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
+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]);
}
}