Added '@' include specifier, #define workaround, closes #74, closes #75

This commit is contained in:
Jarcode
2018-10-26 21:40:31 -07:00
parent 93df114308
commit f4ad41df32
13 changed files with 106 additions and 54 deletions

View File

@@ -135,6 +135,7 @@ static GLuint shaderload(const char* rpath,
GLenum type,
const char* shader,
const char* config,
const char* defaults,
struct request_handler* handlers,
int shader_version,
bool raw,
@@ -181,6 +182,7 @@ static GLuint shaderload(const char* rpath,
.source_len = raw ? 0 : st.st_size,
.cd = shader,
.cfd = config,
.dd = defaults,
.handlers = handlers,
.processed = (char*) (raw ? shader : NULL),
.p_len = raw ? s_len : 0
@@ -216,10 +218,14 @@ static GLuint shaderload(const char* rpath,
if (ret == GL_FALSE) {
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &ilen);
if (ilen) {
GLchar buf[ilen];
glGetShaderInfoLog(s, ilen, NULL, buf);
GLchar ebuf[ilen];
glGetShaderInfoLog(s, ilen, NULL, ebuf);
fprintf(stderr, "Shader compilation failed for '%s':\n", path);
fwrite(buf, sizeof(GLchar), ilen - 1, stderr);
fwrite(ebuf, sizeof(GLchar), ilen - 1, stderr);
#ifdef GLAVA_DEBUG
fprintf(stderr, "Processed shader source for '%s':\n", path);
fwrite(buf, sizeof(GLchar), sl, stderr);
#endif
return 0;
} else {
fprintf(stderr, "Shader compilation failed for '%s', but no info was available\n", path);
@@ -276,11 +282,11 @@ static GLuint shaderlink_f(GLuint* arr) {
}
/* load shaders */
#define shaderbuild(gl, shader_path, c, r, v, ...) \
shaderbuild_f(gl, shader_path, c, r, v, (const char*[]) {__VA_ARGS__, 0})
#define shaderbuild(gl, shader_path, c, d, r, v, ...) \
shaderbuild_f(gl, shader_path, c, d, r, v, (const char*[]) {__VA_ARGS__, 0})
static GLuint shaderbuild_f(struct gl_data* gl,
const char* shader_path,
const char* config,
const char* config, const char* defaults,
struct request_handler* handlers,
int shader_version,
const char** arr) {
@@ -296,7 +302,7 @@ static GLuint shaderbuild_f(struct gl_data* gl,
if (path[t] == '.') {
if (!strcmp(path + t + 1, "frag") || !strcmp(path + t + 1, "glsl")) {
if (!(shaders[i] = shaderload(path, GL_FRAGMENT_SHADER,
shader_path, config, handlers,
shader_path, config, defaults, handlers,
shader_version, false, gl))) {
return 0;
}
@@ -317,7 +323,7 @@ static GLuint shaderbuild_f(struct gl_data* gl,
}
}
/* load builtin vertex shader */
shaders[sz] = shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC, NULL, handlers, shader_version, true, gl);
shaders[sz] = shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC, NULL, NULL, handlers, shader_version, true, gl);
fflush(stdout);
return shaderlink_f(shaders);
}
@@ -1054,9 +1060,11 @@ struct renderer* rd_new(const char** paths, const char* entry,
directories will be populated with symlinks to the installed modules. */
const char* data;
const char* dd; /* defaults dir (system) */
const char* env = gl->wcb->get_environment();
size_t d_len, e_len;
for (const char** i = paths; (data = *i) != NULL; ++i) dd = data;
for (const char** i = paths; (data = *i) != NULL; ++i) {
d_len = strlen(data);
e_len = env ? strlen(env) : 0;
@@ -1237,7 +1245,7 @@ struct renderer* rd_new(const char** paths, const char* entry,
};
current = s;
GLuint id = shaderbuild(gl, shaders, data, handlers, shader_version, d->d_name);
GLuint id = shaderbuild(gl, shaders, data, dd, handlers, shader_version, d->d_name);
if (!id) {
abort();
}
@@ -1298,7 +1306,7 @@ struct renderer* rd_new(const char** paths, const char* entry,
char util[usz]; /* module pack path to use */
snprintf(util, usz, "%s/%s", data, util_folder);
loading_smooth_pass = true;
if (!(gl->sm_prog = shaderbuild(gl, util, data, handlers, shader_version, "smooth_pass.frag")))
if (!(gl->sm_prog = shaderbuild(gl, util, data, dd, handlers, shader_version, "smooth_pass.frag")))
abort();
loading_smooth_pass = false;
}
@@ -1475,9 +1483,9 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
"}" "\n";
if (!setup) {
bg_prog = shaderlink(shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC,
NULL, NULL, 330, true, gl),
NULL, NULL, NULL, 330, true, gl),
shaderload(NULL, GL_FRAGMENT_SHADER, frag_shader,
NULL, NULL, 330, true, gl));
NULL, NULL, NULL, 330, true, gl));
bg_utex = glGetUniformLocation(bg_prog, "tex");
bg_screen = glGetUniformLocation(bg_prog, "screen");
glBindFragDataLocation(bg_prog, 1, "fragment");