common code for shaders
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+66
-26
@@ -36,21 +36,33 @@ void compute_fps(Window *window, Timer *timer) {
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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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File *fragment_shaders, Timer *timer) {
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Context context;
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void hot_reload(ShaderProgram program, File *common_shader_code,
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File *fragment_shaders) {
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int i;
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bool force_update = false;
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if (should_update_file(*common_shader_code)) {
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update_file(common_shader_code);
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force_update = true;
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}
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for (i = 0; i < FRAG_COUNT; i++) {
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if (force_update || should_update_file(fragment_shaders[i])) {
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update_file(&fragment_shaders[i]);
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prepend_file(&fragment_shaders[i], *common_shader_code);
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update_program(program, fragment_shaders, i);
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}
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}
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}
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void loop(Window *window, ShaderProgram program, bool hr,
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File *common_shader_code, File *fragment_shaders, Timer *timer) {
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Context context;
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compute_fps(window, timer);
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if (hot_reload) {
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// TODO extract to function
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for (i = 0; i < FRAG_COUNT; i++) {
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if (should_update_file(fragment_shaders[i])) {
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update_file(&fragment_shaders[i]);
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update_program(program, fragment_shaders, i);
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}
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}
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if (hr) {
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hot_reload(program, common_shader_code, fragment_shaders);
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}
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context = get_window_context(window);
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@@ -60,23 +72,53 @@ void loop(Window *window, ShaderProgram program, bool hot_reload,
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refresh_window(window);
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}
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File read_fragment_shader_file(char *frag_path, int i) {
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File fragment_shader;
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char *file_path = malloc(sizeof(char) * 1024);
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sprintf(file_path, "%s/frag%d.glsl", frag_path, i);
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fragment_shader = read_file(file_path);
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if (fragment_shader.error) {
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exit(EXIT_FAILURE);
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}
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return fragment_shader;
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}
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void init_files(char *frag_path, File *common_shader_code,
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File *fragment_shaders) {
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int i;
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for (i = 0; i < FRAG_COUNT + 1; i++) {
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if (i == 0) {
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(*common_shader_code) = read_fragment_shader_file(frag_path, i);
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} else {
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fragment_shaders[i - 1] = read_fragment_shader_file(frag_path, i);
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prepend_file(&fragment_shaders[i - 1], *common_shader_code);
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}
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}
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}
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void free_files(File *common_shader_code, File *fragment_shaders) {
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int i;
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for (i = 0; i < FRAG_COUNT; i++) {
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free_file(&fragment_shaders[i]);
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}
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free_file(common_shader_code);
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}
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void forge_run(Parameters params) {
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File fragment_shaders[FRAG_COUNT];
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File common_shader_code;
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ShaderProgram program;
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Window *window;
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Timer timer;
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Context context;
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int i;
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char file_path[FRAG_COUNT][1024];
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// TODO extract to function
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for (i = 0; i < FRAG_COUNT; i++) {
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sprintf(file_path[i], "%s/frag%d.glsl", params.frag_path, i + 1);
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fragment_shaders[i] = read_file(file_path[i]);
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if (fragment_shaders[i].error) {
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exit(EXIT_FAILURE);
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}
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}
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init_files(params.frag_path, &common_shader_code, fragment_shaders);
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window = init_window(PACKAGE " " VERSION, params.screen, error_callback,
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key_callback);
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@@ -93,13 +135,11 @@ void forge_run(Parameters params) {
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timer = create_timer(60);
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while (!window_should_close(window)) {
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loop(window, program, params.hot_reload, fragment_shaders, &timer);
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loop(window, program, params.hot_reload, &common_shader_code,
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fragment_shaders, &timer);
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}
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close_window(window, true);
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// TODO extract to function
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for (i = 0; i < FRAG_COUNT; i++) {
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free_file(&fragment_shaders[i]);
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}
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free_files(&common_shader_code, fragment_shaders);
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}
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