Files
forge-steel/src/forge.c
T

212 lines
6.1 KiB
C

#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include "config.h"
#include "constants.h"
#include "file.h"
#include "types.h"
#include <linmath.h>
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
void error_callback(int error, const char *description) {
fprintf(stderr, "Error %d: %s\n", error, description);
glfwTerminate();
exit(EXIT_FAILURE);
}
static void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
// close window on escape key
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
// TODO extract to window file
// TODO split into smaller functions
void *init_window(GLFWwindow **window, Parameters params) {
// set errors handler
glfwSetErrorCallback(error_callback);
// print current GLFW version
fprintf(stdout, "[GLFW] %s\n", glfwGetVersionString());
// init GLFW
if (!glfwInit()) {
fprintf(stderr, "[GLFW] Initialization failed\n");
exit(EXIT_FAILURE);
}
// add context to window before creation
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_DECORATED, 0);
// detect monitors
int count;
GLFWmonitor **monitors = glfwGetMonitors(&count);
// check selected monitor availability
if (params.screen >= count) {
fprintf(stderr, "Screen %d is out of range [0-%d]\n", params.screen,
count - 1);
glfwTerminate();
exit(EXIT_FAILURE);
}
// create fullscreen window in selected monitor
(*window) = glfwCreateWindow(1, 1, PACKAGE " " VERSION,
monitors[params.screen], NULL);
// handle window creation fail
if (!(*window)) {
fprintf(stderr, "[GLFW] Window or context creation failed\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// use current window
glfwMakeContextCurrent((*window));
// link GLAD and GLFW window
gladLoadGL(glfwGetProcAddress);
// set keyboard handler
glfwSetKeyCallback((*window), key_callback);
// hide cursor
glfwSetInputMode((*window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// vsync
glfwSwapInterval(1);
return window;
}
// TODO extract to "shaders" file
// TODO split into smaller functions
ShaderProgram init_program(File fragment_shader) {
ShaderProgram program = {};
GLint status_params;
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);
glGetShaderiv(program.vertex_shader, GL_COMPILE_STATUS, &status_params);
if (status_params == GL_FALSE) {
program.error = true;
// TODO use glGetShaderInfoLog( GLuint shader, GLsizei
// maxLength, GLsizei *length, GLchar *infoLog);
}
program.fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(program.fragment_shader, 1,
(const GLchar *const *)&fragment_shader.content, NULL);
glCompileShader(program.fragment_shader);
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
if (status_params == GL_FALSE) {
program.error = true;
}
if (program.error) {
return program;
}
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;
}
// TODO extract to "shaders" file
void update_program(ShaderProgram program, File fragment_shader) {
GLint status_params;
glShaderSource(program.fragment_shader, 1,
(const GLchar *const *)&fragment_shader.content, NULL);
glCompileShader(program.fragment_shader);
glGetShaderiv(program.fragment_shader, GL_COMPILE_STATUS, &status_params);
if (status_params == GL_FALSE) {
fprintf(stderr, "Failed to compile shaders\n"); // TODO add info
return;
}
glLinkProgram(program.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;
File fragment_shader = read_file(params.frag_path);
if (fragment_shader.error) {
fprintf(stderr, "Cannot read file\n");
exit(EXIT_FAILURE);
}
init_window(&window, params);
ShaderProgram program = init_program(fragment_shader);
if (program.error) {
fprintf(stderr, "Failed to compile shaders\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
while (!glfwWindowShouldClose(window)) {
if (should_update_file(&fragment_shader)) {
update_file(&fragment_shader);
update_program(program, fragment_shader);
}
loop(window, program);
}
glfwTerminate();
free_file(&fragment_shader);
}