Files
forge-steel/src/forge.c
T
2025-09-21 03:05:32 +02:00

268 lines
6.6 KiB
C

#include <linmath.h>
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#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 Window *window_output;
static Window *window_monitor;
static unsigned int compute_fps(Timer *timer) {
static double fps;
char title[100];
if (timer_inc(timer)) {
fps = timer_reset(timer);
if (window_output != NULL) {
sprintf(title, PACKAGE " " VERSION " - %.0ffps", fps);
window_update_title(window_output, title);
}
if (window_monitor != NULL) {
sprintf(title, PACKAGE " " VERSION " (monitor) - %.0ffps", fps);
window_update_title(window_monitor, 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) {
unsigned int i;
context.tempo = params.base_tempo;
context.demo = params.demo;
context.monitor = params.monitor;
context.sub_state = malloc(program.frag_count * program.sub_type_count *
sizeof(unsigned int));
for (i = 0; i < program.frag_count * program.sub_type_count; 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 < 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(bool hr, File *common_shader_code, File *fragment_shaders,
Timer *timer) {
if (hr) {
hot_reload(common_shader_code, fragment_shaders);
}
context.fps = compute_fps(timer);
context.time = window_get_time();
if (window_output != NULL) {
window_use(window_output, &context);
shaders_compute(program, context, false, false);
window_refresh(window_output);
}
if (window_monitor != NULL) {
window_use(window_monitor, &context);
shaders_compute(program, context, true, window_output != NULL);
window_refresh(window_monitor);
}
window_events();
}
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
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;
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_startup(error_callback);
context.internal_size = params.internal_size;
if (params.output) {
window_output = window_init(PACKAGE " " VERSION, params.output_screen,
params.windowed, NULL, key_callback);
window_use(window_output, &context);
program = shaders_init(fragment_shaders, shader_config, context, NULL);
} else {
window_output = NULL;
}
if (params.monitor) {
window_monitor =
window_init(PACKAGE " " VERSION " (monitor)", params.monitor_screen,
params.windowed, window_output, key_callback);
window_use(window_monitor, &context);
program = shaders_init(fragment_shaders, shader_config, context,
window_output != NULL ? &program : NULL);
} else {
window_monitor = NULL;
}
init_context(params);
if (program.error) {
if (window_output != NULL) {
window_close(window_output, true);
}
if (window_monitor != NULL) {
window_close(window_monitor, true);
}
exit(EXIT_FAILURE);
}
timer = timer_init(30);
log_success("Initialized");
while ((window_output == NULL || !window_should_close(window_output)) &&
(window_monitor == NULL || !window_should_close(window_monitor))) {
loop(params.hot_reload, &common_shader_code, fragment_shaders, &timer);
}
free_files(&common_shader_code, fragment_shaders, frag_count);
config_file_free(shader_config);
if (window_output != NULL) {
window_close(window_output, true);
}
if (window_monitor != NULL) {
window_close(window_monitor, true);
}
free_context();
}