main.c 6.5 KB

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  1. #include <stdio.h>
  2. #include <stdlib.h>
  3. #include <stdarg.h>
  4. #include <stdbool.h>
  5. #include <string.h>
  6. #include <errno.h>
  7. #define GLEW_STATIC
  8. #include <GL/glew.h>
  9. #define GL_GLEXT_PROTOTYPES
  10. #include <GLFW/glfw3.h>
  11. #define SCREEN_WIDTH 1024
  12. #define SCREEN_HEIGHT 768
  13. char *slurp_file(const char *file_path)
  14. {
  15. #define SLURP_FILE_PANIC \
  16. do { \
  17. fprintf(stderr, "Could not read file `%s`: %s\n", file_path, strerror(errno)); \
  18. exit(1); \
  19. } while (0)
  20. FILE *f = fopen(file_path, "r");
  21. if (f == NULL) SLURP_FILE_PANIC;
  22. if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
  23. long size = ftell(f);
  24. if (size < 0) SLURP_FILE_PANIC;
  25. char *buffer = malloc(size + 1);
  26. if (buffer == NULL) SLURP_FILE_PANIC;
  27. if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
  28. fread(buffer, 1, size, f);
  29. if (ferror(f) < 0) SLURP_FILE_PANIC;
  30. buffer[size] = '\0';
  31. if (fclose(f) < 0) SLURP_FILE_PANIC;
  32. return buffer;
  33. #undef SLURP_FILE_PANIC
  34. }
  35. const char *shader_type_as_cstr(GLuint shader)
  36. {
  37. switch (shader) {
  38. case GL_VERTEX_SHADER: return "GL_VERTEX_SHADER";
  39. case GL_FRAGMENT_SHADER: return "GL_FRAGMENT_SHADER";
  40. default: return "(Unknown)";
  41. }
  42. }
  43. bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
  44. {
  45. *shader = glCreateShader(shader_type);
  46. glShaderSource(*shader, 1, &source, NULL);
  47. glCompileShader(*shader);
  48. GLint compiled = 0;
  49. glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
  50. if (!compiled) {
  51. GLchar message[1024];
  52. GLsizei message_size = 0;
  53. glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
  54. fprintf(stderr, "ERROR: could not compile %s\n", shader_type_as_cstr(shader_type));
  55. fprintf(stderr, "%.*s\n", message_size, message);
  56. return false;
  57. }
  58. return true;
  59. }
  60. bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
  61. {
  62. char *source = slurp_file(file_path);
  63. bool err = compile_shader_source(source, shader_type, shader);
  64. free(source);
  65. return err;
  66. }
  67. bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
  68. {
  69. *program = glCreateProgram();
  70. glAttachShader(*program, vert_shader);
  71. glAttachShader(*program, frag_shader);
  72. glLinkProgram(*program);
  73. GLint linked = 0;
  74. glGetProgramiv(*program, GL_LINK_STATUS, &linked);
  75. if (!linked) {
  76. GLsizei message_size = 0;
  77. GLchar message[1024];
  78. glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
  79. fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
  80. }
  81. glDeleteShader(vert_shader);
  82. glDeleteShader(frag_shader);
  83. return program;
  84. }
  85. // Global variables (fragile people with CS degree look away)
  86. bool program_failed = false;
  87. GLuint program = 0;
  88. GLint resolution_uniform = 0;
  89. GLint time_uniform = 0;
  90. bool pause = false;
  91. void reload_shaders(void)
  92. {
  93. glDeleteProgram(program);
  94. program_failed = false;
  95. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  96. GLuint vert = 0;
  97. if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
  98. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  99. program_failed = true;
  100. return;
  101. }
  102. GLuint frag = 0;
  103. if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
  104. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  105. program_failed = true;
  106. return;
  107. }
  108. if (!link_program(vert, frag, &program)) {
  109. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  110. program_failed = true;
  111. return;
  112. }
  113. glUseProgram(program);
  114. resolution_uniform = glGetUniformLocation(program, "resolution");
  115. time_uniform = glGetUniformLocation(program, "time");
  116. printf("Successfully Reload the Shaders\n");
  117. }
  118. void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  119. {
  120. (void) window;
  121. (void) scancode;
  122. (void) action;
  123. (void) mods;
  124. if (action == GLFW_PRESS) {
  125. if (key == GLFW_KEY_F5) {
  126. reload_shaders();
  127. } else if (key == GLFW_KEY_SPACE) {
  128. pause = !pause;
  129. }
  130. }
  131. }
  132. void window_size_callback(GLFWwindow* window, int width, int height)
  133. {
  134. (void) window;
  135. glViewport(
  136. width / 2 - SCREEN_WIDTH / 2,
  137. height / 2 - SCREEN_HEIGHT / 2,
  138. SCREEN_WIDTH,
  139. SCREEN_HEIGHT);
  140. }
  141. void MessageCallback(GLenum source,
  142. GLenum type,
  143. GLuint id,
  144. GLenum severity,
  145. GLsizei length,
  146. const GLchar* message,
  147. const void* userParam)
  148. {
  149. (void) source;
  150. (void) id;
  151. (void) length;
  152. (void) userParam;
  153. fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
  154. (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
  155. type, severity, message);
  156. }
  157. int main()
  158. {
  159. if (!glfwInit()) {
  160. fprintf(stderr, "ERROR: could not initialize GLFW\n");
  161. exit(1);
  162. }
  163. GLFWwindow * const window = glfwCreateWindow(
  164. SCREEN_WIDTH,
  165. SCREEN_HEIGHT,
  166. "OpenGL Template",
  167. NULL,
  168. NULL);
  169. if (window == NULL) {
  170. fprintf(stderr, "ERROR: could not create a window.\n");
  171. glfwTerminate();
  172. exit(1);
  173. }
  174. glfwMakeContextCurrent(window);
  175. if (GLEW_OK != glewInit()) {
  176. fprintf(stderr, "Could not initialize GLEW!\n");
  177. exit(1);
  178. }
  179. if (!GLEW_EXT_draw_instanced) {
  180. fprintf(stderr, "Support for EXT_draw_instanced is required!\n");
  181. exit(1);
  182. }
  183. glEnable(GL_DEBUG_OUTPUT);
  184. glDebugMessageCallback(MessageCallback, 0);
  185. reload_shaders();
  186. glfwSetKeyCallback(window, key_callback);
  187. glfwSetFramebufferSizeCallback(window, window_size_callback);
  188. double time = glfwGetTime();
  189. double prev_time;
  190. while (!glfwWindowShouldClose(window)) {
  191. glClear(GL_COLOR_BUFFER_BIT);
  192. if (!program_failed) {
  193. glUniform2f(resolution_uniform,
  194. SCREEN_WIDTH,
  195. SCREEN_HEIGHT);
  196. glUniform1f(time_uniform, time);
  197. glDrawArraysInstancedEXT(GL_TRIANGLE_STRIP, 0, 4, 1);
  198. }
  199. glfwSwapBuffers(window);
  200. glfwPollEvents();
  201. double cur_time = glfwGetTime();
  202. if (!pause) {
  203. time += cur_time - prev_time;
  204. }
  205. prev_time = cur_time;
  206. }
  207. return 0;
  208. }