Reset frame count and time when reloading shaders

Define a struct to hold the renderer state.
This commit is contained in:
Dimitri Lozeve 2021-02-25 21:09:40 +01:00
parent 685e2e62ce
commit 6f21d1e0ec
3 changed files with 81 additions and 69 deletions

View file

@ -14,81 +14,78 @@ int main(int argc, char *argv[]) {
log_error("Usage: %s <screen shader> [<buffer shader>]", argv[0]);
return EXIT_FAILURE;
}
const char *screen_shader_file = argv[1];
log_debug("Screen shader file: %s", screen_shader_file);
const char *buffer_shader_file = NULL;
struct renderer_state state = {0};
state.screen_shader_file = argv[1];
log_debug("Screen shader file: %s", state.screen_shader_file);
if (argc >= 3) {
buffer_shader_file = argv[2];
log_debug("Buffer shader file: %s", buffer_shader_file);
state.buffer_shader_file = argv[2];
log_debug("Buffer shader file: %s", state.buffer_shader_file);
}
GLFWwindow *window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
if (window == NULL) {
state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
if (state.window == NULL) {
glfwTerminate();
return EXIT_FAILURE;
}
unsigned int VAO = initialize_vertices();
unsigned int screen_shader = glCreateProgram();
if (!screen_shader) {
state.screen_shader = glCreateProgram();
if (!state.screen_shader) {
log_error("Could not create screen shader program");
glfwDestroyWindow(window);
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
compile_shaders(&screen_shader, screen_shader_file);
glUseProgram(screen_shader);
glUniform1i(glGetUniformLocation(screen_shader, "u_texture"), 0);
compile_shaders(&state.screen_shader, state.screen_shader_file);
glUseProgram(state.screen_shader);
glUniform1i(glGetUniformLocation(state.screen_shader, "u_texture"), 0);
unsigned int buffer_shader = 0;
unsigned int framebuffer = 0;
unsigned int texture_color_buffer = 0;
if (buffer_shader_file) {
buffer_shader = glCreateProgram();
if (!buffer_shader) {
if (state.buffer_shader_file) {
state.buffer_shader = glCreateProgram();
if (!state.buffer_shader) {
log_error("Could not create buffer shader program");
glfwDestroyWindow(window);
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
compile_shaders(&buffer_shader, buffer_shader_file);
glUseProgram(buffer_shader);
glUniform1i(glGetUniformLocation(buffer_shader, "u_texture"), 0);
compile_shaders(&state.buffer_shader, state.buffer_shader_file);
glUseProgram(state.buffer_shader);
glUniform1i(glGetUniformLocation(state.buffer_shader, "u_texture"), 0);
if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
WINDOW_WIDTH, WINDOW_HEIGHT)) {
glfwDestroyWindow(window);
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
}
/* Drawing loop */
size_t frame_count = 0;
size_t prev_frame_count = 0;
double time = 0;
double prev_time = 0;
while (!glfwWindowShouldClose(window)) {
process_input(window, &screen_shader, screen_shader_file, &buffer_shader,
buffer_shader_file);
glfwSetTime(0.0);
while (!glfwWindowShouldClose(state.window)) {
process_input(&state);
/* data required for uniforms */
time = glfwGetTime();
state.time = glfwGetTime();
int viewport[4] = {0};
glGetIntegerv(GL_VIEWPORT, viewport);
double mouse_x = 0, mouse_y = 0;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
if (time - prev_time >= 1.0) {
double fps = (frame_count - prev_frame_count) / (time - prev_time);
log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)", frame_count,
time, fps, viewport[2], viewport[3]);
prev_frame_count = frame_count;
prev_time = time;
if (state.time - state.prev_time >= 1.0) {
double fps = (state.frame_count - state.prev_frame_count) / (state.time - state.prev_time);
log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
state.frame_count, state.time, fps, viewport[2], viewport[3]);
state.prev_frame_count = state.frame_count;
state.prev_time = state.time;
}
if (buffer_shader_file) {
if (state.buffer_shader_file) {
/* bind the framebuffer and draw to it */
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
@ -97,12 +94,12 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
glUseProgram(buffer_shader);
glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame_count);
glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time);
glUniform2f(glGetUniformLocation(buffer_shader, "u_resolution"),
glUseProgram(state.buffer_shader);
glUniform1ui(glGetUniformLocation(state.buffer_shader, "u_frame"), state.frame_count);
glUniform1f(glGetUniformLocation(state.buffer_shader, "u_time"), state.time);
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(buffer_shader, "u_mouse"), mouse_x,
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_mouse"), mouse_x,
mouse_y);
/* Draw the vertices */
@ -119,12 +116,12 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
glUseProgram(screen_shader);
glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame_count);
glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time);
glUniform2f(glGetUniformLocation(screen_shader, "u_resolution"),
glUseProgram(state.screen_shader);
glUniform1ui(glGetUniformLocation(state.screen_shader, "u_frame"), state.frame_count);
glUniform1f(glGetUniformLocation(state.screen_shader, "u_time"), state.time);
glUniform2f(glGetUniformLocation(state.screen_shader, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(screen_shader, "u_mouse"), mouse_x,
glUniform2f(glGetUniformLocation(state.screen_shader, "u_mouse"), mouse_x,
mouse_y);
/* Draw the vertices */
@ -133,12 +130,12 @@ int main(int argc, char *argv[]) {
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwSwapBuffers(state.window);
glfwPollEvents();
frame_count++;
state.frame_count++;
}
glfwDestroyWindow(window);
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_SUCCESS;
}