Reset frame count and time when reloading shaders
Define a struct to hold the renderer state.
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685e2e62ce
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3 changed files with 81 additions and 69 deletions
99
src/main.c
99
src/main.c
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@ -14,81 +14,78 @@ int main(int argc, char *argv[]) {
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log_error("Usage: %s <screen shader> [<buffer shader>]", argv[0]);
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log_error("Usage: %s <screen shader> [<buffer shader>]", argv[0]);
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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const char *screen_shader_file = argv[1];
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log_debug("Screen shader file: %s", screen_shader_file);
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struct renderer_state state = {0};
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const char *buffer_shader_file = NULL;
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state.screen_shader_file = argv[1];
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log_debug("Screen shader file: %s", state.screen_shader_file);
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if (argc >= 3) {
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if (argc >= 3) {
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buffer_shader_file = argv[2];
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state.buffer_shader_file = argv[2];
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log_debug("Buffer shader file: %s", buffer_shader_file);
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log_debug("Buffer shader file: %s", state.buffer_shader_file);
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}
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}
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GLFWwindow *window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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if (window == NULL) {
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if (state.window == NULL) {
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glfwTerminate();
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glfwTerminate();
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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unsigned int VAO = initialize_vertices();
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unsigned int VAO = initialize_vertices();
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unsigned int screen_shader = glCreateProgram();
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state.screen_shader = glCreateProgram();
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if (!screen_shader) {
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if (!state.screen_shader) {
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log_error("Could not create screen shader program");
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log_error("Could not create screen shader program");
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glfwDestroyWindow(window);
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glfwDestroyWindow(state.window);
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glfwTerminate();
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glfwTerminate();
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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compile_shaders(&screen_shader, screen_shader_file);
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compile_shaders(&state.screen_shader, state.screen_shader_file);
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glUseProgram(screen_shader);
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glUseProgram(state.screen_shader);
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glUniform1i(glGetUniformLocation(screen_shader, "u_texture"), 0);
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glUniform1i(glGetUniformLocation(state.screen_shader, "u_texture"), 0);
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unsigned int buffer_shader = 0;
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unsigned int framebuffer = 0;
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unsigned int framebuffer = 0;
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unsigned int texture_color_buffer = 0;
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unsigned int texture_color_buffer = 0;
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if (buffer_shader_file) {
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if (state.buffer_shader_file) {
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buffer_shader = glCreateProgram();
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state.buffer_shader = glCreateProgram();
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if (!buffer_shader) {
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if (!state.buffer_shader) {
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log_error("Could not create buffer shader program");
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log_error("Could not create buffer shader program");
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glfwDestroyWindow(window);
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glfwDestroyWindow(state.window);
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glfwTerminate();
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glfwTerminate();
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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compile_shaders(&buffer_shader, buffer_shader_file);
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compile_shaders(&state.buffer_shader, state.buffer_shader_file);
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glUseProgram(buffer_shader);
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glUseProgram(state.buffer_shader);
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glUniform1i(glGetUniformLocation(buffer_shader, "u_texture"), 0);
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glUniform1i(glGetUniformLocation(state.buffer_shader, "u_texture"), 0);
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if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
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if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
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WINDOW_WIDTH, WINDOW_HEIGHT)) {
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WINDOW_WIDTH, WINDOW_HEIGHT)) {
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glfwDestroyWindow(window);
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glfwDestroyWindow(state.window);
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glfwTerminate();
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glfwTerminate();
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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}
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}
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/* Drawing loop */
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/* Drawing loop */
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size_t frame_count = 0;
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glfwSetTime(0.0);
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size_t prev_frame_count = 0;
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while (!glfwWindowShouldClose(state.window)) {
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double time = 0;
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process_input(&state);
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double prev_time = 0;
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while (!glfwWindowShouldClose(window)) {
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process_input(window, &screen_shader, screen_shader_file, &buffer_shader,
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buffer_shader_file);
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/* data required for uniforms */
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/* data required for uniforms */
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time = glfwGetTime();
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state.time = glfwGetTime();
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int viewport[4] = {0};
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int viewport[4] = {0};
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetIntegerv(GL_VIEWPORT, viewport);
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double mouse_x = 0, mouse_y = 0;
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double mouse_x = 0, mouse_y = 0;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
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if (time - prev_time >= 1.0) {
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if (state.time - state.prev_time >= 1.0) {
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double fps = (frame_count - prev_frame_count) / (time - prev_time);
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double fps = (state.frame_count - state.prev_frame_count) / (state.time - state.prev_time);
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log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)", frame_count,
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log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
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time, fps, viewport[2], viewport[3]);
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state.frame_count, state.time, fps, viewport[2], viewport[3]);
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prev_frame_count = frame_count;
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state.prev_frame_count = state.frame_count;
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prev_time = time;
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state.prev_time = state.time;
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}
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}
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if (buffer_shader_file) {
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if (state.buffer_shader_file) {
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/* bind the framebuffer and draw to it */
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/* bind the framebuffer and draw to it */
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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@ -97,12 +94,12 @@ int main(int argc, char *argv[]) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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/* Setup uniforms */
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glUseProgram(buffer_shader);
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glUseProgram(state.buffer_shader);
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glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame_count);
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glUniform1ui(glGetUniformLocation(state.buffer_shader, "u_frame"), state.frame_count);
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glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time);
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glUniform1f(glGetUniformLocation(state.buffer_shader, "u_time"), state.time);
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glUniform2f(glGetUniformLocation(buffer_shader, "u_resolution"),
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glUniform2f(glGetUniformLocation(state.buffer_shader, "u_resolution"),
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viewport[2], viewport[3]);
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(buffer_shader, "u_mouse"), mouse_x,
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glUniform2f(glGetUniformLocation(state.buffer_shader, "u_mouse"), mouse_x,
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mouse_y);
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mouse_y);
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/* Draw the vertices */
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/* Draw the vertices */
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@ -119,12 +116,12 @@ int main(int argc, char *argv[]) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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/* Setup uniforms */
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glUseProgram(screen_shader);
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glUseProgram(state.screen_shader);
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glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame_count);
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glUniform1ui(glGetUniformLocation(state.screen_shader, "u_frame"), state.frame_count);
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glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time);
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glUniform1f(glGetUniformLocation(state.screen_shader, "u_time"), state.time);
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glUniform2f(glGetUniformLocation(screen_shader, "u_resolution"),
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glUniform2f(glGetUniformLocation(state.screen_shader, "u_resolution"),
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viewport[2], viewport[3]);
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(screen_shader, "u_mouse"), mouse_x,
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glUniform2f(glGetUniformLocation(state.screen_shader, "u_mouse"), mouse_x,
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mouse_y);
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mouse_y);
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/* Draw the vertices */
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/* Draw the vertices */
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@ -133,12 +130,12 @@ int main(int argc, char *argv[]) {
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(state.window);
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glfwPollEvents();
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glfwPollEvents();
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frame_count++;
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state.frame_count++;
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}
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}
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glfwDestroyWindow(window);
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glfwDestroyWindow(state.window);
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glfwTerminate();
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glfwTerminate();
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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@ -186,23 +186,25 @@ void capture_screenshot() {
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* @brief Ensure the window is closed when the user presses the escape
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* @brief Ensure the window is closed when the user presses the escape
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* key.
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* key.
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*
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*
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* @param window The current window.
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* @param state The current state of the renderer.
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* @param shader_program Pointer to the shader program to update if needed.
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* @param fragment_shader_file The shader file to reload if needed.
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*/
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*/
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void process_input(GLFWwindow *window, unsigned int *screen_shader,
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void process_input(struct renderer_state *state) {
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const char *const screen_shader_file,
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if (glfwGetKey(state->window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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unsigned int *buffer_shader,
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const char *const buffer_shader_file) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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log_debug("Quitting");
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log_debug("Quitting");
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(state->window, true);
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} else if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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} else if (glfwGetKey(state->window, GLFW_KEY_R) == GLFW_PRESS) {
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compile_shaders(screen_shader, screen_shader_file);
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// reinitialize time and frame count
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if (buffer_shader_file) {
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state->frame_count = 0;
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compile_shaders(buffer_shader, buffer_shader_file);
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state->prev_frame_count = 0;
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glfwSetTime(0.0);
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state->time = 0.0;
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state->prev_time = 0.0;
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// recompile shaders
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compile_shaders(&state->screen_shader, state->screen_shader_file);
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if (state->buffer_shader_file) {
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compile_shaders(&state->buffer_shader, state->buffer_shader_file);
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}
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}
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} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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} else if (glfwGetKey(state->window, GLFW_KEY_S) == GLFW_PRESS) {
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capture_screenshot();
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capture_screenshot();
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}
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}
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}
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}
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@ -3,6 +3,22 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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/**
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* Structure representing the state of the renderer and associated
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* shaders.
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*/
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struct renderer_state {
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GLFWwindow *window; /**< GLFW window where the shaders are rendered. */
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unsigned int screen_shader; /**< Shader for the main screen. */
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const char *screen_shader_file; /**< Screen shader file name. */
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unsigned int buffer_shader; /**< Shader for the background framebuffer. */
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const char *buffer_shader_file; /**< Buffer shader file name. */
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size_t frame_count; /**< Frame count since the beginning of the render loop. */
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size_t prev_frame_count; /**< Frame count at the last log. */
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double time; /**< Time in seconds since the beginning of the render loop. */
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double prev_time; /**< Time in seconds at the last log. */
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};
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GLFWwindow *initialize_window(int width, int height);
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GLFWwindow *initialize_window(int width, int height);
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unsigned int initialize_vertices();
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unsigned int initialize_vertices();
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unsigned int initialize_framebuffer(unsigned int *framebuffer,
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unsigned int initialize_framebuffer(unsigned int *framebuffer,
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@ -11,9 +27,6 @@ unsigned int initialize_framebuffer(unsigned int *framebuffer,
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unsigned int texture_height);
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unsigned int texture_height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void capture_screenshot();
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void capture_screenshot();
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void process_input(GLFWwindow *window, unsigned int *screen_shader,
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void process_input(struct renderer_state *state);
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const char *const screen_shader_file,
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unsigned int *buffer_shader,
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const char *const buffer_shader_file);
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#endif /* RENDERER_H */
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#endif /* RENDERER_H */
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