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main.c 5.8 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. GLint resolution_location = 0;
  85. GLint time_location = 0;
  86. void reload_shaders(void)
  87. {
  88. glDeleteProgram(program);
  89. program_failed = false;
  90. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  91. GLuint vert = 0;
  92. if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
  93. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  94. program_failed = true;
  95. return;
  96. }
  97. GLuint frag = 0;
  98. if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
  99. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  100. program_failed = true;
  101. return;
  102. }
  103. if (!link_program(vert, frag, &program)) {
  104. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  105. program_failed = true;
  106. return;
  107. }
  108. glUseProgram(program);
  109. resolution_location = glGetUniformLocation(program, "resolution");
  110. time_location = glGetUniformLocation(program, "time");
  111. printf("Successfully Reload the Shaders\n");
  112. }
  113. void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  114. {
  115. (void) window;
  116. (void) scancode;
  117. (void) action;
  118. (void) mods;
  119. if (key == GLFW_KEY_F5 && action == GLFW_PRESS) {
  120. reload_shaders();
  121. }
  122. }
  123. void window_size_callback(GLFWwindow* window, int width, int height)
  124. {
  125. (void) window;
  126. glViewport(
  127. width / 2 - SCREEN_WIDTH / 2,
  128. height / 2 - SCREEN_HEIGHT / 2,
  129. SCREEN_WIDTH,
  130. SCREEN_HEIGHT);
  131. }
  132. void MessageCallback(GLenum source,
  133. GLenum type,
  134. GLuint id,
  135. GLenum severity,
  136. GLsizei length,
  137. const GLchar* message,
  138. const void* userParam)
  139. {
  140. (void) source;
  141. (void) id;
  142. (void) length;
  143. (void) userParam;
  144. fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
  145. (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
  146. type, severity, message);
  147. }
  148. int main()
  149. {
  150. if (!glfwInit()) {
  151. fprintf(stderr, "ERROR: could not initialize GLFW\n");
  152. exit(1);
  153. }
  154. GLFWwindow * const window = glfwCreateWindow(
  155. SCREEN_WIDTH,
  156. SCREEN_HEIGHT,
  157. "OpenGL Template",
  158. NULL,
  159. NULL);
  160. if (window == NULL) {
  161. fprintf(stderr, "ERROR: could not create a window.\n");
  162. glfwTerminate();
  163. exit(1);
  164. }
  165. glfwMakeContextCurrent(window);
  166. if (GLEW_OK != glewInit()) {
  167. fprintf(stderr, "Could not initialize GLEW!\n");
  168. exit(1);
  169. }
  170. glEnable(GL_DEBUG_OUTPUT);
  171. glDebugMessageCallback(MessageCallback, 0);
  172. reload_shaders();
  173. glfwSetKeyCallback(window, key_callback);
  174. glfwSetFramebufferSizeCallback(window, window_size_callback);
  175. while (!glfwWindowShouldClose(window)) {
  176. glClear(GL_COLOR_BUFFER_BIT);
  177. if (!program_failed) {
  178. glUniform2f(resolution_location,
  179. SCREEN_WIDTH,
  180. SCREEN_HEIGHT);
  181. glUniform1f(time_location, glfwGetTime());
  182. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  183. }
  184. glfwSwapBuffers(window);
  185. glfwPollEvents();
  186. }
  187. return 0;
  188. }