glonkers/renderer.c
2026-03-12 14:03:37 +01:00

266 lines
7.8 KiB
C

#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <string.h>
#include <GL/gl.h>
#include <stdlib.h>
#include "renderer.h"
#include "stb_image.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);
fprintf(stderr, "failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
fprintf(stderr, "%s\n", message);
glDeleteShader(id);
return 0;
}
return id;
}
const char *vertex_shader_src =
"#version 300 es\n"
"\n"
"layout(location = 0) in vec2 aPos;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
"}\n";
const char *fragment_header_src =
"#version 300 es\n"
"precision highp float;\n"
"precision highp int;\n"
"precision lowp sampler2D;\n"
"precision lowp samplerCube;\n"
"layout(location = 0) out vec4 color;\n"
"uniform vec2 iResolution;\n"
"uniform float iTime;\n"
"uniform int iFrame;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform sampler2D iChannel2;\n"
"uniform sampler2D iChannel3;\n"
"void mainImage(out vec4 fragColor, in vec2 fragCoord);\n"
"void main() {\n"
" mainImage(color, gl_FragCoord.xy);\n"
"}\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) {
fprintf(stderr, "failed to open shader file: '%s'\n", path);
exit(1);
}
fseek(handle, 0L, SEEK_END);
long file_length = ftell(handle);
fseek(handle, 0L, SEEK_SET);
long header_length = strlen(fragment_header_src);
long length = header_length + file_length;
char *string = malloc((length + 1) * sizeof(char));
// Copy header.
strcpy(string, fragment_header_src);
if (!fread(string + header_length, sizeof(char), file_length, handle)) {
fprintf(stderr, "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(char **textures, int texture_count) {
const char *version_str = (const char *)glGetString(GL_VERSION);
const char *renderer_str = (const char *)glGetString(GL_RENDERER);
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;
renderer.texture_count = texture_count;
// textures
for (int i = 0; i < texture_count; i++) {
glGenTextures(1, &renderer.textures[i]);
glBindTexture(GL_TEXTURE_2D, renderer.textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nr_channels;
unsigned char *data = stbi_load(textures[i], &width, &height, &nr_channels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
fprintf(stderr, "failed to load texture %d\n", i);
}
stbi_image_free(data);
}
renderer.shader_path = "";
renderer.shader = 0;
renderer.vao = vao;
renderer.frame_nr = 0;
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)) {
state->shader = load_shader(shader_path);
state->shader_path = shader_path;
}
state->frame_nr++;
// Rendorrrr
glViewport(0, 0, w, h);
glClearColor(0.8f, 0.3f, 0.3f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader parameters.
glUseProgram(state->shader);
// Bind texture
for (int i = 0; i < state->texture_count; i++) {
switch (i) {
case 0:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
glUniform1i(glGetUniformLocation(state->shader, "iChannel0"), i);
break;
case 1:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
glUniform1i(glGetUniformLocation(state->shader, "iChannel1"), i);
break;
case 2:
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
glUniform1i(glGetUniformLocation(state->shader, "iChannel2"), i);
break;
case 3:
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
glUniform1i(glGetUniformLocation(state->shader, "iChannel3"), i);
break;
default:
fprintf(stderr, "texture index > 3 not allowed\n");
exit(1);
break;
}
}
int uniform_iResolution = glGetUniformLocation(state->shader, "iResolution");
glUniform2f(uniform_iResolution, w, h);
int uniform_iTime = glGetUniformLocation(state->shader, "iTime");
glUniform1f(uniform_iTime, (float)time);
int uniform_iFrame = glGetUniformLocation(state->shader, "iFrame");
glUniform1i(uniform_iFrame, state->frame_nr);
glBindVertexArray(state->vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
}