main.c 6.8 KB

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  1. #include <assert.h>
  2. #include <stdio.h>
  3. #include <stdlib.h>
  4. #include <stdarg.h>
  5. #include <stdbool.h>
  6. #include <string.h>
  7. #include <errno.h>
  8. #include <math.h>
  9. #define GLEW_STATIC
  10. #include <GL/glew.h>
  11. #define GL_GLEXT_PROTOTYPES
  12. #include <GLFW/glfw3.h>
  13. #define SCREEN_WIDTH 1024
  14. #define SCREEN_HEIGHT 768
  15. #define MANUAL_TIME_STEP 0.1
  16. float lerp(float a, float b, float t)
  17. {
  18. return a + (b - a) * t;
  19. }
  20. char *slurp_file(const char *file_path)
  21. {
  22. #define SLURP_FILE_PANIC \
  23. do { \
  24. fprintf(stderr, "Could not read file `%s`: %s\n", file_path, strerror(errno)); \
  25. exit(1); \
  26. } while (0)
  27. FILE *f = fopen(file_path, "r");
  28. if (f == NULL) SLURP_FILE_PANIC;
  29. if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
  30. long size = ftell(f);
  31. if (size < 0) SLURP_FILE_PANIC;
  32. char *buffer = malloc(size + 1);
  33. if (buffer == NULL) SLURP_FILE_PANIC;
  34. if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
  35. fread(buffer, 1, size, f);
  36. if (ferror(f) < 0) SLURP_FILE_PANIC;
  37. buffer[size] = '\0';
  38. if (fclose(f) < 0) SLURP_FILE_PANIC;
  39. return buffer;
  40. #undef SLURP_FILE_PANIC
  41. }
  42. const char *shader_type_as_cstr(GLuint shader)
  43. {
  44. switch (shader) {
  45. case GL_VERTEX_SHADER: return "GL_VERTEX_SHADER";
  46. case GL_FRAGMENT_SHADER: return "GL_FRAGMENT_SHADER";
  47. default: return "(Unknown)";
  48. }
  49. }
  50. bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
  51. {
  52. *shader = glCreateShader(shader_type);
  53. glShaderSource(*shader, 1, &source, NULL);
  54. glCompileShader(*shader);
  55. GLint compiled = 0;
  56. glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
  57. if (!compiled) {
  58. GLchar message[1024];
  59. GLsizei message_size = 0;
  60. glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
  61. fprintf(stderr, "ERROR: could not compile %s\n", shader_type_as_cstr(shader_type));
  62. fprintf(stderr, "%.*s\n", message_size, message);
  63. return false;
  64. }
  65. return true;
  66. }
  67. bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
  68. {
  69. char *source = slurp_file(file_path);
  70. bool err = compile_shader_source(source, shader_type, shader);
  71. free(source);
  72. return err;
  73. }
  74. bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
  75. {
  76. *program = glCreateProgram();
  77. glAttachShader(*program, vert_shader);
  78. glAttachShader(*program, frag_shader);
  79. glLinkProgram(*program);
  80. GLint linked = 0;
  81. glGetProgramiv(*program, GL_LINK_STATUS, &linked);
  82. if (!linked) {
  83. GLsizei message_size = 0;
  84. GLchar message[1024];
  85. glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
  86. fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
  87. }
  88. glDeleteShader(vert_shader);
  89. glDeleteShader(frag_shader);
  90. return program;
  91. }
  92. // Global variables (fragile people with CS degree look away)
  93. bool program_failed = false;
  94. double time = 0.0;
  95. GLuint program = 0;
  96. GLint resolution_uniform = 0;
  97. GLint time_uniform = 0;
  98. bool pause = false;
  99. void reload_shaders(void)
  100. {
  101. glDeleteProgram(program);
  102. program_failed = false;
  103. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  104. GLuint vert = 0;
  105. if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
  106. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  107. program_failed = true;
  108. return;
  109. }
  110. GLuint frag = 0;
  111. if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
  112. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  113. program_failed = true;
  114. return;
  115. }
  116. if (!link_program(vert, frag, &program)) {
  117. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  118. program_failed = true;
  119. return;
  120. }
  121. glUseProgram(program);
  122. resolution_uniform = glGetUniformLocation(program, "resolution");
  123. time_uniform = glGetUniformLocation(program, "time");
  124. printf("Successfully Reload the Shaders\n");
  125. }
  126. void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  127. {
  128. (void) window;
  129. (void) scancode;
  130. (void) action;
  131. (void) mods;
  132. if (action == GLFW_PRESS) {
  133. if (key == GLFW_KEY_F5) {
  134. reload_shaders();
  135. } else if (key == GLFW_KEY_SPACE) {
  136. pause = !pause;
  137. }
  138. if (pause) {
  139. if (key == GLFW_KEY_LEFT) {
  140. time -= MANUAL_TIME_STEP;
  141. } else if (key == GLFW_KEY_RIGHT) {
  142. time += MANUAL_TIME_STEP;
  143. }
  144. }
  145. }
  146. }
  147. void window_size_callback(GLFWwindow* window, int width, int height)
  148. {
  149. (void) window;
  150. glViewport(
  151. width / 2 - SCREEN_WIDTH / 2,
  152. height / 2 - SCREEN_HEIGHT / 2,
  153. SCREEN_WIDTH,
  154. SCREEN_HEIGHT);
  155. }
  156. void MessageCallback(GLenum source,
  157. GLenum type,
  158. GLuint id,
  159. GLenum severity,
  160. GLsizei length,
  161. const GLchar* message,
  162. const void* userParam)
  163. {
  164. (void) source;
  165. (void) id;
  166. (void) length;
  167. (void) userParam;
  168. fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
  169. (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
  170. type, severity, message);
  171. }
  172. int main()
  173. {
  174. if (!glfwInit()) {
  175. fprintf(stderr, "ERROR: could not initialize GLFW\n");
  176. exit(1);
  177. }
  178. GLFWwindow * const window = glfwCreateWindow(
  179. SCREEN_WIDTH,
  180. SCREEN_HEIGHT,
  181. "OpenGL Template",
  182. NULL,
  183. NULL);
  184. if (window == NULL) {
  185. fprintf(stderr, "ERROR: could not create a window.\n");
  186. glfwTerminate();
  187. exit(1);
  188. }
  189. glfwMakeContextCurrent(window);
  190. if (GLEW_OK != glewInit()) {
  191. fprintf(stderr, "Could not initialize GLEW!\n");
  192. exit(1);
  193. }
  194. if (!GLEW_EXT_draw_instanced) {
  195. fprintf(stderr, "Support for EXT_draw_instanced is required!\n");
  196. exit(1);
  197. }
  198. glEnable(GL_DEBUG_OUTPUT);
  199. glDebugMessageCallback(MessageCallback, 0);
  200. reload_shaders();
  201. glfwSetKeyCallback(window, key_callback);
  202. glfwSetFramebufferSizeCallback(window, window_size_callback);
  203. time = glfwGetTime();
  204. double prev_time;
  205. while (!glfwWindowShouldClose(window)) {
  206. glClear(GL_COLOR_BUFFER_BIT);
  207. if (!program_failed) {
  208. glUniform2f(resolution_uniform,
  209. SCREEN_WIDTH,
  210. SCREEN_HEIGHT);
  211. glUniform1f(time_uniform, time);
  212. glDrawArraysInstancedEXT(GL_TRIANGLE_STRIP, 0, 4, 1);
  213. }
  214. glfwSwapBuffers(window);
  215. glfwPollEvents();
  216. double cur_time = glfwGetTime();
  217. if (!pause) {
  218. time += cur_time - prev_time;
  219. }
  220. prev_time = cur_time;
  221. }
  222. return 0;
  223. }