Reorganize files and add Mandelbrot shader

This commit is contained in:
Dimitri Lozeve 2021-02-23 22:06:46 +01:00
parent 7ba0590d33
commit d2f8ca7ed3
10 changed files with 62 additions and 2 deletions

122
src/renderer.c Normal file
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "log.h"
#include "renderer.h"
#include "shaders.h"
#define UNUSED(a) (void)a
/**
* @brief Initialize GLFW and OpenGL, and create a window.
*
* @param width The width of the window to create.
* @param height The height of the window to create.
* @return A pointer to the newly created GLFW window, or `NULL` on error.
*/
GLFWwindow *initialize_window(int width, int height) {
/* Initialize GLFW */
if (!glfwInit()) {
log_error("[GLFW] Failed to init");
return NULL;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
/* Create window */
GLFWwindow *window =
glfwCreateWindow(width, height, "ShaderTool", NULL, NULL);
if (window == NULL) {
log_error("[GLFW] Failed to create window");
glfwTerminate();
return NULL;
}
glfwMakeContextCurrent(window);
log_debug("[GLFW] Created window of size %d, %d", width, height);
glViewport(0, 0, width, height);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
/* Initialize OpenGL */
if (glewInit() != GLEW_OK) {
log_error("[GLEW] Failed to initialize");
return NULL;
}
log_debug("[GLEW] Initialized successfully");
return window;
}
/**
* @brief Initialize the vertex array.
*
* This functions defines a simple rectangle containing the whole
* viewport.
*
* @return The vertex array object ID.
*/
unsigned int initialize_vertices() {
/* Define vertices */
float vertices[] = {
-1.0, -1.0, 0.0, // bottom left
-1.0, 1.0, 0.0, // top left
1.0, -1.0, 0.0, // top right
1.0, 1.0, 0.0 // bottom right
};
unsigned int indices[] = {
0, 1, 2, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO = 0;
glGenBuffers(1, &VBO);
unsigned int EBO = 0;
glGenBuffers(1, &EBO);
unsigned int VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
log_debug("Vertex data initialized successfully");
return VAO;
}
/**
* @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.
* @param fragment_shader_file The shader file to reload if needed.
*/
void process_input(GLFWwindow *window, unsigned int *shader_program,
const char *const fragment_shader_file) {
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);
}
}