Add a substructure for shader states

This commit is contained in:
Dimitri Lozeve 2021-02-26 18:16:56 +01:00
parent bda5ebddca
commit ea6dfed522
3 changed files with 61 additions and 44 deletions

View file

@ -16,12 +16,12 @@ int main(int argc, char *argv[]) {
}
struct renderer_state state = {0};
state.screen_shader_file = argv[1];
log_debug("Screen shader file: %s", state.screen_shader_file);
state.screen_shader.filename = argv[1];
log_debug("Screen shader file: %s", state.screen_shader.filename);
if (argc >= 3) {
state.buffer_shader_file = argv[2];
log_debug("Buffer shader file: %s", state.buffer_shader_file);
state.buffer_shader.filename = argv[2];
log_debug("Buffer shader file: %s", state.buffer_shader.filename);
}
state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
@ -32,30 +32,32 @@ int main(int argc, char *argv[]) {
unsigned int VAO = initialize_vertices();
state.screen_shader = glCreateProgram();
if (!state.screen_shader) {
state.screen_shader.program = glCreateProgram();
if (!state.screen_shader.program) {
log_error("Could not create screen shader program");
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
compile_shaders(&state.screen_shader, state.screen_shader_file);
glUseProgram(state.screen_shader);
glUniform1i(glGetUniformLocation(state.screen_shader, "u_texture"), 0);
compile_shaders(&state.screen_shader.program, state.screen_shader.filename);
glUseProgram(state.screen_shader.program);
glUniform1i(glGetUniformLocation(state.screen_shader.program, "u_texture"),
0);
unsigned int framebuffer = 0;
unsigned int texture_color_buffer = 0;
if (state.buffer_shader_file) {
state.buffer_shader = glCreateProgram();
if (!state.buffer_shader) {
if (state.buffer_shader.filename) {
state.buffer_shader.program = glCreateProgram();
if (!state.buffer_shader.program) {
log_error("Could not create buffer shader program");
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
compile_shaders(&state.buffer_shader, state.buffer_shader_file);
glUseProgram(state.buffer_shader);
glUniform1i(glGetUniformLocation(state.buffer_shader, "u_texture"), 0);
compile_shaders(&state.buffer_shader.program, state.buffer_shader.filename);
glUseProgram(state.buffer_shader.program);
glUniform1i(glGetUniformLocation(state.buffer_shader.program, "u_texture"),
0);
if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
WINDOW_WIDTH, WINDOW_HEIGHT)) {
@ -78,14 +80,15 @@ int main(int argc, char *argv[]) {
glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
if (state.time - state.prev_time >= 1.0) {
double fps = (state.frame_count - state.prev_frame_count) / (state.time - state.prev_time);
double fps = (state.frame_count - state.prev_frame_count) /
(state.time - state.prev_time);
log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
state.frame_count, state.time, fps, viewport[2], viewport[3]);
state.prev_frame_count = state.frame_count;
state.prev_time = state.time;
}
if (state.buffer_shader_file) {
if (state.buffer_shader.filename) {
/* bind the framebuffer and draw to it */
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
@ -94,13 +97,16 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
glUseProgram(state.buffer_shader);
glUniform1ui(glGetUniformLocation(state.buffer_shader, "u_frame"), state.frame_count);
glUniform1f(glGetUniformLocation(state.buffer_shader, "u_time"), state.time);
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_mouse"), mouse_x,
mouse_y);
glUseProgram(state.buffer_shader.program);
glUniform1ui(glGetUniformLocation(state.buffer_shader.program, "u_frame"),
state.frame_count);
glUniform1f(glGetUniformLocation(state.buffer_shader.program, "u_time"),
state.time);
glUniform2f(
glGetUniformLocation(state.buffer_shader.program, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.buffer_shader.program, "u_mouse"),
mouse_x, mouse_y);
/* Draw the vertices */
glBindVertexArray(VAO);
@ -116,13 +122,16 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
glUseProgram(state.screen_shader);
glUniform1ui(glGetUniformLocation(state.screen_shader, "u_frame"), state.frame_count);
glUniform1f(glGetUniformLocation(state.screen_shader, "u_time"), state.time);
glUniform2f(glGetUniformLocation(state.screen_shader, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.screen_shader, "u_mouse"), mouse_x,
mouse_y);
glUseProgram(state.screen_shader.program);
glUniform1ui(glGetUniformLocation(state.screen_shader.program, "u_frame"),
state.frame_count);
glUniform1f(glGetUniformLocation(state.screen_shader.program, "u_time"),
state.time);
glUniform2f(
glGetUniformLocation(state.screen_shader.program, "u_resolution"),
viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.screen_shader.program, "u_mouse"),
mouse_x, mouse_y);
/* Draw the vertices */
glBindVertexArray(VAO);