From 27eb6b37f9b2a9b0c05770475fb28f8792fcf5c5 Mon Sep 17 00:00:00 2001 From: Mike Pavone Date: Mon, 28 Oct 2013 23:50:28 -0700 Subject: Move shader files to their own directory. Read shaders from /.config/blastem/shaders or from path_to_exe/shaders instead of the current working directory. --- default.f.glsl | 14 -------------- default.v.glsl | 10 ---------- render_sdl.c | 21 +++++++++++++++------ shaders/default.f.glsl | 14 ++++++++++++++ shaders/default.v.glsl | 10 ++++++++++ 5 files changed, 39 insertions(+), 30 deletions(-) delete mode 100644 default.f.glsl delete mode 100644 default.v.glsl create mode 100644 shaders/default.f.glsl create mode 100644 shaders/default.v.glsl diff --git a/default.f.glsl b/default.f.glsl deleted file mode 100644 index f7bb89a..0000000 --- a/default.f.glsl +++ /dev/null @@ -1,14 +0,0 @@ -#version 110 - -uniform sampler2D textures[2]; - -varying vec2 texcoord; - -void main() -{ - gl_FragColor = mix( - texture2D(textures[0], texcoord), - texture2D(textures[1], vec2(texcoord.x, texcoord.y - 1.0/512.0)), - sin((texcoord.y * 512.0 - 0.75) * 3.14159265359) / 2.0 + 0.5 - ); -} diff --git a/default.v.glsl b/default.v.glsl deleted file mode 100644 index 367c128..0000000 --- a/default.v.glsl +++ /dev/null @@ -1,10 +0,0 @@ -#version 110 - -attribute vec2 pos; -varying vec2 texcoord; - -void main() -{ - gl_Position = vec4(pos, 0.0, 1.0); - texcoord = pos * vec2(320.0/1024.0, 240.0/-512.0) + vec2(320.0/1024.0, 240.0/512.0); -} diff --git a/render_sdl.c b/render_sdl.c index f4241fc..f36318d 100644 --- a/render_sdl.c +++ b/render_sdl.c @@ -8,6 +8,7 @@ #include "render.h" #include "blastem.h" #include "io.h" +#include "util.h" #ifndef DISABLE_OPENGL #include @@ -111,14 +112,22 @@ const GLushort element_data[] = {0, 1, 2, 3}; GLuint load_shader(char * fname, GLenum shader_type) { - FILE * f = fopen(fname, "r"); + char * parts[] = {getenv("HOME"), "/.config/blastem/shaders/", fname}; + char * shader_path = alloc_concat_m(3, parts); + FILE * f = fopen(shader_path, "r"); + free(shader_path); if (!f) { - fprintf(stderr, "Failed to open shader file %s for reading\n", fname); - return 0; + parts[0] = get_exe_dir(); + parts[1] = "/shaders/"; + shader_path = alloc_concat_m(3, parts); + f = fopen(shader_path, "r"); + free(shader_path); + if (!f) { + fprintf(stderr, "Failed to open shader file %s for reading\n", fname); + return 0; + } } - fseek(f, 0, SEEK_END); - long fsize = ftell(f); - fseek(f, 0, SEEK_SET); + long fsize = file_size(f); GLchar * text = malloc(fsize); if (fread(text, 1, fsize, f) != fsize) { fprintf(stderr, "Error reading from shader file %s\n", fname); diff --git a/shaders/default.f.glsl b/shaders/default.f.glsl new file mode 100644 index 0000000..f7bb89a --- /dev/null +++ b/shaders/default.f.glsl @@ -0,0 +1,14 @@ +#version 110 + +uniform sampler2D textures[2]; + +varying vec2 texcoord; + +void main() +{ + gl_FragColor = mix( + texture2D(textures[0], texcoord), + texture2D(textures[1], vec2(texcoord.x, texcoord.y - 1.0/512.0)), + sin((texcoord.y * 512.0 - 0.75) * 3.14159265359) / 2.0 + 0.5 + ); +} diff --git a/shaders/default.v.glsl b/shaders/default.v.glsl new file mode 100644 index 0000000..367c128 --- /dev/null +++ b/shaders/default.v.glsl @@ -0,0 +1,10 @@ +#version 110 + +attribute vec2 pos; +varying vec2 texcoord; + +void main() +{ + gl_Position = vec4(pos, 0.0, 1.0); + texcoord = pos * vec2(320.0/1024.0, 240.0/-512.0) + vec2(320.0/1024.0, 240.0/512.0); +} -- cgit v1.2.3