main.c 6.6 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. #include <math.h>
  8. #define GLEW_STATIC
  9. #include <GL/glew.h>
  10. #define GL_GLEXT_PROTOTYPES
  11. #include <GLFW/glfw3.h>
  12. #define SCREEN_WIDTH 1024
  13. #define SCREEN_HEIGHT 768
  14. float lerp(float a, float b, float t)
  15. {
  16. return a + (b - a) * t;
  17. }
  18. char *slurp_file(const char *file_path)
  19. {
  20. #define SLURP_FILE_PANIC \
  21. do { \
  22. fprintf(stderr, "Could not read file `%s`: %s\n", file_path, strerror(errno)); \
  23. exit(1); \
  24. } while (0)
  25. FILE *f = fopen(file_path, "r");
  26. if (f == NULL) SLURP_FILE_PANIC;
  27. if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
  28. long size = ftell(f);
  29. if (size < 0) SLURP_FILE_PANIC;
  30. char *buffer = malloc(size + 1);
  31. if (buffer == NULL) SLURP_FILE_PANIC;
  32. if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
  33. fread(buffer, 1, size, f);
  34. if (ferror(f) < 0) SLURP_FILE_PANIC;
  35. buffer[size] = '\0';
  36. if (fclose(f) < 0) SLURP_FILE_PANIC;
  37. return buffer;
  38. #undef SLURP_FILE_PANIC
  39. }
  40. const char *shader_type_as_cstr(GLuint shader)
  41. {
  42. switch (shader) {
  43. case GL_VERTEX_SHADER: return "GL_VERTEX_SHADER";
  44. case GL_FRAGMENT_SHADER: return "GL_FRAGMENT_SHADER";
  45. default: return "(Unknown)";
  46. }
  47. }
  48. bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
  49. {
  50. *shader = glCreateShader(shader_type);
  51. glShaderSource(*shader, 1, &source, NULL);
  52. glCompileShader(*shader);
  53. GLint compiled = 0;
  54. glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
  55. if (!compiled) {
  56. GLchar message[1024];
  57. GLsizei message_size = 0;
  58. glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
  59. fprintf(stderr, "ERROR: could not compile %s\n", shader_type_as_cstr(shader_type));
  60. fprintf(stderr, "%.*s\n", message_size, message);
  61. return false;
  62. }
  63. return true;
  64. }
  65. bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
  66. {
  67. char *source = slurp_file(file_path);
  68. bool err = compile_shader_source(source, shader_type, shader);
  69. free(source);
  70. return err;
  71. }
  72. bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
  73. {
  74. *program = glCreateProgram();
  75. glAttachShader(*program, vert_shader);
  76. glAttachShader(*program, frag_shader);
  77. glLinkProgram(*program);
  78. GLint linked = 0;
  79. glGetProgramiv(*program, GL_LINK_STATUS, &linked);
  80. if (!linked) {
  81. GLsizei message_size = 0;
  82. GLchar message[1024];
  83. glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
  84. fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
  85. }
  86. glDeleteShader(vert_shader);
  87. glDeleteShader(frag_shader);
  88. return program;
  89. }
  90. // Global variables (fragile people with CS degree look away)
  91. bool program_failed = false;
  92. GLuint program = 0;
  93. GLint resolution_uniform = 0;
  94. GLint time_uniform = 0;
  95. bool pause = false;
  96. void reload_shaders(void)
  97. {
  98. glDeleteProgram(program);
  99. program_failed = false;
  100. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  101. GLuint vert = 0;
  102. if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
  103. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  104. program_failed = true;
  105. return;
  106. }
  107. GLuint frag = 0;
  108. if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
  109. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  110. program_failed = true;
  111. return;
  112. }
  113. if (!link_program(vert, frag, &program)) {
  114. glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
  115. program_failed = true;
  116. return;
  117. }
  118. glUseProgram(program);
  119. resolution_uniform = glGetUniformLocation(program, "resolution");
  120. time_uniform = glGetUniformLocation(program, "time");
  121. printf("Successfully Reload the Shaders\n");
  122. }
  123. void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  124. {
  125. (void) window;
  126. (void) scancode;
  127. (void) action;
  128. (void) mods;
  129. if (action == GLFW_PRESS) {
  130. if (key == GLFW_KEY_F5) {
  131. reload_shaders();
  132. } else if (key == GLFW_KEY_SPACE) {
  133. pause = !pause;
  134. }
  135. }
  136. }
  137. void window_size_callback(GLFWwindow* window, int width, int height)
  138. {
  139. (void) window;
  140. glViewport(
  141. width / 2 - SCREEN_WIDTH / 2,
  142. height / 2 - SCREEN_HEIGHT / 2,
  143. SCREEN_WIDTH,
  144. SCREEN_HEIGHT);
  145. }
  146. void MessageCallback(GLenum source,
  147. GLenum type,
  148. GLuint id,
  149. GLenum severity,
  150. GLsizei length,
  151. const GLchar* message,
  152. const void* userParam)
  153. {
  154. (void) source;
  155. (void) id;
  156. (void) length;
  157. (void) userParam;
  158. fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
  159. (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
  160. type, severity, message);
  161. }
  162. int main()
  163. {
  164. if (!glfwInit()) {
  165. fprintf(stderr, "ERROR: could not initialize GLFW\n");
  166. exit(1);
  167. }
  168. GLFWwindow * const window = glfwCreateWindow(
  169. SCREEN_WIDTH,
  170. SCREEN_HEIGHT,
  171. "OpenGL Template",
  172. NULL,
  173. NULL);
  174. if (window == NULL) {
  175. fprintf(stderr, "ERROR: could not create a window.\n");
  176. glfwTerminate();
  177. exit(1);
  178. }
  179. glfwMakeContextCurrent(window);
  180. if (GLEW_OK != glewInit()) {
  181. fprintf(stderr, "Could not initialize GLEW!\n");
  182. exit(1);
  183. }
  184. if (!GLEW_EXT_draw_instanced) {
  185. fprintf(stderr, "Support for EXT_draw_instanced is required!\n");
  186. exit(1);
  187. }
  188. glEnable(GL_DEBUG_OUTPUT);
  189. glDebugMessageCallback(MessageCallback, 0);
  190. reload_shaders();
  191. glfwSetKeyCallback(window, key_callback);
  192. glfwSetFramebufferSizeCallback(window, window_size_callback);
  193. double time = glfwGetTime();
  194. double prev_time;
  195. while (!glfwWindowShouldClose(window)) {
  196. glClear(GL_COLOR_BUFFER_BIT);
  197. if (!program_failed) {
  198. glUniform2f(resolution_uniform,
  199. SCREEN_WIDTH,
  200. SCREEN_HEIGHT);
  201. glUniform1f(time_uniform, time);
  202. glDrawArraysInstancedEXT(GL_TRIANGLE_STRIP, 0, 4, 1);
  203. }
  204. glfwSwapBuffers(window);
  205. glfwPollEvents();
  206. double cur_time = glfwGetTime();
  207. if (!pause) {
  208. time += cur_time - prev_time;
  209. }
  210. prev_time = cur_time;
  211. }
  212. return 0;
  213. }