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8 changed files with 618 additions and 0 deletions
3
.gitignore
vendored
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3
.gitignore
vendored
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*\~
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.cache/
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build/
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3
README.org
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3
README.org
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* ShaderTool
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Live tool for developing OpenGL shaders interactively.
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168
log.c
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168
log.c
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/*
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* Copyright (c) 2020 rxi
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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||||||
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "log.h"
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#define MAX_CALLBACKS 32
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typedef struct {
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log_LogFn fn;
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void *udata;
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int level;
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} Callback;
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static struct {
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void *udata;
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log_LockFn lock;
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int level;
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bool quiet;
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Callback callbacks[MAX_CALLBACKS];
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} L;
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static const char *level_strings[] = {
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"TRACE", "DEBUG", "INFO", "WARN", "ERROR", "FATAL"
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};
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#ifdef LOG_USE_COLOR
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static const char *level_colors[] = {
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"\x1b[94m", "\x1b[36m", "\x1b[32m", "\x1b[33m", "\x1b[31m", "\x1b[35m"
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};
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#endif
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static void stdout_callback(log_Event *ev) {
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char buf[16];
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buf[strftime(buf, sizeof(buf), "%H:%M:%S", ev->time)] = '\0';
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#ifdef LOG_USE_COLOR
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fprintf(
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ev->udata, "%s %s%-5s\x1b[0m \x1b[90m%s:%d:\x1b[0m ",
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buf, level_colors[ev->level], level_strings[ev->level],
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ev->file, ev->line);
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#else
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fprintf(
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ev->udata, "%s %-5s %s:%d: ",
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buf, level_strings[ev->level], ev->file, ev->line);
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#endif
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vfprintf(ev->udata, ev->fmt, ev->ap);
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fprintf(ev->udata, "\n");
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fflush(ev->udata);
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}
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static void file_callback(log_Event *ev) {
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char buf[64];
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buf[strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", ev->time)] = '\0';
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fprintf(
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ev->udata, "%s %-5s %s:%d: ",
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buf, level_strings[ev->level], ev->file, ev->line);
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vfprintf(ev->udata, ev->fmt, ev->ap);
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fprintf(ev->udata, "\n");
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fflush(ev->udata);
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}
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static void lock(void) {
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if (L.lock) { L.lock(true, L.udata); }
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}
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static void unlock(void) {
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if (L.lock) { L.lock(false, L.udata); }
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}
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const char* log_level_string(int level) {
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return level_strings[level];
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}
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void log_set_lock(log_LockFn fn, void *udata) {
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L.lock = fn;
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L.udata = udata;
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}
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void log_set_level(int level) {
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L.level = level;
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}
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void log_set_quiet(bool enable) {
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L.quiet = enable;
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}
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int log_add_callback(log_LogFn fn, void *udata, int level) {
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for (int i = 0; i < MAX_CALLBACKS; i++) {
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if (!L.callbacks[i].fn) {
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L.callbacks[i] = (Callback) { fn, udata, level };
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return 0;
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}
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}
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return -1;
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}
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int log_add_fp(FILE *fp, int level) {
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return log_add_callback(file_callback, fp, level);
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}
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static void init_event(log_Event *ev, void *udata) {
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if (!ev->time) {
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time_t t = time(NULL);
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ev->time = localtime(&t);
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}
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ev->udata = udata;
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}
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void log_log(int level, const char *file, int line, const char *fmt, ...) {
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log_Event ev = {
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.fmt = fmt,
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.file = file,
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.line = line,
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.level = level,
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};
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lock();
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if (!L.quiet && level >= L.level) {
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init_event(&ev, stderr);
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va_start(ev.ap, fmt);
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stdout_callback(&ev);
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va_end(ev.ap);
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}
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for (int i = 0; i < MAX_CALLBACKS && L.callbacks[i].fn; i++) {
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Callback *cb = &L.callbacks[i];
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if (level >= cb->level) {
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init_event(&ev, cb->udata);
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va_start(ev.ap, fmt);
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cb->fn(&ev);
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va_end(ev.ap);
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}
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}
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unlock();
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}
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49
log.h
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49
log.h
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/**
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* Copyright (c) 2020 rxi
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*
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* This library is free software; you can redistribute it and/or modify it
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* under the terms of the MIT license. See `log.c` for details.
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*/
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#ifndef LOG_H
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#define LOG_H
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#include <stdio.h>
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#include <stdarg.h>
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#include <stdbool.h>
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#include <time.h>
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#define LOG_VERSION "0.1.0"
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typedef struct {
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va_list ap;
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const char *fmt;
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const char *file;
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struct tm *time;
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void *udata;
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int line;
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int level;
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} log_Event;
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typedef void (*log_LogFn)(log_Event *ev);
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typedef void (*log_LockFn)(bool lock, void *udata);
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enum { LOG_TRACE, LOG_DEBUG, LOG_INFO, LOG_WARN, LOG_ERROR, LOG_FATAL };
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#define log_trace(...) log_log(LOG_TRACE, __FILE__, __LINE__, __VA_ARGS__)
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#define log_debug(...) log_log(LOG_DEBUG, __FILE__, __LINE__, __VA_ARGS__)
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#define log_info(...) log_log(LOG_INFO, __FILE__, __LINE__, __VA_ARGS__)
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#define log_warn(...) log_log(LOG_WARN, __FILE__, __LINE__, __VA_ARGS__)
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#define log_error(...) log_log(LOG_ERROR, __FILE__, __LINE__, __VA_ARGS__)
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#define log_fatal(...) log_log(LOG_FATAL, __FILE__, __LINE__, __VA_ARGS__)
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const char* log_level_string(int level);
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void log_set_lock(log_LockFn fn, void *udata);
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void log_set_level(int level);
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void log_set_quiet(bool enable);
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int log_add_callback(log_LogFn fn, void *udata, int level);
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int log_add_fp(FILE *fp, int level);
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void log_log(int level, const char *file, int line, const char *fmt, ...);
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#endif
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277
main.c
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277
main.c
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "log.h"
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#include "main.h"
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#define UNUSED(a) (void)a
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define FRAGMENT_SHADER_FILE "main.frag"
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int main() {
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/* Initialize GLFW */
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if (!glfwInit()) {
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log_error("[GLFW] Failed to init");
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return EXIT_FAILURE;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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/* Create window */
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GLFWwindow *window =
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glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "OpenGL Test", NULL, NULL);
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if (window == NULL) {
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log_error("[GLFW] Failed to create window");
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glfwTerminate();
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return EXIT_FAILURE;
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}
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glfwMakeContextCurrent(window);
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log_debug("[GLFW] Created window of size %d, %d", WINDOW_WIDTH,
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WINDOW_HEIGHT);
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
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||||||
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/* Initialize OpenGL */
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|
if (glewInit() != GLEW_OK) {
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log_error("[GLEW] Failed to initialize");
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return EXIT_FAILURE;
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}
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log_debug("[GLEW] Initialized successfully");
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||||||
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/* Define vertices */
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float vertices[] = {
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-1.0, -1.0, 0.0, // bottom left
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-1.0, 1.0, 0.0, // top left
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1.0, -1.0, 0.0, // top right
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1.0, 1.0, 0.0 // bottom right
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};
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unsigned int indices[] = {
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0, 1, 2, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBO = 0;
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glGenBuffers(1, &VBO);
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unsigned int EBO = 0;
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glGenBuffers(1, &EBO);
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unsigned int VAO = 0;
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glGenVertexArrays(1, &VAO);
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||||||
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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||||||
|
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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log_debug("Vertex data initialized successfully");
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||||||
|
|
||||||
|
unsigned int shader_program = glCreateProgram();
|
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int result = compile_shaders(&shader_program, FRAGMENT_SHADER_FILE);
|
||||||
|
if (!shader_program || result) {
|
||||||
|
log_error("Could not compile shaders");
|
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|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Drawing loop */
|
||||||
|
size_t frame = 0;
|
||||||
|
while (!glfwWindowShouldClose(window)) {
|
||||||
|
process_input(window, &shader_program);
|
||||||
|
|
||||||
|
/* Background */
|
||||||
|
glClearColor(0, 0, 0, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
glUseProgram(shader_program);
|
||||||
|
|
||||||
|
float time = glfwGetTime();
|
||||||
|
int frag_time_location = glGetUniformLocation(shader_program, "u_time");
|
||||||
|
glUniform1f(frag_time_location, time);
|
||||||
|
|
||||||
|
int frag_frame_location = glGetUniformLocation(shader_program, "u_frame");
|
||||||
|
glUniform1ui(frag_frame_location, frame);
|
||||||
|
|
||||||
|
int viewport[4] = {0};
|
||||||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||||
|
int frag_resolution_location =
|
||||||
|
glGetUniformLocation(shader_program, "u_resolution");
|
||||||
|
glUniform2f(frag_resolution_location, viewport[2], viewport[3]);
|
||||||
|
|
||||||
|
double mouse_x = 0, mouse_y = 0;
|
||||||
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||||
|
int frag_mouse_resolution_location =
|
||||||
|
glGetUniformLocation(shader_program, "u_mouse");
|
||||||
|
glUniform2f(frag_mouse_resolution_location, mouse_x, mouse_y);
|
||||||
|
|
||||||
|
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
frame++;
|
||||||
|
}
|
||||||
|
|
||||||
|
glfwTerminate();
|
||||||
|
return EXIT_SUCCESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Compile shaders from source files.
|
||||||
|
*
|
||||||
|
* This function reads the source files of the vertex and fragment
|
||||||
|
* shaders, compiles them, and links them together in a shader
|
||||||
|
* program.
|
||||||
|
*
|
||||||
|
* @param shader_program Pointer to the ID of the shader program
|
||||||
|
* where the shaders will be stored.
|
||||||
|
* @param fragment_shader_file File name of the fragment shader.
|
||||||
|
* @return 0 on success, 1 on error.
|
||||||
|
*/
|
||||||
|
int compile_shaders(unsigned int *shader_program,
|
||||||
|
const char *const fragment_shader_file) {
|
||||||
|
/* Compile vertex shader */
|
||||||
|
const char *const vertex_shader_source =
|
||||||
|
"#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos, 1.0);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
|
||||||
|
glCompileShader(vertex_shader);
|
||||||
|
int success = 0;
|
||||||
|
char info_log[512];
|
||||||
|
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
|
||||||
|
log_error("Vertex shader compilation failed: %s", info_log);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Compile fragment shader */
|
||||||
|
const char *const fragment_shader_source = read_file(fragment_shader_file);
|
||||||
|
if (fragment_shader_source == NULL) {
|
||||||
|
log_error("Could not load fragment shader from file %s",
|
||||||
|
fragment_shader_file);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
|
||||||
|
glCompileShader(fragment_shader);
|
||||||
|
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
|
||||||
|
log_error("Fragment shader compilation failed: %s", info_log);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Link shaders */
|
||||||
|
unsigned int new_shader_program = glCreateProgram();
|
||||||
|
glAttachShader(new_shader_program, vertex_shader);
|
||||||
|
glAttachShader(new_shader_program, fragment_shader);
|
||||||
|
glLinkProgram(new_shader_program);
|
||||||
|
glGetShaderiv(new_shader_program, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetShaderInfoLog(new_shader_program, 512, NULL, info_log);
|
||||||
|
log_error("Shader program linking failed: %s", info_log);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
glDeleteProgram(*shader_program);
|
||||||
|
*shader_program = new_shader_program;
|
||||||
|
|
||||||
|
free((void *)fragment_shader_source);
|
||||||
|
glDeleteShader(vertex_shader);
|
||||||
|
glDeleteShader(fragment_shader);
|
||||||
|
|
||||||
|
log_debug("Shaders compiled successfully");
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Callback to adjust the size of the viewport when the window
|
||||||
|
* is resized.
|
||||||
|
*
|
||||||
|
* @param window The current window.
|
||||||
|
* @param width The new width.
|
||||||
|
* @param height The new height.
|
||||||
|
*/
|
||||||
|
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||||
|
UNUSED(window);
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Ensure the window is closed when the user presses the escape
|
||||||
|
* key.
|
||||||
|
*
|
||||||
|
* @param window The current window.
|
||||||
|
* @param shader_program Pointer to the shader program to update if needed.
|
||||||
|
*/
|
||||||
|
void process_input(GLFWwindow *window, unsigned int *shader_program) {
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||||
|
log_debug("Quitting");
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
} else if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
|
||||||
|
compile_shaders(shader_program, FRAGMENT_SHADER_FILE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Reads a file in a heap-allocated buffer.
|
||||||
|
*
|
||||||
|
* This function computes the length of the file, allocate a buffer of
|
||||||
|
* the correct size, and reads the file in the buffer. Returns `NULL`
|
||||||
|
* on error.
|
||||||
|
*
|
||||||
|
* @param filename The file to read.
|
||||||
|
* @return A buffer containing the contents of the file, or `NULL` if
|
||||||
|
* there was an error.
|
||||||
|
*/
|
||||||
|
char *read_file(const char *const filename) {
|
||||||
|
FILE *fd = fopen(filename, "r");
|
||||||
|
if (fd == NULL) {
|
||||||
|
log_error("Could not open file %s", filename);
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fseek(fd, 0, SEEK_END) == -1) {
|
||||||
|
perror("fseek");
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
long size = ftell(fd);
|
||||||
|
if (size == -1) {
|
||||||
|
perror("ftell");
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
rewind(fd);
|
||||||
|
char *buf = calloc(size + 1, 1);
|
||||||
|
if (buf == NULL) {
|
||||||
|
log_error("Failed to allocate memory to read file %s", filename);
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
long bytes_read = fread(buf, 1, size, fd);
|
||||||
|
if (bytes_read != size) {
|
||||||
|
log_error("Failed to read file %s (%ld bytes read out of %ld total)",
|
||||||
|
filename, bytes_read, size);
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
fclose(fd);
|
||||||
|
return buf;
|
||||||
|
}
|
86
main.frag
Normal file
86
main.frag
Normal file
|
@ -0,0 +1,86 @@
|
||||||
|
#version 330 core
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
uniform float u_time;
|
||||||
|
uniform uint u_frame;
|
||||||
|
uniform vec2 u_resolution;
|
||||||
|
uniform vec2 u_mouse;
|
||||||
|
|
||||||
|
// Some useful functions
|
||||||
|
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
|
||||||
|
|
||||||
|
//
|
||||||
|
// Description : GLSL 2D simplex noise function
|
||||||
|
// Author : Ian McEwan, Ashima Arts
|
||||||
|
// Maintainer : ijm
|
||||||
|
// Lastmod : 20110822 (ijm)
|
||||||
|
// License :
|
||||||
|
// Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||||
|
// Distributed under the MIT License. See LICENSE file.
|
||||||
|
// https://github.com/ashima/webgl-noise
|
||||||
|
//
|
||||||
|
float snoise(vec2 v) {
|
||||||
|
|
||||||
|
// Precompute values for skewed triangular grid
|
||||||
|
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||||
|
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||||
|
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||||
|
0.024390243902439); // 1.0 / 41.0
|
||||||
|
|
||||||
|
// First corner (x0)
|
||||||
|
vec2 i = floor(v + dot(v, C.yy));
|
||||||
|
vec2 x0 = v - i + dot(i, C.xx);
|
||||||
|
|
||||||
|
// Other two corners (x1, x2)
|
||||||
|
vec2 i1 = vec2(0.0);
|
||||||
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||||
|
vec2 x1 = x0.xy + C.xx - i1;
|
||||||
|
vec2 x2 = x0.xy + C.zz;
|
||||||
|
|
||||||
|
// Do some permutations to avoid
|
||||||
|
// truncation effects in permutation
|
||||||
|
i = mod289(i);
|
||||||
|
vec3 p =
|
||||||
|
permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
||||||
|
|
||||||
|
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
|
||||||
|
|
||||||
|
m = m * m;
|
||||||
|
m = m * m;
|
||||||
|
|
||||||
|
// Gradients:
|
||||||
|
// 41 pts uniformly over a line, mapped onto a diamond
|
||||||
|
// The ring size 17*17 = 289 is close to a multiple
|
||||||
|
// of 41 (41*7 = 287)
|
||||||
|
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||||
|
vec3 h = abs(x) - 0.5;
|
||||||
|
vec3 ox = floor(x + 0.5);
|
||||||
|
vec3 a0 = x - ox;
|
||||||
|
|
||||||
|
// Normalise gradients implicitly by scaling m
|
||||||
|
// Approximation of: m *= inversesqrt(a0*a0 + h*h);
|
||||||
|
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
||||||
|
|
||||||
|
// Compute final noise value at P
|
||||||
|
vec3 g = vec3(0.0);
|
||||||
|
g.x = a0.x * x0.x + h.x * x0.y;
|
||||||
|
g.yz = a0.yz * vec2(x1.x, x2.x) + h.yz * vec2(x1.y, x2.y);
|
||||||
|
return 130.0 * dot(m, g);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 st = gl_FragCoord.xy / u_resolution.xy;
|
||||||
|
st.x *= u_resolution.x / u_resolution.y;
|
||||||
|
|
||||||
|
vec3 color = vec3(0.0);
|
||||||
|
|
||||||
|
// Scale the space in order to see the function
|
||||||
|
st *= 10.0;
|
||||||
|
|
||||||
|
color = vec3(snoise(st) * .5 + .5);
|
||||||
|
|
||||||
|
fragColor = vec4(color, 1.0);
|
||||||
|
}
|
12
main.h
Normal file
12
main.h
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
#ifndef MAIN_H
|
||||||
|
#define MAIN_H
|
||||||
|
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
char *read_file(const char *const filename);
|
||||||
|
int compile_shaders(unsigned int *shader_program,
|
||||||
|
const char *const fragment_shader_file);
|
||||||
|
void process_input(GLFWwindow *window, unsigned int *shader_program);
|
||||||
|
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||||
|
|
||||||
|
#endif /* MAIN_H */
|
20
meson.build
Normal file
20
meson.build
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
project(
|
||||||
|
'shadertool', 'c',
|
||||||
|
version: '0.1',
|
||||||
|
default_options: [
|
||||||
|
'buildtype=debugoptimized',
|
||||||
|
'warning_level=3',
|
||||||
|
'c_std=c99',
|
||||||
|
'werror=true',
|
||||||
|
]
|
||||||
|
)
|
||||||
|
|
||||||
|
glfw_dep = dependency('glfw3')
|
||||||
|
glew_dep = dependency('glew')
|
||||||
|
|
||||||
|
executable(
|
||||||
|
'shadertool',
|
||||||
|
sources: ['main.c', 'log.c'],
|
||||||
|
dependencies: [glfw_dep, glew_dep],
|
||||||
|
c_args: '-DLOG_USE_COLOR',
|
||||||
|
)
|
Loading…
Add table
Add a link
Reference in a new issue