refactor shaders.c and print error logs

This commit is contained in:
2025-09-13 18:04:00 +02:00
parent 4753e79853
commit db2645a1b5
7 changed files with 70 additions and 51 deletions
+1 -1
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@@ -3,7 +3,7 @@
#ifndef CONSTANTS_H #ifndef CONSTANTS_H
#define CONSTANTS_H #define CONSTANTS_H
static const char *vertex_shader_text = static char *vertex_shader_text =
"#version 330\n" "#version 330\n"
"uniform mat4 mvp;\n" "uniform mat4 mvp;\n"
"in vec2 vPos;\n" "in vec2 vPos;\n"
+7 -10
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@@ -6,19 +6,16 @@
#include "types.h" #include "types.h"
void update_file_time(File *file) { time_t get_file_time(File file) {
struct stat attr; struct stat attr;
if (stat(file->path, &attr) == 0) { if (stat(file.path, &attr) == 0) {
file->last_write = attr.st_mtime; return attr.st_mtim.tv_sec;
} }
return 0;
} }
bool should_update_file(File *file) { bool should_update_file(File file) {
struct stat attr; return file.last_write != get_file_time(file);
if (stat(file->path, &attr) == 0) {
return file->last_write != attr.st_mtime;
}
return false;
} }
void update_file(File *file) { void update_file(File *file) {
@@ -54,7 +51,7 @@ void update_file(File *file) {
// append null byte // append null byte
file->content[length] = '\0'; file->content[length] = '\0';
// read last update time // read last update time
update_file_time(file); file->last_write = get_file_time(*file);
} }
File read_file(char *path) { File read_file(char *path) {
+1 -1
View File
@@ -5,7 +5,7 @@
File read_file(char *path); File read_file(char *path);
bool should_update_file(File *file); bool should_update_file(File file);
void update_file(File *file); void update_file(File *file);
+5 -5
View File
@@ -24,12 +24,12 @@ static void key_callback(Window *window, int key,
} }
void loop(Window *window, ShaderProgram program, bool hot_reload, void loop(Window *window, ShaderProgram program, bool hot_reload,
File fragment_shader) { File *fragment_shader) {
Context context; Context context;
if (hot_reload && should_update_file(&fragment_shader)) { if (hot_reload && should_update_file(*fragment_shader)) {
update_file(&fragment_shader); update_file(fragment_shader);
update_program(program, fragment_shader); update_program(program, *fragment_shader);
} }
context = get_window_context(window); context = get_window_context(window);
@@ -60,7 +60,7 @@ void forge_run(Parameters params) {
} }
while (!window_should_close(window)) { while (!window_should_close(window)) {
loop(window, program, params.hot_reload, fragment_shader); loop(window, program, params.hot_reload, &fragment_shader);
} }
close_window(window, true); close_window(window, true);
+49 -29
View File
@@ -6,50 +6,66 @@
#include "constants.h" #include "constants.h"
#include "types.h" #include "types.h"
// TODO split into smaller functions bool compile_shader(GLuint shader_id, char *name, char *source_code) {
ShaderProgram init_program(File fragment_shader) {
ShaderProgram program = {};
GLint status_params; GLint status_params;
char log[1024];
// update shader source code
glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL);
// compile shader
glCompileShader(shader_id);
// get compilation status
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
if (status_params == GL_FALSE) {
fprintf(stderr, "Failed to compile shader '%s'\n%s\n", name, log);
} else {
fprintf(stdout, "Compiled shader '%s'\n", name);
}
return status_params == GL_TRUE;
}
ShaderProgram init_program(File fragment_shader) {
ShaderProgram program = {0};
// create vertex buffer and setup vertices
glGenBuffers(1, &program.vertex_buffer); glGenBuffers(1, &program.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// compile vertex shader
program.vertex_shader = glCreateShader(GL_VERTEX_SHADER); program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL); program.error |= !compile_shader(
glCompileShader(program.vertex_shader); program.vertex_shader, "internal vertex shader", vertex_shader_text);
glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
if (status_params == GL_FALSE) {
program.error = true;
// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
// maxLength, GLsizei *length, GLchar *infoLog);
}
// compile fragment shader
program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(program.fragment_shader, 1, program.error |= !compile_shader(
(const GLchar *const *)&fragment_shader.content, NULL); program.fragment_shader, fragment_shader.path, fragment_shader.content);
glCompileShader(program.fragment_shader);
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
if (status_params == GL_FALSE) {
program.error = true;
}
if (program.error) { if (program.error) {
return program; return program;
} }
// create and link full shader program
program.program = glCreateProgram(); program.program = glCreateProgram();
glAttachShader(program.program, program.vertex_shader); glAttachShader(program.program, program.vertex_shader);
glAttachShader(program.program, program.fragment_shader); glAttachShader(program.program, program.fragment_shader);
glLinkProgram(program.program); glLinkProgram(program.program);
// create uniforms pointers
program.mvp_location = glGetUniformLocation(program.program, "mvp"); program.mvp_location = glGetUniformLocation(program.program, "mvp");
program.itime_location = glGetUniformLocation(program.program, "iTime"); program.itime_location = glGetUniformLocation(program.program, "iTime");
program.ires_location = glGetUniformLocation(program.program, "iResolution"); program.ires_location = glGetUniformLocation(program.program, "iResolution");
// create attribute pointer
program.vpos_location = glGetAttribLocation(program.program, "vPos"); program.vpos_location = glGetAttribLocation(program.program, "vPos");
// create vertex array and bind to vPos attribute
glGenVertexArrays(1, &program.vertex_array); glGenVertexArrays(1, &program.vertex_array);
glBindVertexArray(program.vertex_array); glBindVertexArray(program.vertex_array);
glEnableVertexAttribArray(program.vpos_location); glEnableVertexAttribArray(program.vpos_location);
@@ -60,35 +76,39 @@ ShaderProgram init_program(File fragment_shader) {
} }
void update_program(ShaderProgram program, File fragment_shader) { void update_program(ShaderProgram program, File fragment_shader) {
GLint status_params; bool result;
glShaderSource(program.fragment_shader, 1,
(const GLchar *const *)&fragment_shader.content, NULL);
glCompileShader(program.fragment_shader);
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params); result = compile_shader(program.fragment_shader, fragment_shader.path,
if (status_params == GL_FALSE) { fragment_shader.content);
fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
return; if (result) {
// re-link program
glLinkProgram(program.program);
} }
glLinkProgram(program.program);
} }
void apply_program(ShaderProgram program, Context context) { void apply_program(ShaderProgram program, Context context) {
mat4x4 m, p, mvp; mat4x4 m, p, mvp;
// update viewport
glViewport(0, 0, context.width, context.height); glViewport(0, 0, context.width, context.height);
// clear buffer
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// create model-view-projection matrix
mat4x4_identity(m); mat4x4_identity(m);
mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f); mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
mat4x4_mul(mvp, p, m); mat4x4_mul(mvp, p, m);
vec2 resolution = {(float)context.width, (float)context.height}; vec2 resolution = {(float)context.width, (float)context.height};
// update uniforms
glUseProgram(program.program); glUseProgram(program.program);
glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp); glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glUniform1f(program.itime_location, (const GLfloat)context.time); glUniform1f(program.itime_location, (const GLfloat)context.time);
glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution); glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
// start vertex handling
glBindVertexArray(program.vertex_array); glBindVertexArray(program.vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
} }
+4 -5
View File
@@ -27,21 +27,20 @@ typedef struct File {
} File; } File;
typedef struct ShaderProgram { typedef struct ShaderProgram {
GLuint program; bool error;
GLuint vertex_buffer; GLuint program;
GLuint vertex_shader; GLuint vertex_shader;
GLuint fragment_shader; GLuint fragment_shader;
GLuint mvp_location; GLuint mvp_location;
GLuint vpos_location;
GLuint itime_location; GLuint itime_location;
GLuint ires_location; GLuint ires_location;
GLuint vertex_buffer;
GLuint vertex_array; GLuint vertex_array;
GLuint vpos_location;
bool error;
} ShaderProgram; } ShaderProgram;
typedef GLFWwindow Window; typedef GLFWwindow Window;
+3
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@@ -49,6 +49,9 @@ GLFWwindow *create_window(GLFWmonitor *monitor,
void (*key_callback)(Window *, int, int, int, int)) { void (*key_callback)(Window *, int, int, int, int)) {
// Window related hints // Window related hints
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
glfwWindowHint(GLFW_CENTER_CURSOR, GLFW_FALSE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
// create fullscreen window in selected monitor // create fullscreen window in selected monitor
GLFWwindow *window = GLFWwindow *window =