Reorganize files and add Mandelbrot shader
This commit is contained in:
parent
7ba0590d33
commit
d2f8ca7ed3
10 changed files with 62 additions and 2 deletions
168
src/log.c
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168
src/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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* 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
src/log.h
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49
src/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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81
src/main.c
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81
src/main.c
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <stdlib.h>
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#include "log.h"
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#include "renderer.h"
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#include "shaders.h"
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 800
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int main(int argc, char *argv[]) {
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if (argc < 2) {
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log_error("Usage: %s <fragment shader>", argv[0]);
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return EXIT_FAILURE;
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}
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const char *fragment_shader_file = argv[1];
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GLFWwindow *window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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if (window == NULL) {
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glfwTerminate();
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return EXIT_FAILURE;
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}
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unsigned int VAO = initialize_vertices();
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unsigned int shader_program = glCreateProgram();
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if (!shader_program) {
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log_error("Could not create shader program");
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&shader_program, fragment_shader_file);
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/* Drawing loop */
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size_t frame = 0;
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while (!glfwWindowShouldClose(window)) {
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process_input(window, &shader_program, fragment_shader_file);
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/* Background */
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader_program);
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/* Setup uniforms */
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float time = glfwGetTime();
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int frag_time_location = glGetUniformLocation(shader_program, "u_time");
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glUniform1f(frag_time_location, time);
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int frag_frame_location = glGetUniformLocation(shader_program, "u_frame");
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glUniform1ui(frag_frame_location, frame);
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int viewport[4] = {0};
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glGetIntegerv(GL_VIEWPORT, viewport);
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int frag_resolution_location =
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glGetUniformLocation(shader_program, "u_resolution");
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glUniform2f(frag_resolution_location, viewport[2], viewport[3]);
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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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int frag_mouse_resolution_location =
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glGetUniformLocation(shader_program, "u_mouse");
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glUniform2f(frag_mouse_resolution_location, mouse_x, mouse_y);
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/* Draw the vertices */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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frame++;
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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122
src/renderer.c
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122
src/renderer.c
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "log.h"
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#include "renderer.h"
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#include "shaders.h"
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#define UNUSED(a) (void)a
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/**
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* @brief Initialize GLFW and OpenGL, and create a window.
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*
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* @param width The width of the window to create.
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* @param height The height of the window to create.
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* @return A pointer to the newly created GLFW window, or `NULL` on error.
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*/
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GLFWwindow *initialize_window(int width, int height) {
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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 NULL;
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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(width, height, "ShaderTool", 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 NULL;
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}
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glfwMakeContextCurrent(window);
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log_debug("[GLFW] Created window of size %d, %d", width, height);
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glViewport(0, 0, width, height);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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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 NULL;
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}
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log_debug("[GLEW] Initialized successfully");
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return window;
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}
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/**
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* @brief Initialize the vertex array.
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*
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* This functions defines a simple rectangle containing the whole
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* viewport.
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*
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* @return The vertex array object ID.
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*/
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unsigned int initialize_vertices() {
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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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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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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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return VAO;
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}
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/**
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* @brief Callback to adjust the size of the viewport when the window
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* is resized.
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*
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* @param window The current window.
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* @param width The new width.
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* @param height The new height.
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*/
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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UNUSED(window);
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glViewport(0, 0, width, height);
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}
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/**
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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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*
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* @param window The current window.
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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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void process_input(GLFWwindow *window, unsigned int *shader_program,
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const char *const fragment_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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glfwSetWindowShouldClose(window, true);
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} else if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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compile_shaders(shader_program, fragment_shader_file);
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}
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}
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12
src/renderer.h
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12
src/renderer.h
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#ifndef RENDERER_H
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#define RENDERER_H
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#include <GLFW/glfw3.h>
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GLFWwindow *initialize_window(int width, int height);
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unsigned int initialize_vertices();
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void process_input(GLFWwindow *window, unsigned int *shader_program,
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const char *const fragment_shader_file);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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#endif /* RENDERER_H */
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125
src/shaders.c
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125
src/shaders.c
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#include <GL/glew.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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/**
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* @brief Reads a file in a heap-allocated buffer.
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*
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* This function computes the length of the file, allocate a buffer of
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* the correct size, and reads the file in the buffer. Returns `NULL`
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* on error.
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*
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* @param filename The file to read.
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* @return A buffer containing the contents of the file, or `NULL` if
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* there was an error.
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*/
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char *read_file(const char *const filename) {
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FILE *fd = fopen(filename, "r");
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if (fd == NULL) {
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log_error("Could not open file %s", filename);
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return NULL;
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}
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if (fseek(fd, 0, SEEK_END) == -1) {
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perror("fseek");
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return NULL;
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}
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long size = ftell(fd);
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if (size == -1) {
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perror("ftell");
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return NULL;
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}
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rewind(fd);
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char *buf = calloc(size + 1, 1);
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if (buf == NULL) {
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log_error("Failed to allocate memory to read file %s", filename);
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return NULL;
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}
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long bytes_read = fread(buf, 1, size, fd);
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if (bytes_read != size) {
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||||
log_error("Failed to read file %s (%ld bytes read out of %ld total)",
|
||||
filename, bytes_read, size);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
fclose(fd);
|
||||
return buf;
|
||||
}
|
||||
|
||||
/**
|
||||
* @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;
|
||||
}
|
8
src/shaders.h
Normal file
8
src/shaders.h
Normal file
|
@ -0,0 +1,8 @@
|
|||
#ifndef SHADERS_H
|
||||
#define SHADERS_H
|
||||
|
||||
char *read_file(const char *const filename);
|
||||
int compile_shaders(unsigned int *shader_program,
|
||||
const char *const fragment_shader_file);
|
||||
|
||||
#endif /* SHADERS_H */
|
Loading…
Add table
Add a link
Reference in a new issue