small cleaning
This commit is contained in:
@@ -86,6 +86,7 @@ make -f Makefile.dev release-arch
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- [x] Load static fragment shader into GLSL
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- [x] Add default uniforms
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- [ ] Read fragment shader from file
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- [ ] Handle compilation errors
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- [ ] Minimal working fragment sample
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- [ ] Hot-reload fragment shader
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- [ ] Force fullscreen
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+68
-56
@@ -11,10 +11,6 @@
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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typedef struct Vertex {
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vec2 pos;
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} Vertex;
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static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
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{{1.0f, 1.0f}}, {{0.0f, 0.0f}},
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{{1.0f, 1.0f}}, {{1.0f, 0.0f}}};
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@@ -57,9 +53,7 @@ static void key_callback(GLFWwindow *window, int key, int scancode, int action,
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}
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}
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void forge_run(parameters params) {
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GLFWwindow *window;
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void *init_window(GLFWwindow **window) {
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glfwSetErrorCallback(error_callback);
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fprintf(stdout, "[GLFW] %s\n", glfwGetVersionString());
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@@ -73,72 +67,90 @@ void forge_run(parameters params) {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(640, 480, PACKAGE " " VERSION, NULL, NULL);
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(*window) = glfwCreateWindow(640, 480, PACKAGE " " VERSION, NULL, NULL);
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if (!window) {
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if (!(*window)) {
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fprintf(stderr, "[GLFW] Window or context creation failed\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent((*window));
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gladLoadGL(glfwGetProcAddress);
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glfwSetKeyCallback(window, key_callback);
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glfwSetKeyCallback((*window), key_callback);
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glfwSwapInterval(1);
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GLuint vertex_buffer;
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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return window;
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}
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ShaderProgram init_program() {
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ShaderProgram program = {};
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(program.vertex_shader);
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const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(program.fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(program.fragment_shader);
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const GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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program.program = glCreateProgram();
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glAttachShader(program.program, program.vertex_shader);
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glAttachShader(program.program, program.fragment_shader);
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glLinkProgram(program.program);
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const GLint mvp_location = glGetUniformLocation(program, "mvp");
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const GLint itime_location = glGetUniformLocation(program, "iTime");
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const GLint ires_location = glGetUniformLocation(program, "iResolution");
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const GLint vpos_location = glGetAttribLocation(program, "vPos");
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program.mvp_location = glGetUniformLocation(program.program, "mvp");
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program.itime_location = glGetUniformLocation(program.program, "iTime");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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GLuint vertex_array;
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glGenVertexArrays(1, &vertex_array);
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glBindVertexArray(vertex_array);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
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(void *)offsetof(Vertex, pos));
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glGenVertexArrays(1, &program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glEnableVertexAttribArray(program.vpos_location);
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glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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return program;
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}
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void loop(GLFWwindow *window, ShaderProgram program) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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const float ratio = width / (float)height;
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vec2 resolution = {(float)width, (float)height};
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_ortho(p, 0, ratio, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program.program);
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glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(program.itime_location, (const GLfloat)glfwGetTime());
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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glBindVertexArray(program.vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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void forge_run(parameters params) {
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GLFWwindow *window;
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init_window(&window);
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ShaderProgram program = init_program();
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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const float ratio = width / (float)height;
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vec2 resolution = {(float)width, (float)height};
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_ortho(p, 0, ratio, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(itime_location, (const GLfloat)glfwGetTime());
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glUniform2fv(ires_location, 1, (const GLfloat *)&resolution);
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glBindVertexArray(vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(window);
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glfwPollEvents();
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loop(window, program);
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}
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glfwTerminate();
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+23
@@ -1,3 +1,6 @@
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#include "linmath.h"
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#include <glad/gl.h>
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#ifndef TYPES_H
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#define TYPES_H
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@@ -5,6 +8,26 @@ struct Parameters {
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// TODO
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};
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typedef struct Vertex {
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vec2 pos;
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} Vertex;
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typedef struct ShaderProgram {
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GLuint program;
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GLuint vertex_buffer;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint mvp_location;
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GLuint vpos_location;
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GLuint itime_location;
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GLuint ires_location;
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GLuint vertex_array;
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} ShaderProgram;
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typedef struct Parameters parameters;
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#endif
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