main.c 5.4 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. void panic_errno(const char *fmt, ...)
  14. {
  15. fprintf(stderr, "ERROR: ");
  16. va_list args;
  17. va_start(args, fmt);
  18. vfprintf(stderr, fmt, args);
  19. va_end(args);
  20. fprintf(stderr, ": %s\n", strerror(errno));
  21. exit(1);
  22. }
  23. char *slurp_file(const char *file_path)
  24. {
  25. #define SLURP_FILE_PANIC panic_errno("Could not read file `%s`", file_path)
  26. FILE *f = fopen(file_path, "r");
  27. if (f == NULL) SLURP_FILE_PANIC;
  28. if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
  29. long size = ftell(f);
  30. if (size < 0) SLURP_FILE_PANIC;
  31. char *buffer = malloc(size + 1);
  32. if (buffer == NULL) SLURP_FILE_PANIC;
  33. if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
  34. fread(buffer, 1, size, f);
  35. if (ferror(f) < 0) SLURP_FILE_PANIC;
  36. buffer[size] = '\0';
  37. if (fclose(f) < 0) SLURP_FILE_PANIC;
  38. return buffer;
  39. #undef SLURP_FILE_PANIC
  40. }
  41. bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
  42. {
  43. *shader = glCreateShader(shader_type);
  44. glShaderSource(*shader, 1, &source, NULL);
  45. glCompileShader(*shader);
  46. GLint compiled = 0;
  47. glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
  48. if (!compiled) {
  49. GLchar message[1024];
  50. GLsizei message_size = 0;
  51. glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
  52. fprintf(stderr, "%.*s\n", message_size, message);
  53. return false;
  54. }
  55. return true;
  56. }
  57. bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
  58. {
  59. char *source = slurp_file(file_path);
  60. bool err = compile_shader_source(source, shader_type, shader);
  61. free(source);
  62. return err;
  63. }
  64. bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
  65. {
  66. *program = glCreateProgram();
  67. glAttachShader(*program, vert_shader);
  68. glAttachShader(*program, frag_shader);
  69. glLinkProgram(*program);
  70. GLint linked = 0;
  71. glGetProgramiv(*program, GL_LINK_STATUS, &linked);
  72. if (!linked) {
  73. GLsizei message_size = 0;
  74. GLchar message[1024];
  75. glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
  76. fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
  77. }
  78. glDeleteShader(vert_shader);
  79. glDeleteShader(frag_shader);
  80. return program;
  81. }
  82. bool program_failed = false;
  83. GLuint program = 0;
  84. void reload_shaders(void)
  85. {
  86. glDeleteProgram(program);
  87. program_failed = false;
  88. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  89. GLuint vert = 0;
  90. if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
  91. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  92. program_failed = true;
  93. return;
  94. }
  95. GLuint frag = 0;
  96. if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
  97. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  98. program_failed = true;
  99. return;
  100. }
  101. if (!link_program(vert, frag, &program)) {
  102. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  103. program_failed = true;
  104. return;
  105. }
  106. glUseProgram(program);
  107. printf("Successfully Reload the Shaders\n");
  108. }
  109. void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  110. {
  111. (void) window;
  112. (void) scancode;
  113. (void) action;
  114. (void) mods;
  115. if (key == GLFW_KEY_F5 && action == GLFW_PRESS) {
  116. reload_shaders();
  117. }
  118. }
  119. void window_size_callback(GLFWwindow* window, int width, int height)
  120. {
  121. (void) window;
  122. glViewport(
  123. width / 2 - SCREEN_WIDTH / 2,
  124. height / 2 - SCREEN_HEIGHT / 2,
  125. SCREEN_WIDTH,
  126. SCREEN_HEIGHT);
  127. }
  128. void MessageCallback(GLenum source,
  129. GLenum type,
  130. GLuint id,
  131. GLenum severity,
  132. GLsizei length,
  133. const GLchar* message,
  134. const void* userParam)
  135. {
  136. (void) source;
  137. (void) id;
  138. (void) length;
  139. (void) userParam;
  140. fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
  141. (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
  142. type, severity, message);
  143. }
  144. int main()
  145. {
  146. if (!glfwInit()) {
  147. fprintf(stderr, "ERROR: could not initialize GLFW\n");
  148. exit(1);
  149. }
  150. GLFWwindow * const window = glfwCreateWindow(
  151. SCREEN_WIDTH,
  152. SCREEN_HEIGHT,
  153. "atomato",
  154. NULL,
  155. NULL);
  156. if (window == NULL) {
  157. fprintf(stderr, "ERROR: could not create a window.\n");
  158. glfwTerminate();
  159. exit(1);
  160. }
  161. glfwMakeContextCurrent(window);
  162. if (GLEW_OK != glewInit()) {
  163. fprintf(stderr, "Could not initialize GLEW!\n");
  164. exit(1);
  165. }
  166. glEnable(GL_DEBUG_OUTPUT);
  167. glDebugMessageCallback(MessageCallback, 0);
  168. reload_shaders();
  169. glfwSetKeyCallback(window, key_callback);
  170. glfwSetFramebufferSizeCallback(window, window_size_callback);
  171. while (!glfwWindowShouldClose(window)) {
  172. glClear(GL_COLOR_BUFFER_BIT);
  173. if (!program_failed) {
  174. glDrawArrays(GL_QUADS, 0, 4);
  175. }
  176. glfwSwapBuffers(window);
  177. glfwPollEvents();
  178. }
  179. return 0;
  180. }