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