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