Files
forge-steel/src/forge.c
T
2025-09-16 00:27:36 +02:00

148 lines
3.5 KiB
C

#include <linmath.h>
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#include "config.h"
#include "file.h"
#include "logs.h"
#include "shaders.h"
#include "timer.h"
#include "types.h"
#include "window.h"
void error_callback(int error, const char *description) {
log_error("[GLFW] %d: %s", error, description);
close_window(0, true);
exit(EXIT_FAILURE);
}
static void key_callback(Window *window, int key,
__attribute__((unused)) int scancode, int action,
__attribute__((unused)) int mods) {
// close window on escape key
if (escape_key(key, action)) {
close_window(window, false);
}
}
int compute_fps(Window *window, Timer *timer) {
static double fps;
char title[100];
if (inc_timer(timer)) {
fps = reset_and_count(timer);
sprintf(title, PACKAGE " " VERSION " - %.0ffps", fps);
update_window_title(window, title);
}
return (int)round(fps);
}
void hot_reload(ShaderProgram program, File *common_shader_code,
File *fragment_shaders) {
int i;
bool force_update = false;
if (should_update_file(*common_shader_code)) {
update_file(common_shader_code);
force_update = true;
}
for (i = 0; i < FRAG_COUNT; i++) {
if (force_update || should_update_file(fragment_shaders[i])) {
update_file(&fragment_shaders[i]);
prepend_file(&fragment_shaders[i], *common_shader_code);
update_program(program, fragment_shaders, i);
}
}
}
void loop(Window *window, ShaderProgram program, bool hr,
File *common_shader_code, File *fragment_shaders, Timer *timer) {
Context context;
if (hr) {
hot_reload(program, common_shader_code, fragment_shaders);
}
context = get_window_context(window);
context.fps = compute_fps(window, timer);
apply_program(program, context);
refresh_window(window);
}
File read_fragment_shader_file(char *frag_path, int i) {
File fragment_shader;
char *file_path = malloc(sizeof(char) * 1024);
sprintf(file_path, "%s/frag%d.glsl", frag_path, i);
fragment_shader = read_file(file_path);
if (fragment_shader.error) {
exit(EXIT_FAILURE);
}
return fragment_shader;
}
void init_files(char *frag_path, File *common_shader_code,
File *fragment_shaders) {
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);
prepend_file(&fragment_shaders[i - 1], *common_shader_code);
}
}
}
void free_files(File *common_shader_code, File *fragment_shaders) {
int i;
for (i = 0; i < FRAG_COUNT; i++) {
free_file(&fragment_shaders[i]);
}
free_file(common_shader_code);
}
void forge_run(Parameters params) {
File fragment_shaders[FRAG_COUNT];
File common_shader_code;
ShaderProgram program;
Window *window;
Timer timer;
Context context;
init_files(params.frag_path, &common_shader_code, fragment_shaders);
window = init_window(PACKAGE " " VERSION, params.screen, error_callback,
key_callback);
context = get_window_context(window);
program = init_program(fragment_shaders, context);
if (program.error) {
close_window(window, true);
exit(EXIT_FAILURE);
}
timer = create_timer(30);
while (!window_should_close(window)) {
loop(window, program, params.hot_reload, &common_shader_code,
fragment_shaders, &timer);
}
close_window(window, true);
free_files(&common_shader_code, fragment_shaders);
}