define-guardian shader-guardian
+ (lambda (shader)
+ (false-if-exception (glDeleteShader (shader-id shader)))))
+
+(define-status %shader-compiled? glGetShaderiv compile-status)
+
+(define (shader-compiled? shader)
+ (%shader-compiled? (shader-id shader)))
+
+(define-logger %display-compilation-error glGetShaderiv glGetShaderInfoLog)
+
+(define (display-compilation-error shader)
+ (%display-compilation-error (shader-id shader)))
+
+(define (compile-shader shader)
+ "Attempt to compiler SHADER. Compilation errors are written to
+stdout."
+ (glCompileShader (shader-id shader))
+ (unless (shader-compiled? shader)
+ (display "Failed to compile shader:\n")
+ (display-compilation-error shader)))
+
+(define (set-shader-source shader source)
+ "Use the GLSL source code in the string SOURCE for SHADER."
+ (let ((length (u32vector (string-length source)))
+ (str (u64vector (pointer-address (string->pointer source)))))
+ (glShaderSource (shader-id shader) 1 (bytevector->pointer str)
+ (bytevector->pointer length))))
+
+(define (gl-shader-type type)
+ "Convert the symbol TYPE to the appropriate OpenGL shader constant."
+ (cond ((eq? type 'vertex)
+ (version-2-0 vertex-shader))
+ ((eq? type 'fragment)
+ (version-2-0 fragment-shader))
+ (else
+ (error "Invalid shader type: " type))))
+
+(define (make-shader type source)
+ "Create a new GLSL shader of the given TYPE (vertex or fragment) and
+compile the GLSL program contained in the string SOURCE."
+ (let* ((id (glCreateShader (gl-shader-type type)))
+ (shader (%make-shader type id)))
+ (shader-guardian shader)
+ (set-shader-source shader source)
+ (compile-shader shader)
+ shader))
+
+(define (make-vertex-shader source)
+ "Create a new GLSL vertex shader and compile the GLSL program
+contained in the string SOURCE."
+ (make-shader 'vertex source))
+
+(define (make-fragment-shader source)
+ "Create a new GLSL fragment shader and compile the GLSL program
+contained in the string SOURCE."
+ (make-shader 'fragment source))
+
+(define (load-shader type filename)
+ "Create a new GLSL shader of the given TYPE (vertex or fragment) and
+compile the GLSL program stored in the file FILENAME."
+ (make-shader type (call-with-input-file filename read-string)))
+
+(define (load-vertex-shader filename)
+ "Create a new GLSL vertex shader and compile the GLSL program stored
+in the file FILENAME."
+ (load-shader 'vertex filename))
+
+(define (load-fragment-shader filename)
+ "Create a new GLSL vertex shader and compile the GLSL program stored
+in the file FILENAME."
+ (load-shader 'fragment filename))
+
+;;;
+;;; Programs
+;;;
+
+(define-record-type <shader-program>
+ (%make-shader-program id)
+ shader-program?
+ (id shader-program-id))
+
+(define-guardian shader-program-guardian
+ (lambda (shader-program)
+ (false-if-exception
+ (glDeleteProgram (shader-program-id shader-program)))))
+
+(define-status %shader-program-linked? glGetProgramiv link-status)
+
+(define (shader-program-linked? shader-program)
+ "Return #t if SHADER-PROGRAM has been successfully linked with
+shaders or #f otherwise."
+ (%shader-program-linked? (shader-program-id shader-program)))
+
+(define-logger %display-linking-error glGetProgramiv glGetProgramInfoLog)
+
+(define (display-linking-error shader-program)
+ (%display-linking-error (shader-program-id shader-program)))
+
+(define (make-shader-program . shaders)
+ "Create a new shader program that has been linked with the given
+SHADERS."
+ (let* ((id (glCreateProgram))
+ (shader-program (%make-shader-program id)))
+ (shader-program-guardian shader-program)
+ (for-each (lambda (shader)
+ (glAttachShader id (shader-id shader)))
+ shaders)
+ (glLinkProgram id)
+ (unless (shader-program-linked? shader-program)
+ (display "Failed to link shader program:\n")
+ (display-linking-error shader-program))
+ ;; Once the program has been linked, the shaders can be detached.
+ (for-each (lambda (shader)
+ (glDetachShader id (shader-id shader)))
+ shaders)
+ shader-program))
+
+(define current-shader-program (make-parameter #f))
+
+(define-syntax-rule (with-shader-program shader-program body ...)
+ "Evaluate BODY with SHADER-PROGRAM bound."
+ (parameterize ((current-shader-program shader-program))
+ (begin
+ (glUseProgram (shader-program-id shader-program))
+ (let ((return-value (begin body ...)))
+ (glUseProgram 0)
+ return-value))))
+
+(define-record-type <uniform-setter>
+ (make-uniform-setter predicate proc)
+ uniform-setter?
+ (predicate uniform-setter-predicate)
+ (proc uniform-setter-proc))
+
+(define %uniform-setters '())
+
+(define (register-uniform-setter! predicate setter)
+ "Add a new type of uniform setter for shader programs where
+PREDICATE tests the type of a given value and SETTER performs the
+necessary OpenGL calls to set the uniform value in the proper
+location."
+ (set! %uniform-setters
+ (cons (make-uniform-setter predicate setter)
+ %uniform-setters)))
+
+;; Built-in uniform setters for booleans, numbers, vector2s, and
+;; colors.
+(register-uniform-setter! boolean?
+ (lambda (location b)
+ (glUniform1i location (if b 1 0))))
+
+(register-uniform-setter! number?
+ (lambda (location n)
+ (glUniform1f location n)))
+
+(register-uniform-setter! vector2?
+ (lambda (location v)
+ ;; Use a vec4 instead of vec2 because it
+ ;; seems to be a lot easier to deal with
+ ;; vec4s.
+ (glUniform4f location (vx v) (vy v) 0 0)))
+
+(register-uniform-setter! color?
+ (lambda (location c)
+ (glUniform4f location
+ (color-r c)
+ (color-g c)
+ (color-b c)
+ (color-a c))))
+
+(define (uniform-location shader-program name)
+ "Retrieve the location for the uniform NAME within SHADER-PROGRAM."
+ (glGetUniformLocation (shader-program-id shader-program) name))
+
+(define (uniform-set! shader-program name value)
+ "Use the appropriate setter procedure to translate VALUE into OpenGL
+compatible data and assign it to the location of the uniform NAME
+within SHADER-PROGRAM."
+ (let ((setter (find (lambda (setter)
+ ((uniform-setter-predicate setter) value))
+ %uniform-setters))
+ (location (uniform-location shader-program name)))
+ (if setter
+ ((uniform-setter-proc setter) location value)
+ (error "Not a valid uniform data type" value))))
+
+;; Bind values to uniform variables within the current shader program
+;; via a let-style syntax. The types of the given values must be
+;; accounted for in the %uniform-setters list. This macro simply sets
+;; uniform values and does not restore the previous values after
+;; evaluating the body of the form.
+;;
+;; emacs: (put 'uniforms 'scheme-indent-function 1)
+(define-syntax uniforms
+ (syntax-rules ()
+ ((_ () body ...)
+ (begin body ...))
+ ((_ ((name value) ...) body ...)
+ (begin
+ (uniform-set! (current-shader-program)
+ (symbol->string 'name)
+ value)
+ ...
+ body ...))))