refactor shaders.c and print error logs
This commit is contained in:
+1
-1
@@ -3,7 +3,7 @@
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#ifndef CONSTANTS_H
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#ifndef CONSTANTS_H
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#define CONSTANTS_H
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#define CONSTANTS_H
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static const char *vertex_shader_text =
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static char *vertex_shader_text =
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"#version 330\n"
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"#version 330\n"
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"uniform mat4 mvp;\n"
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"uniform mat4 mvp;\n"
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"in vec2 vPos;\n"
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"in vec2 vPos;\n"
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+7
-10
@@ -6,19 +6,16 @@
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#include "types.h"
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#include "types.h"
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void update_file_time(File *file) {
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time_t get_file_time(File file) {
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struct stat attr;
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struct stat attr;
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if (stat(file->path, &attr) == 0) {
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if (stat(file.path, &attr) == 0) {
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file->last_write = attr.st_mtime;
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return attr.st_mtim.tv_sec;
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}
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}
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return 0;
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}
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}
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bool should_update_file(File *file) {
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bool should_update_file(File file) {
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struct stat attr;
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return file.last_write != get_file_time(file);
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if (stat(file->path, &attr) == 0) {
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return file->last_write != attr.st_mtime;
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}
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return false;
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}
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}
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void update_file(File *file) {
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void update_file(File *file) {
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@@ -54,7 +51,7 @@ void update_file(File *file) {
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// append null byte
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// append null byte
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file->content[length] = '\0';
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file->content[length] = '\0';
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// read last update time
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// read last update time
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update_file_time(file);
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file->last_write = get_file_time(*file);
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}
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}
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File read_file(char *path) {
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File read_file(char *path) {
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+1
-1
@@ -5,7 +5,7 @@
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File read_file(char *path);
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File read_file(char *path);
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bool should_update_file(File *file);
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bool should_update_file(File file);
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void update_file(File *file);
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void update_file(File *file);
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+5
-5
@@ -24,12 +24,12 @@ static void key_callback(Window *window, int key,
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}
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}
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void loop(Window *window, ShaderProgram program, bool hot_reload,
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void loop(Window *window, ShaderProgram program, bool hot_reload,
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File fragment_shader) {
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File *fragment_shader) {
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Context context;
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Context context;
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if (hot_reload && should_update_file(&fragment_shader)) {
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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_file(fragment_shader);
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update_program(program, fragment_shader);
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update_program(program, *fragment_shader);
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}
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}
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context = get_window_context(window);
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context = get_window_context(window);
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@@ -60,7 +60,7 @@ void forge_run(Parameters params) {
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}
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}
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while (!window_should_close(window)) {
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while (!window_should_close(window)) {
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loop(window, program, params.hot_reload, fragment_shader);
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loop(window, program, params.hot_reload, &fragment_shader);
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}
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}
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close_window(window, true);
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close_window(window, true);
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+49
-29
@@ -6,50 +6,66 @@
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#include "constants.h"
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#include "constants.h"
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#include "types.h"
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#include "types.h"
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// TODO split into smaller functions
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bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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ShaderProgram init_program(File fragment_shader) {
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ShaderProgram program = {};
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GLint status_params;
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GLint status_params;
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char log[1024];
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// update shader source code
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glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL);
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// compile shader
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glCompileShader(shader_id);
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// get compilation status
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
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glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
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if (status_params == GL_FALSE) {
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fprintf(stderr, "Failed to compile shader '%s'\n%s\n", name, log);
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} else {
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fprintf(stdout, "Compiled shader '%s'\n", name);
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}
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return status_params == GL_TRUE;
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}
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ShaderProgram init_program(File fragment_shader) {
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ShaderProgram program = {0};
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// create vertex buffer and setup vertices
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glGenBuffers(1, &program.vertex_buffer);
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, 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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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// compile vertex shader
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program.vertex_shader = glCreateShader(GL_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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program.error |= !compile_shader(
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glCompileShader(program.vertex_shader);
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program.vertex_shader, "internal vertex shader", vertex_shader_text);
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glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
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// maxLength, GLsizei *length, GLchar *infoLog);
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}
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// compile fragment shader
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program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(program.fragment_shader, 1,
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program.error |= !compile_shader(
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(const GLchar *const *)&fragment_shader.content, NULL);
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program.fragment_shader, fragment_shader.path, fragment_shader.content);
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glCompileShader(program.fragment_shader);
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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}
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if (program.error) {
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if (program.error) {
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return program;
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return program;
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}
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}
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// create and link full shader program
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program.program = glCreateProgram();
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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.vertex_shader);
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glAttachShader(program.program, program.fragment_shader);
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glAttachShader(program.program, program.fragment_shader);
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glLinkProgram(program.program);
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glLinkProgram(program.program);
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// create uniforms pointers
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program.mvp_location = glGetUniformLocation(program.program, "mvp");
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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.itime_location = glGetUniformLocation(program.program, "iTime");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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// create attribute pointer
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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// create vertex array and bind to vPos attribute
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glGenVertexArrays(1, &program.vertex_array);
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glGenVertexArrays(1, &program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glEnableVertexAttribArray(program.vpos_location);
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glEnableVertexAttribArray(program.vpos_location);
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@@ -60,35 +76,39 @@ ShaderProgram init_program(File fragment_shader) {
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}
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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_shader) {
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GLint status_params;
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bool result;
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glShaderSource(program.fragment_shader, 1,
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(const GLchar *const *)&fragment_shader.content, NULL);
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glCompileShader(program.fragment_shader);
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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result = compile_shader(program.fragment_shader, fragment_shader.path,
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if (status_params == GL_FALSE) {
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fragment_shader.content);
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fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
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return;
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if (result) {
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}
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// re-link program
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glLinkProgram(program.program);
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glLinkProgram(program.program);
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}
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}
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}
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void apply_program(ShaderProgram program, Context context) {
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void apply_program(ShaderProgram program, Context context) {
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mat4x4 m, p, mvp;
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mat4x4 m, p, mvp;
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// update viewport
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glViewport(0, 0, context.width, context.height);
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glViewport(0, 0, context.width, context.height);
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// create model-view-projection matrix
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mat4x4_identity(m);
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mat4x4_identity(m);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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mat4x4_mul(mvp, p, m);
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vec2 resolution = {(float)context.width, (float)context.height};
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vec2 resolution = {(float)context.width, (float)context.height};
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// update uniforms
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glUseProgram(program.program);
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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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glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(program.itime_location, (const GLfloat)context.time);
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glUniform1f(program.itime_location, (const GLfloat)context.time);
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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// start vertex handling
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glBindVertexArray(program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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}
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+4
-5
@@ -27,21 +27,20 @@ typedef struct File {
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} File;
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} File;
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typedef struct ShaderProgram {
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typedef struct ShaderProgram {
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GLuint program;
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bool error;
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GLuint vertex_buffer;
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GLuint program;
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GLuint vertex_shader;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint fragment_shader;
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GLuint mvp_location;
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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 itime_location;
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GLuint ires_location;
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GLuint ires_location;
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GLuint vertex_buffer;
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GLuint vertex_array;
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GLuint vertex_array;
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GLuint vpos_location;
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bool error;
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} ShaderProgram;
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} ShaderProgram;
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typedef GLFWwindow Window;
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typedef GLFWwindow Window;
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@@ -49,6 +49,9 @@ GLFWwindow *create_window(GLFWmonitor *monitor,
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void (*key_callback)(Window *, int, int, int, int)) {
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void (*key_callback)(Window *, int, int, int, int)) {
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// Window related hints
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// Window related hints
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glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
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glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
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glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
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glfwWindowHint(GLFW_CENTER_CURSOR, GLFW_FALSE);
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
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// create fullscreen window in selected monitor
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// create fullscreen window in selected monitor
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GLFWwindow *window =
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GLFWwindow *window =
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