Files
forge-steel/src/forge.c
T
2025-09-12 10:43:48 +02:00

156 lines
4.6 KiB
C

#include "config.h"
#include "types.h"
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include "linmath.h"
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
{{1.0f, 1.0f}}, {{0.0f, 0.0f}},
{{1.0f, 1.0f}}, {{1.0f, 0.0f}}};
static const char *vertex_shader_text =
"#version 330\n"
"uniform mat4 mvp;\n"
"in vec2 vPos;\n"
"out vec2 vUV;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vec4(vPos, 0.0, 1.0);\n"
" vUV = vPos;\n"
"}\n";
static const char *fragment_shader_text =
"#version 330\n"
"uniform float iTime;\n"
"uniform vec2 iResolution;\n"
"in vec2 vUV;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" vec2 uv0 = vUV.st;\n"
" float ratio = iResolution.x / iResolution.y;\n"
" vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);\n"
" vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);\n"
" color *= 1 - step(cos(iTime) * 0.5 + 0.5,length(uv1));\n"
" fragColor = vec4(color, 1.0);\n"
"}\n";
void error_callback(int error, const char *description) {
fprintf(stderr, "Error %d: %s\n", error, description);
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
void *init_window(GLFWwindow **window) {
glfwSetErrorCallback(error_callback);
fprintf(stdout, "[GLFW] %s\n", glfwGetVersionString());
if (!glfwInit()) {
fprintf(stderr, "[GLFW] Initialization failed\n");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
(*window) = glfwCreateWindow(640, 480, PACKAGE " " VERSION, NULL, NULL);
if (!(*window)) {
fprintf(stderr, "[GLFW] Window or context creation failed\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent((*window));
gladLoadGL(glfwGetProcAddress);
glfwSetKeyCallback((*window), key_callback);
glfwSwapInterval(1);
return window;
}
ShaderProgram init_program() {
ShaderProgram program = {};
glGenBuffers(1, &program.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(program.vertex_shader);
program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(program.fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(program.fragment_shader);
program.program = glCreateProgram();
glAttachShader(program.program, program.vertex_shader);
glAttachShader(program.program, program.fragment_shader);
glLinkProgram(program.program);
program.mvp_location = glGetUniformLocation(program.program, "mvp");
program.itime_location = glGetUniformLocation(program.program, "iTime");
program.ires_location = glGetUniformLocation(program.program, "iResolution");
program.vpos_location = glGetAttribLocation(program.program, "vPos");
glGenVertexArrays(1, &program.vertex_array);
glBindVertexArray(program.vertex_array);
glEnableVertexAttribArray(program.vpos_location);
glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
return program;
}
void loop(GLFWwindow *window, ShaderProgram program) {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
vec2 resolution = {(float)width, (float)height};
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
mat4x4 m, p, mvp;
mat4x4_identity(m);
mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
mat4x4_mul(mvp, p, m);
glUseProgram(program.program);
glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
glUniform1f(program.itime_location, (const GLfloat)glfwGetTime());
glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
glBindVertexArray(program.vertex_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}
void forge_run(parameters params) {
GLFWwindow *window;
init_window(&window);
ShaderProgram program = init_program();
while (!glfwWindowShouldClose(window)) {
loop(window, program);
}
glfwTerminate();
}