working 6-stage fragments

This commit is contained in:
2025-09-15 11:39:29 +02:00
parent bfd1abcac7
commit 858d504528
14 changed files with 204 additions and 76 deletions
+16 -15
View File
@@ -8,21 +8,22 @@
#include "logs.h"
void print_help(int status_code) {
puts(PACKAGE " " VERSION "\n\n"
"usage: " PACKAGE " "
"[-h] "
"[-v] "
"[-hr] "
"[-s=SCREEN] "
"[-f=FRAG_PATH] "
"\n\n"
"Fusion Of Real-time Generative Effects.\n\n"
"options:\n"
" -h, --help show this help message and exit\n"
" -v, --version print version\n"
" -hr, --hot-reload hot reload of shaders scripts\n"
" -s, --screen output screen number (default: primary)\n"
" -f, --frag fragment shader path (default: TODO)\n");
puts(PACKAGE
" " VERSION "\n\n"
"usage: " PACKAGE " "
"[-h] "
"[-v] "
"[-hr] "
"[-s=SCREEN] "
"[-f=DIR_PATH] "
"\n\n"
"Fusion Of Real-time Generative Effects.\n\n"
"options:\n"
" -h, --help show this help message and exit\n"
" -v, --version print version\n"
" -hr, --hot-reload hot reload of shaders scripts\n"
" -s, --screen output screen number (default: primary)\n"
" -f, --frag fragment shaders directory (default: TODO)\n");
exit(status_code);
}
+4 -4
View File
@@ -9,12 +9,12 @@
#define VERSION "(dev)"
#endif
#ifndef FRAMEBUFFER_COUNT
#define FRAMEBUFFER_COUNT 7
#ifndef FRAG_COUNT
#define FRAG_COUNT 6
#endif
#ifndef TEXTURE_COUNT
#define TEXTURE_COUNT 8
#ifndef TEX_COUNT
#define TEX_COUNT 8
#endif
#endif
+26 -12
View File
@@ -37,14 +37,20 @@ void compute_fps(Window *window, Timer *timer) {
}
void loop(Window *window, ShaderProgram program, bool hot_reload,
File *fragment_shader, Timer *timer) {
File *fragment_shaders, Timer *timer) {
Context context;
int i;
compute_fps(window, timer);
if (hot_reload && should_update_file(*fragment_shader)) {
update_file(fragment_shader);
update_program(program, *fragment_shader);
if (hot_reload) {
// TODO extract to function
for (i = 0; i < FRAG_COUNT; i++) {
if (should_update_file(fragment_shaders[i])) {
update_file(&fragment_shaders[i]);
update_program(program, fragment_shaders, i);
}
}
}
context = get_window_context(window);
@@ -55,16 +61,21 @@ void loop(Window *window, ShaderProgram program, bool hot_reload,
}
void forge_run(Parameters params) {
File fragment_shader;
File fragment_shaders[FRAG_COUNT];
ShaderProgram program;
Window *window;
Timer timer;
Context context;
int i;
char file_path[FRAG_COUNT][1024];
fragment_shader = read_file(params.frag_path);
if (fragment_shader.error) {
exit(EXIT_FAILURE);
// TODO extract to function
for (i = 0; i < FRAG_COUNT; i++) {
sprintf(file_path[i], "%s/frag%d.glsl", params.frag_path, i + 1);
fragment_shaders[i] = read_file(file_path[i]);
if (fragment_shaders[i].error) {
exit(EXIT_FAILURE);
}
}
window = init_window(PACKAGE " " VERSION, params.screen, error_callback,
@@ -72,7 +83,7 @@ void forge_run(Parameters params) {
context = get_window_context(window);
program = init_program(fragment_shader, context);
program = init_program(fragment_shaders, context);
if (program.error) {
close_window(window, true);
@@ -82,10 +93,13 @@ void forge_run(Parameters params) {
timer = create_timer(60);
while (!window_should_close(window)) {
loop(window, program, params.hot_reload, &fragment_shader, &timer);
loop(window, program, params.hot_reload, fragment_shaders, &timer);
}
close_window(window, true);
free_file(&fragment_shader);
// TODO extract to function
for (i = 0; i < FRAG_COUNT; i++) {
free_file(&fragment_shaders[i]);
}
}
+38 -31
View File
@@ -35,9 +35,9 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
void init_textures(ShaderProgram *program, Context context) {
int i;
glGenTextures(TEXTURE_COUNT, program->textures);
glGenTextures(TEX_COUNT, program->textures);
for (i = 0; i < TEXTURE_COUNT; i++) {
for (i = 0; i < TEX_COUNT; i++) {
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
@@ -58,12 +58,12 @@ void init_textures(ShaderProgram *program, Context context) {
void init_framebuffers(ShaderProgram *program) {
int i, j;
glGenFramebuffers(FRAMEBUFFER_COUNT, program->frame_buffers);
glGenFramebuffers(FRAG_COUNT, program->frame_buffers);
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
for (i = 0; i < FRAG_COUNT; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
for (j = 0; j < TEXTURE_COUNT; j++) {
for (j = 0; j < TEX_COUNT; j++) {
// attaches a selected mipmap level or image of a texture object as one of
// the logical buffers of the framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
@@ -97,7 +97,9 @@ void init_vertices(ShaderProgram *program) {
glBindVertexArray(program->vertex_array);
}
void init_shaders(ShaderProgram *program, File fragment_shader) {
void init_shaders(ShaderProgram *program, File *fragment_shaders) {
int i;
// compile vertex shader
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program->error |= !compile_shader(
@@ -109,10 +111,13 @@ void init_shaders(ShaderProgram *program, File fragment_shader) {
!compile_shader(program->output_fragment_shader,
"internal fragment shader", output_fragment_shader_text);
// compile fragment shader
program->fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->error |= !compile_shader(
program->fragment_shader, fragment_shader.path, fragment_shader.content);
// compile fragment shaders
for (i = 0; i < FRAG_COUNT; i++) {
program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
program->error |=
!compile_shader(program->fragment_shaders[i], fragment_shaders[i].path,
fragment_shaders[i].content);
}
}
void init_single_program(ShaderProgram *program, int i, bool output) {
@@ -126,8 +131,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
if (output) {
glAttachShader(program->programs[i], program->output_fragment_shader);
} else {
// TODO add others
glAttachShader(program->programs[i], program->fragment_shader);
glAttachShader(program->programs[i], program->fragment_shaders[i]);
}
glLinkProgram(program->programs[i]);
@@ -141,7 +145,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
}
// create frameX uniforms pointer
for (j = 0; j < TEXTURE_COUNT; j++) {
for (j = 0; j < TEX_COUNT; j++) {
sprintf(uniform_name, "frame%d", j);
program->frames_locations[i][j] =
glGetUniformLocation(program->programs[i], uniform_name);
@@ -157,10 +161,10 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
log_success("Program %d initialized", i);
log_success("Program %d initialized", i + 1);
}
ShaderProgram init_program(File fragment_shader, Context context) {
ShaderProgram init_program(File *fragment_shaders, Context context) {
int i;
ShaderProgram program = {.error = false,
.last_width = context.width,
@@ -170,7 +174,7 @@ ShaderProgram init_program(File fragment_shader, Context context) {
init_framebuffers(&program);
init_shaders(&program, fragment_shader);
init_shaders(&program, fragment_shaders);
if (program.error) {
return program;
@@ -179,27 +183,28 @@ ShaderProgram init_program(File fragment_shader, Context context) {
init_vertices(&program);
// create and link full shader programs
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
init_single_program(&program, i, i == FRAMEBUFFER_COUNT);
for (i = 0; i < FRAG_COUNT + 1; i++) {
init_single_program(&program, i, i == FRAG_COUNT);
}
// TODO functions
for (i = 0; i < TEX_COUNT; i++) {
program.draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
return program;
}
void update_program(ShaderProgram program, File fragment_shader) {
void update_program(ShaderProgram program, File *fragment_shaders, int i) {
bool result;
int i;
result = compile_shader(program.fragment_shader, fragment_shader.path,
fragment_shader.content);
result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
fragment_shaders[i].content);
if (result) {
// re-link all programs
for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
glLinkProgram(program.programs[i]);
}
glLinkProgram(program.programs[i]);
log_success("Programs updated");
log_success("Program %d updated", i + 1);
}
}
@@ -213,7 +218,7 @@ void apply_program(ShaderProgram program, Context context) {
glViewport(0, 0, context.width, context.height);
// clean and resize all textures
for (i = 0; i < TEXTURE_COUNT; i++) {
for (i = 0; i < TEX_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0);
@@ -222,11 +227,11 @@ void apply_program(ShaderProgram program, Context context) {
vec2 resolution = {(float)context.width, (float)context.height};
for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
for (i = 0; i < FRAG_COUNT + 1; i++) {
// use specific shader program
glUseProgram(program.programs[i]);
if (i == FRAMEBUFFER_COUNT) {
if (i == FRAG_COUNT) {
// use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -242,10 +247,12 @@ void apply_program(ShaderProgram program, Context context) {
}
// set GL_TEXTURE(X) to uniform sampler2D frameX
for (j = 0; j < FRAMEBUFFER_COUNT; j++) {
for (j = 0; j < TEX_COUNT; j++) {
glUniform1i(program.frames_locations[i][j], j);
}
glDrawBuffers(TEX_COUNT, program.draw_buffers);
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
}
+2 -2
View File
@@ -3,9 +3,9 @@
#ifndef SHADERS_H
#define SHADERS_H
ShaderProgram init_program(File fragment_shader, Context context);
ShaderProgram init_program(File *fragment_shader, Context context);
void update_program(ShaderProgram program, File fragment_shader);
void update_program(ShaderProgram program, File *fragment_shaders, int i);
void apply_program(ShaderProgram program, Context context);
+10 -8
View File
@@ -33,23 +33,25 @@ typedef struct ShaderProgram {
int last_width;
int last_height;
GLuint programs[FRAMEBUFFER_COUNT + 1];
GLuint programs[FRAG_COUNT + 1];
GLuint vertex_shader;
GLuint output_fragment_shader;
GLuint fragment_shader; // TODO multiple
GLuint fragment_shaders[FRAG_COUNT];
GLuint itime_locations[FRAMEBUFFER_COUNT];
GLuint ires_locations[FRAMEBUFFER_COUNT];
GLuint frames_locations[FRAMEBUFFER_COUNT + 1][FRAMEBUFFER_COUNT];
GLuint vpos_locations[FRAMEBUFFER_COUNT + 1];
GLuint itime_locations[FRAG_COUNT];
GLuint ires_locations[FRAG_COUNT];
GLuint frames_locations[FRAG_COUNT + 1][TEX_COUNT];
GLuint vpos_locations[FRAG_COUNT + 1];
GLuint vertex_buffer;
GLuint vertex_array;
GLuint frame_buffers[FRAMEBUFFER_COUNT];
GLuint textures[FRAMEBUFFER_COUNT];
GLuint frame_buffers[FRAG_COUNT];
GLuint textures[TEX_COUNT];
GLenum draw_buffers[TEX_COUNT];
} ShaderProgram;
typedef GLFWwindow Window;