using renderer, shader not working

This commit is contained in:
Rakarake 2025-12-18 01:53:32 +01:00
parent 6565663d56
commit caed914bcd
2 changed files with 112 additions and 1 deletions

View file

@ -14,6 +14,20 @@
#include <EGL/egl.h>
#include <wayland-egl.h>
struct timespec program_start;
void init_timer() {
clock_gettime(CLOCK_MONOTONIC, &program_start);
}
double time_since_start() {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
return (now.tv_sec - program_start.tv_sec) +
(now.tv_nsec - program_start.tv_nsec) / 1e9;
}
struct client_state {
int width, height;
/* Globals */
@ -206,6 +220,13 @@ static void egl_init(struct client_state *state) {
int
main(int argc, char *argv[])
{
char *shader_path = NULL;
if (argc >= 2) {
shader_path = argv[1];
} else {
printf("need to supply path to shader\n");
exit(1);
}
int width = 700, height = 450;
struct client_state state = { width, height, 0 };
state.wl_display = wl_display_connect(NULL);
@ -223,9 +244,99 @@ main(int argc, char *argv[])
egl_init(&state);
Renderer renderer = new_renderer();
while (wl_display_dispatch(state.wl_display)) {
double time = time_since_start();
render(&renderer, state.width, state.height, time, shader_path, false);
eglSwapBuffers(state.egl_display, state.egl_surface);
}
return 0;
}
//
//_Atomic bool running = true;
//
//void intHandler(int dummy) {
// printf("exiting\n");
// running = false;
// fclose(stdin);
//}
//
//bool reload_shader = false;
//
///// reads stdin on a separate thread.
//void *read_stdin(void *ptr) {
// char buff[10];
// while (running) {
// fgets(buff, 10, stdin);
// if (strcmp(buff, "r\n") == 0) {
// printf("reloading shader\n");
// reload_shader = true;
// }
// }
// return NULL;
//}
//
//int main(int argc, char *argv[]) {
// signal(SIGINT, intHandler);
// pthread_t stdin_thread;
// pthread_create( &stdin_thread, NULL, read_stdin, NULL);
//
// init_timer();
//
// printf("Good Morning 🍵\n");
// SDL_Init(SDL_INIT_VIDEO);
// SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
// SDL_GL_CONTEXT_PROFILE_ES);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// SDL_Window* window = SDL_CreateWindow("SDL3 OpenGL Cube",
// 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
// if (!window) {
// printf("CreateWindow Error: %s\n", SDL_GetError());
// SDL_Quit();
// return 1;
// }
//
// SDL_GLContext glContext = SDL_GL_CreateContext(window);
//
// if (!glContext) {
// printf("GL Context Error: %s\n", SDL_GetError());
// SDL_DestroyWindow(window);
// SDL_Quit();
// return 1;
// }
//
// Renderer renderer = new_renderer();
//
// SDL_Event e;
// int w, h;
// while (running) {
// while (SDL_PollEvent(&e)) {
// if (e.type == SDL_EVENT_QUIT) running = false;
// if (e.type == SDL_EVENT_WINDOW_RESIZED) {
// SDL_GetWindowSize(window, &w, &h);
// }
// }
//
// char *shader_path = NULL;
// if (argc >= 2) {
// shader_path = argv[1];
// } else {
// printf("need to supply path to shader\n");
// exit(1);
// }
//
// double time = time_since_start();
// render(&renderer, w, h, time, shader_path, reload_shader);
// if (reload_shader) reload_shader = false;
//
// SDL_GL_SwapWindow(window);
// }
//
// pthread_join(stdin_thread, NULL);
//}
//