;;; guile-2d ;;; Copyright (C) 2014 David Thompson ;;; ;;; This program is free software: you can redistribute it and/or ;;; modify it under the terms of the GNU General Public License as ;;; published by the Free Software Foundation, either version 3 of the ;;; License, or (at your option) any later version. ;;; ;;; This program 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 ;;; General Public License for more details. ;;; ;;; You should have received a copy of the GNU General Public License ;;; along with this program. If not, see ;;; . (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 (gl) #:use-module (gl low-level) #:use-module (2d helpers) #:use-module (2d transform) #: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-id 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 (%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." (if (file-exists? filename) (make-shader type (call-with-input-file filename read-string)) (error "File not found!" filename))) (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 (%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 (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) (glUniform2f location (vx v) (vy v)))) (register-uniform-setter! transform? (lambda (location t) (let ((pointer (bytevector->pointer (array-contents (transform-matrix t))))) (glUniformMatrix4fv location 1 #f pointer)))) (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 ...))))