common code for shaders
This commit is contained in:
+2
-2
@@ -1,6 +1,6 @@
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AUTOMAKE_OPTIONS = foreign subdir-objects -Wall
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bin_PROGRAMS = forge
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forge_SOURCES = src/main.c src/args.c src/forge.c src/file.c src/window.c src/shaders.c src/timer.c $(top_srcdir)/include/glad/gl.h
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forge_SOURCES = src/main.c src/args.c src/forge.c src/file.c src/window.c src/shaders.c src/timer.c src/strings.c $(top_srcdir)/include/glad/gl.h
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forge_CFLAGS = -Ofast -march=native -flto -funroll-loops -fprefetch-loop-arrays -fno-exceptions -fopenmp -I$(top_srcdir)/include -DGLFW_INCLUDE_NONE
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forge_LDADD = -lm -lGL -lglfw
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include_HEADERS = src/main.h src/args.h src/config.h src/types.h src/forge.h src/file.h src/constants.h src/window.h src/shaders.h src/logs.h src/timer.h $(top_srcdir)/include/glad/gl.h $(top_srcdir)/include/linmath.h
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include_HEADERS = src/main.h src/args.h src/config.h src/types.h src/forge.h src/file.h src/constants.h src/window.h src/shaders.h src/logs.h src/timer.h src/strings.h $(top_srcdir)/include/glad/gl.h $(top_srcdir)/include/linmath.h
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+8
-3
@@ -1,6 +1,6 @@
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TARGET ?= forge
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INSTALL_DIR ?= $(HOME)/.local/bin
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TEST_ARGS ?=
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TEST_ARGS ?= --hot-reload --frag=./shaders
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SHELL := /bin/bash
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.PHONY: build
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@@ -18,7 +18,7 @@ build:
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-o build/$(TARGET)
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run: build
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./build/forge --hot-reload --frag=./shaders
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./build/$(TARGET) $(TEST_ARGS)
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.PHONY: install
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install: build
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@@ -26,7 +26,12 @@ install: build
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.PHONY: valgrind
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valgrind: build
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valgrind --leak-check=full -s ./build/$(TARGET) $(TEST_ARGS)
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valgrind \
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--leak-check=full \
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--track-fds=all \
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--show-realloc-size-zero=no \
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--undef-value-errors=no \
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./build/$(TARGET) $(TEST_ARGS)
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.PHONY: release
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release: clean
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@@ -102,7 +102,7 @@ make -f Makefile.dev release-arch
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- [ ] Multi-stage shaders
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- [x] Test 2 stages with render to texture
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- [x] 2 in 2 fx 1 mix 1 fx layout
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- [ ] Include fragments with special directive
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- [x] Include common code
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- [ ] 16 input + 16 fx definition and selection (with param)
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- [x] Feedback texture
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- [ ] Free opengl memory
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@@ -0,0 +1,19 @@
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#version 460
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// COMMON DEFINITIONS AND FUNCTIONS
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame0;
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uniform sampler2D frame1;
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uniform sampler2D frame2;
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uniform sampler2D frame3;
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uniform sampler2D frame4;
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uniform sampler2D frame5;
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uniform sampler2D frame6;
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uniform sampler2D frame7;
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in vec2 vUV;
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// TODO things
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+2
-10
@@ -1,20 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame0;
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uniform sampler2D frame1;
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in vec2 vUV;
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layout(location = 3) out vec3 fragColor;
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// SRC A
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// ---------
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// IN: 0 / 1
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// OUT: 3
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layout(location = 3) out vec3 fragColor;
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void main() {
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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+2
-9
@@ -1,19 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame0;
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uniform sampler2D frame2;
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in vec2 vUV;
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layout(location = 4) out vec3 fragColor;
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// SRC B
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// ---------
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// IN: 0 / 2
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// OUT: 4
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layout(location = 4) out vec3 fragColor;
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void main() {
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fragColor = vec3(vUV, 0.0) * step(0.3, vUV.x) * step(-0.4, -vUV.x);
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}
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+2
-9
@@ -1,19 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame3;
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uniform sampler2D frame5;
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in vec2 vUV;
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layout(location = 5) out vec3 fragColor;
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// FX A
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// ---------
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// IN: 3 / 5
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// OUT: 5
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layout(location = 5) out vec3 fragColor;
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void main() {
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fragColor = texture(frame3, vUV).xyz;
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}
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+2
-9
@@ -1,19 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame4;
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uniform sampler2D frame6;
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in vec2 vUV;
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layout(location = 6) out vec3 fragColor;
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// FX B
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// ---------
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// IN: 4 / 6
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// OUT: 6
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layout(location = 6) out vec3 fragColor;
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void main() {
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fragColor = texture(frame4, vUV).xyz;
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}
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+2
-9
@@ -1,19 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame5;
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uniform sampler2D frame6;
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in vec2 vUV;
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layout(location = 7) out vec3 fragColor;
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// A+B
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// ---------
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// IN: 5 / 6
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// OUT: 7
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layout(location = 7) out vec3 fragColor;
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void main() {
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fragColor = texture(frame5, vUV).xyz + texture(frame6, vUV).xyz;
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}
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+2
-9
@@ -1,19 +1,12 @@
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#version 460
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame7;
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uniform sampler2D frame0;
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in vec2 vUV;
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layout(location = 0) out vec3 fragColor;
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// MFX
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// ---------
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// IN: 7 / 0
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// OUT: 0
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layout(location = 0) out vec3 fragColor;
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void main() {
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fragColor = texture(frame7, vUV).xyz;
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}
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+11
-1
@@ -5,6 +5,7 @@
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#include <sys/types.h>
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#include "logs.h"
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#include "strings.h"
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#include "types.h"
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time_t get_file_time(File file) {
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@@ -64,4 +65,13 @@ File read_file(char *path) {
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return file;
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}
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void free_file(File *file) { free(file->content); }
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void prepend_file(File *src, File extra) {
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char *old_src_content = src->content;
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src->content = concat(extra.content, src->content);
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free(old_src_content);
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}
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void free_file(File *file) {
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free(file->content);
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free(file->path);
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}
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@@ -11,4 +11,6 @@ void update_file(File *file);
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void free_file(File *file);
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void prepend_file(File *src, File extra);
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#endif
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+62
-22
@@ -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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compute_fps(window, timer);
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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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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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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 (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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@@ -257,5 +257,3 @@ void apply_program(ShaderProgram program, Context context) {
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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}
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// TODO clean buffers from opengl memories
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@@ -0,0 +1,11 @@
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#include <stdlib.h>
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#include <string.h>
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char *concat(const char *s1, const char *s2) {
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char *result =
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malloc(strlen(s1) + strlen(s2) + 1); // +1 for the null-terminator
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// in real code you would check for errors in malloc here
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strcpy(result, s1);
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strcat(result, s2);
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return result;
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}
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@@ -0,0 +1,6 @@
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#ifndef STRINGS_H
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#define STRINGS_H
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char *concat(const char *s1, const char *s2);
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#endif
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