#include #include #include #include #include "config.h" #include "config_file.h" #include "file.h" #include "forge.h" #include "logs.h" #include "rand.h" #include "shaders.h" #include "timer.h" #include "types.h" #include "window.h" static Context context; static ShaderProgram program; static unsigned int compute_fps(Window *window, Timer *timer) { static double fps; char title[100]; if (timer_inc(timer)) { fps = timer_reset(timer); sprintf(title, PACKAGE " " VERSION " - %.0ffps", fps); window_update_title(window, title); } return (unsigned int)round(fps); } static void randomize_context_state() { unsigned int i; for (i = 0; i < program.frag_count * program.sub_type_count; i++) { context.sub_state[i] = rand_uint(program.sub_variant_count); } } static void init_context(Parameters params) { int size; int i; context.tempo = params.base_tempo; context.demo = params.demo; context.monitor = params.monitor; size = program.frag_count * program.sub_type_count; context.sub_state = malloc(size * sizeof(unsigned int)); for (i = 0; i < size; i++) { context.sub_state[i] = 0; } if (params.demo) { randomize_context_state(); } context.seeds = malloc(program.frag_count * sizeof(unsigned int)); for (i = 0; i < (int)program.frag_count; i++) { context.seeds[i] = rand_uint(1000); } } static void free_context() { free(context.sub_state); free(context.seeds); } static void hot_reload(File *common_shader_code, File *fragment_shaders) { unsigned int i; bool force_update; force_update = false; if (file_should_update(*common_shader_code)) { file_update(common_shader_code); force_update = true; } for (i = 0; i < program.frag_count; i++) { if (force_update || file_should_update(fragment_shaders[i])) { file_update(&fragment_shaders[i]); file_prepend(&fragment_shaders[i], *common_shader_code); shaders_update(program, fragment_shaders, i); } } } static void loop(Window *window, bool hr, File *common_shader_code, File *fragment_shaders, Timer *timer) { if (hr) { hot_reload(common_shader_code, fragment_shaders); } window_get_context(window, &context); context.fps = compute_fps(window, timer); shaders_apply(program, context); window_refresh(window); } File read_fragment_shader_file(char *frag_path, unsigned int i) { File fragment_shader; char *file_path; file_path = malloc(sizeof(char) * 1024); sprintf(file_path, "%s/frag%d.glsl", frag_path, i); fragment_shader = file_read(file_path); if (fragment_shader.error) { exit(EXIT_FAILURE); } return fragment_shader; } static void init_files(char *frag_path, File *common_shader_code, File *fragment_shaders, unsigned int frag_count) { unsigned int i; for (i = 0; i < frag_count + 1; i++) { if (i == 0) { (*common_shader_code) = read_fragment_shader_file(frag_path, i); } else { fragment_shaders[i - 1] = read_fragment_shader_file(frag_path, i); file_prepend(&fragment_shaders[i - 1], *common_shader_code); } } } static void free_files(File *common_shader_code, File *fragment_shaders, unsigned int frag_count) { unsigned int i; for (i = 0; i < frag_count; i++) { file_free(&fragment_shaders[i], true); } file_free(common_shader_code, true); } static void error_callback(int error, const char *description) { log_error("[GLFW] %d: %s", error, description); window_close(0, true); exit(EXIT_FAILURE); } static void key_callback(Window *window, int key, __attribute__((unused)) int scancode, int action, __attribute__((unused)) int mods) { if (window_escape_key(key, action)) { // close window on escape key window_close(window, false); } else if (window_char_key(key, action, 82)) { // R: randomize log_debug("R"); randomize_context_state(); } else if (window_char_key(key, action, 68)) { // D: demo on/off context.demo = !context.demo; } } void forge_run(Parameters params) { unsigned int frag_count; File *fragment_shaders; File common_shader_code; Window *window; Timer timer; ConfigFile shader_config; shader_config = config_file_read(params.frag_config_path, false); frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6); fragment_shaders = malloc(frag_count * sizeof(File)); init_files(params.frag_path, &common_shader_code, fragment_shaders, frag_count); window = window_init(PACKAGE " " VERSION, params.screen, params.windowed, error_callback, key_callback); window_get_context(window, &context); context.internal_size = params.internal_size; program = shaders_init(fragment_shaders, shader_config, context); init_context(params); if (program.error) { window_close(window, true); exit(EXIT_FAILURE); } timer = timer_init(30); log_success("Initialized"); while (!window_should_close(window)) { loop(window, params.hot_reload, &common_shader_code, fragment_shaders, &timer); } free_files(&common_shader_code, fragment_shaders, frag_count); config_file_free(shader_config); window_close(window, true); free_context(); }