212 lines
6.1 KiB
C
212 lines
6.1 KiB
C
#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "config.h"
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#include "constants.h"
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#include "file.h"
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#include "types.h"
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#include <linmath.h>
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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void error_callback(int error, const char *description) {
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fprintf(stderr, "Error %d: %s\n", error, description);
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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static void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mods) {
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// close window on escape key
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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}
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// TODO extract to window file
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// TODO split into smaller functions
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void *init_window(GLFWwindow **window, Parameters params) {
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// set errors handler
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glfwSetErrorCallback(error_callback);
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// print current GLFW version
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fprintf(stdout, "[GLFW] %s\n", glfwGetVersionString());
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// init GLFW
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if (!glfwInit()) {
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fprintf(stderr, "[GLFW] Initialization failed\n");
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exit(EXIT_FAILURE);
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}
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// add context to window before creation
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_DECORATED, 0);
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// detect monitors
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int count;
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GLFWmonitor **monitors = glfwGetMonitors(&count);
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// check selected monitor availability
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if (params.screen >= count) {
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fprintf(stderr, "Screen %d is out of range [0-%d]\n", params.screen,
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count - 1);
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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// create fullscreen window in selected monitor
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(*window) = glfwCreateWindow(1, 1, PACKAGE " " VERSION,
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monitors[params.screen], NULL);
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// handle window creation fail
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if (!(*window)) {
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fprintf(stderr, "[GLFW] Window or context creation failed\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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// use current window
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glfwMakeContextCurrent((*window));
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// link GLAD and GLFW window
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gladLoadGL(glfwGetProcAddress);
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// set keyboard handler
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glfwSetKeyCallback((*window), key_callback);
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// hide cursor
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glfwSetInputMode((*window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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// vsync
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glfwSwapInterval(1);
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return window;
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}
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// TODO extract to "shaders" file
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// TODO split into smaller functions
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ShaderProgram init_program(File fragment_shader) {
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ShaderProgram program = {};
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GLint status_params;
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glGenBuffers(1, &program.vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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program.vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(program.vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(program.vertex_shader);
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glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
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// maxLength, GLsizei *length, GLchar *infoLog);
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}
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program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(program.fragment_shader, 1,
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(const GLchar *const *)&fragment_shader.content, NULL);
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glCompileShader(program.fragment_shader);
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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program.error = true;
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}
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if (program.error) {
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return program;
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}
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program.program = glCreateProgram();
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glAttachShader(program.program, program.vertex_shader);
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glAttachShader(program.program, program.fragment_shader);
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glLinkProgram(program.program);
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program.mvp_location = glGetUniformLocation(program.program, "mvp");
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program.itime_location = glGetUniformLocation(program.program, "iTime");
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program.ires_location = glGetUniformLocation(program.program, "iResolution");
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program.vpos_location = glGetAttribLocation(program.program, "vPos");
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glGenVertexArrays(1, &program.vertex_array);
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glBindVertexArray(program.vertex_array);
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glEnableVertexAttribArray(program.vpos_location);
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glVertexAttribPointer(program.vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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return program;
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}
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// TODO extract to "shaders" file
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void update_program(ShaderProgram program, File fragment_shader) {
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GLint status_params;
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glShaderSource(program.fragment_shader, 1,
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(const GLchar *const *)&fragment_shader.content, NULL);
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glCompileShader(program.fragment_shader);
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glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
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if (status_params == GL_FALSE) {
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fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
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return;
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}
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glLinkProgram(program.program);
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}
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void loop(GLFWwindow *window, ShaderProgram program) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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vec2 resolution = {(float)width, (float)height};
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program.program);
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glUniformMatrix4fv(program.mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp);
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glUniform1f(program.itime_location, (const GLfloat)glfwGetTime());
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glUniform2fv(program.ires_location, 1, (const GLfloat *)&resolution);
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glBindVertexArray(program.vertex_array);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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void forge_run(Parameters params) {
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GLFWwindow *window;
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File fragment_shader = read_file(params.frag_path);
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if (fragment_shader.error) {
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fprintf(stderr, "Cannot read file\n");
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exit(EXIT_FAILURE);
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}
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init_window(&window, params);
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ShaderProgram program = init_program(fragment_shader);
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if (program.error) {
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fprintf(stderr, "Failed to compile shaders\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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while (!glfwWindowShouldClose(window)) {
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if (should_update_file(&fragment_shader)) {
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update_file(&fragment_shader);
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update_program(program, fragment_shader);
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}
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loop(window, program);
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}
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glfwTerminate();
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free_file(&fragment_shader);
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} |