wip config

This commit is contained in:
2025-09-18 20:27:00 +02:00
parent e811d404a1
commit 998c2cb222
14 changed files with 93 additions and 37 deletions
+15 -5
View File
@@ -18,14 +18,16 @@ static void print_help(int status_code) {
"[-hr] "
"[-s=SCREEN] "
"[-f=DIR_PATH] "
"[-fc=CFG_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");
" -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"
" -fc, --frag-config fragment shaders config file (default: TODO)\n");
exit(status_code);
}
@@ -65,6 +67,7 @@ Parameters args_parse(int argc, char **argv) {
params.screen = 0;
params.frag_path = 0;
params.frag_config_path = 0;
params.hot_reload = false;
for (i = 1; i < argc; i++) {
@@ -81,6 +84,8 @@ Parameters args_parse(int argc, char **argv) {
params.screen = parse_uchar(arg, value);
} else if (is_arg(arg, "-f") || is_arg(arg, "--frag")) {
params.frag_path = value;
} else if (is_arg(arg, "-fc") || is_arg(arg, "--frag-config")) {
params.frag_config_path = value;
} else {
invalid_arg(arg);
}
@@ -91,5 +96,10 @@ Parameters args_parse(int argc, char **argv) {
exit(EXIT_FAILURE);
}
if (params.frag_path == 0) {
log_error("required argument -fc/--frag-config");
exit(EXIT_FAILURE);
}
return params;
}
+1 -1
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@@ -14,7 +14,7 @@
#endif /* FRAG_COUNT */
#ifndef TEX_COUNT
#define TEX_COUNT 8
#define TEX_COUNT 9
#endif /* TEXT_COUNT */
#ifndef SUB_COUNT
+36 -6
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@@ -15,15 +15,45 @@ static char *vertex_shader_text =
" vUV = vPos;\n"
"}\n";
static char *output_fragment_shader_text =
static char *output_shader_text = "#version 460\n"
"in vec2 vUV;\n"
"out vec4 fragColor;\n"
"uniform sampler2D frame0;\n"
"void main()\n"
"{\n"
" fragColor = texture(frame0, vUV);\n"
"}";
static char *monitor_shader_text =
"#version 460\n"
"uniform sampler2D frame0;\n"
"uniform sampler2D frame1;\n"
"uniform sampler2D frame2;\n"
"uniform sampler2D frame3;\n"
"uniform sampler2D frame4;\n"
"uniform sampler2D frame5;\n"
"uniform sampler2D frame6;\n"
"uniform sampler2D frame7;\n"
"uniform sampler2D frame8;\n"
"in vec2 vUV;\n"
"out vec4 fragColor;\n"
"uniform sampler2D frame0;\n"
"void main()\n"
"{\n"
" fragColor = texture(frame0, vUV);\n"
"}\n";
"float s(vec2 uv, float x0, float y0) {\n"
" return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) * "
"step(-y0 - 1, -uv.y);\n"
"}\n"
"void main() {\n"
" vec2 uv = vUV * 3;\n"
" fragColor = vec4(0);\n"
" fragColor += s(uv,0,2) * texture(frame1, uv);\n"
" fragColor += s(uv,1,2) * texture(frame2, uv);\n"
" fragColor += s(uv,2,2) * texture(frame3, uv);\n"
" fragColor += s(uv,0,1) * texture(frame4, uv);\n"
" fragColor += s(uv,1,1) * texture(frame5, uv);\n"
" fragColor += s(uv,2,1) * texture(frame6, uv);\n"
" fragColor += s(uv,0,0) * texture(frame7, uv);\n"
" fragColor += s(uv,1,0) * texture(frame8, uv);\n"
" fragColor += s(uv,2,0) * texture(frame0, uv);\n"
"}";
static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
{{1.0f, 1.0f}}, {{0.0f, 0.0f}},
+11 -6
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@@ -107,10 +107,16 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
program->vertex_shader, "internal vertex shader", vertex_shader_text);
// compile output fragment shader
program->output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->output_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->error |=
!compile_shader(program->output_fragment_shader,
"internal fragment shader", output_fragment_shader_text);
!compile_shader(program->output_shader,
"internal fragment shader (output)", output_shader_text);
// compile output fragment shader
program->monitor_shader = glCreateShader(GL_FRAGMENT_SHADER);
program->error |= !compile_shader(program->monitor_shader,
"internal fragment shader (monitor)",
monitor_shader_text);
// compile fragment shaders
for (i = 0; i < FRAG_COUNT; i++) {
@@ -135,7 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
glAttachShader(program->programs[i], program->vertex_shader);
if (output) {
glAttachShader(program->programs[i], program->output_fragment_shader);
glAttachShader(program->programs[i], program->monitor_shader); // TODO tmp
} else {
glAttachShader(program->programs[i], program->fragment_shaders[i]);
}
@@ -213,7 +219,6 @@ ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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;
}
@@ -291,7 +296,7 @@ void shaders_apply(ShaderProgram program, Context context) {
glUniform1i(program.frames_locations[i][j], j);
}
glDrawBuffers(TEX_COUNT, program.draw_buffers);
glDrawBuffers(TEX_COUNT - 1, program.draw_buffers);
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
+3 -1
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@@ -14,6 +14,7 @@
typedef struct Parameters {
unsigned char screen;
char *frag_path;
char *frag_config_path;
bool hot_reload;
} Parameters;
@@ -37,7 +38,8 @@ typedef struct ShaderProgram {
GLuint programs[FRAG_COUNT + 1];
GLuint vertex_shader;
GLuint output_fragment_shader;
GLuint output_shader;
GLuint monitor_shader;
GLuint fragment_shaders[FRAG_COUNT];