glonkers/renderer.c

176 lines
4.7 KiB
C

#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <string.h>
#include <GL/gl.h>
#include <stdlib.h>
#include "renderer.h"
/// returns 0 if failed.
GLuint compile_shader(GLuint type, const char *src) {
GLuint id = glCreateShader(type);
glShaderSource(id, 1, &src, 0);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
char *message = alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
printf("%s\n", message);
glDeleteShader(id);
return 0;
}
return id;
}
const char *vertex_shader_src =
"#version 320 es\n"
"\n"
"layout(location = 0) in vec2 aPos;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
"}\n";
/// returns 0 if failed.
GLuint create_shader(const char *fragment_src) {
GLuint program = glCreateProgram();
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (!((fragment_shader == 0) || (vertex_shader == 0))) {
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
} else {
return 0;
}
}
GLuint load_shader(const char *path) {
FILE *handle = fopen(path, "r");
if (handle == NULL) {
printf("failed to open shader file: '%s'\n", path);
exit(1);
}
fseek(handle, 0L, SEEK_END);
long length = ftell(handle);
fseek(handle, 0L, SEEK_SET);
char *string = malloc((length + 1) * sizeof(char));
if (!fread(string, sizeof(char), length, handle)) {
printf("failed to read shader file\n");
exit(1);
}
// I love C
string[length] = '\0';
fclose(handle);
GLuint shader = create_shader(string);
if (shader == 0) {
// print file
int line_count = 1;
printf("%i\t", line_count);
line_count++;
for (int i = 0; i < length; i++) {
printf("%c", string[i]);
if (string[i] == '\n') {
printf("%i\t", line_count);
line_count++;
}
}
printf("\n");
}
free(string);
return shader;
}
Renderer new_renderer() {
const char *version_str = (const char *)glGetString(GL_VERSION);
const char *renderer_str = (const char *)glGetString(GL_RENDERER);
printf("GL_VERSION: %s\n", version_str);
printf("GL_RENDERER: %s\n", renderer_str);
glEnable(GL_DEPTH_TEST);
// buffers
// Load the vertex data
GLfloat vertices[] = {
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location
2, // vec2
GL_FLOAT,
GL_FALSE,
0,
(void *)0
);
Renderer renderer = { "", 0, vao };
return renderer;
}
int shader_file_was_modified(Renderer *state) {
struct stat buf;
stat(state->shader_path, &buf);
int modified = buf.st_mtime != state->shader_file_modified.st_mtime;
if (modified) {
state->shader_file_modified = buf;
}
return modified;
}
/// shader_path cannot be NULL.
void render(Renderer *state, int w, int h, double time, char *shader_path, int reload_shader) {
int m = shader_file_was_modified(state);
if (m || reload_shader || strcmp(state->shader_path, shader_path)) {
printf("reloading!\n");
state->shader = load_shader(shader_path);
state->shader_path = shader_path;
}
// Rendorrrr
glViewport(0, 0, w, h);
glClearColor(0.3f, 0.3f, 0.3f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader parameters.
glUseProgram(state->shader);
int uniform_WindowSize = glGetUniformLocation(state->shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
int uniform_time = glGetUniformLocation(state->shader, "time");
glUniform1f(uniform_time, (float)time);
glBindVertexArray(state->vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
}