multiple files
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5943b483ce
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864df46d69
6 changed files with 324 additions and 296 deletions
171
renderer.c
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171
renderer.c
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@ -0,0 +1,171 @@
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#define GL_GLEXT_PROTOTYPES
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#include <stdio.h>
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#include <GL/gl.h>
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#include <stdlib.h>
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#include "renderer.h"
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void checkGlError() {
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//const char *err = SDL_GetError();
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//if (*err != 0) {
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// printf("OpenGL error: %s", err);
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//}
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}
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/// returns 0 if failed.
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GLuint compile_shader(GLuint type, const char *src) {
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GLuint id = glCreateShader(type);
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glShaderSource(id, 1, &src, 0);
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glCompileShader(id);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
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char *message = alloca(length * sizeof(char));
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glGetShaderInfoLog(id, length, &length, message);
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printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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printf("%s\n", message);
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glDeleteShader(id);
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return 0;
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}
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return id;
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}
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const char *vertex_shader_src =
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//"attribute vec4 vPosition; \n"
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//"void main() \n"
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//"{ \n"
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//" gl_Position = vPosition; \n"
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//"} \n";
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"#version 320 es\n"
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"\n"
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"layout(location = 0) in vec2 aPos;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(aPos, 0.0, 1.0);\n"
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"}\n";
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/// returns 0 if failed.
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GLuint create_shader(const char *fragment_src) {
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GLuint program = glCreateProgram();
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GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
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GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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if (!((fragment_shader == 0) || (vertex_shader == 0))) {
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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} else {
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return 0;
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}
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}
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GLuint load_shader(const char *path) {
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FILE *handle = fopen(path, "r");
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fseek(handle, 0L, SEEK_END);
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long length = ftell(handle);
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fseek(handle, 0L, SEEK_SET);
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char *string = malloc(length * sizeof(char));
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if (!fread(string, sizeof(char), length, handle)) {
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printf("failed to read shader file");
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exit(1);
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}
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fclose(handle);
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GLuint shader = create_shader(string);
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//if (shader == 0) {
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// // print file
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// int line_count = 1;
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// printf("%i\t", line_count);
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// line_count++;
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// for (int i = 0; i < length; i++) {
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// printf("%c", string[i]);
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// if (string[i] == '\n') {
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// printf("%i\t", line_count);
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// line_count++;
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// }
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// }
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// printf("\n");
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//}
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free(string);
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return shader;
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}
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Renderer new_renderer() {
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const char *version_str = (const char *)glGetString(GL_VERSION);
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const char *renderer_str = (const char *)glGetString(GL_RENDERER);
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printf("GL_VERSION: %s\n", version_str);
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printf("GL_RENDERER: %s\n", renderer_str);
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glEnable(GL_DEPTH_TEST);
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GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
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// buffers
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// Load the vertex data
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GLfloat vertices[] = {
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0,
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};
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GLuint vao, vbo;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(vertices),
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vertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0, // location
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2, // vec2
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GL_FLOAT,
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GL_FALSE,
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0,
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(void *)0
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);
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Renderer renderer = { shader, vao };
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return renderer;
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}
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void render(Renderer *state, int w, int h, double time) {
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checkGlError();
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// Rendorrrr
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glViewport(0, 0, w, h);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Shader parameters.
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glUseProgram(state->shader);
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int uniform_WindowSize = glGetUniformLocation(state->shader, "WindowSize");
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glUniform2f(uniform_WindowSize, w, h);
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int uniform_time = glGetUniformLocation(state->shader, "time");
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glUniform1f(uniform_time, (float)time);
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//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
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//glEnableVertexAttribArray(0);
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(state->vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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