Add a substructure for shader states
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parent
bda5ebddca
commit
ea6dfed522
3 changed files with 61 additions and 44 deletions
73
src/main.c
73
src/main.c
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@ -16,12 +16,12 @@ int main(int argc, char *argv[]) {
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}
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struct renderer_state state = {0};
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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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state.screen_shader.filename = argv[1];
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log_debug("Screen shader file: %s", state.screen_shader.filename);
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if (argc >= 3) {
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state.buffer_shader_file = argv[2];
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log_debug("Buffer shader file: %s", state.buffer_shader_file);
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state.buffer_shader.filename = argv[2];
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log_debug("Buffer shader file: %s", state.buffer_shader.filename);
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}
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state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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@ -32,30 +32,32 @@ int main(int argc, char *argv[]) {
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unsigned int VAO = initialize_vertices();
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state.screen_shader = glCreateProgram();
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if (!state.screen_shader) {
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state.screen_shader.program = glCreateProgram();
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if (!state.screen_shader.program) {
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log_error("Could not create screen shader program");
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&state.screen_shader, state.screen_shader_file);
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glUseProgram(state.screen_shader);
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glUniform1i(glGetUniformLocation(state.screen_shader, "u_texture"), 0);
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compile_shaders(&state.screen_shader.program, state.screen_shader.filename);
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glUseProgram(state.screen_shader.program);
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glUniform1i(glGetUniformLocation(state.screen_shader.program, "u_texture"),
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0);
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unsigned int framebuffer = 0;
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unsigned int texture_color_buffer = 0;
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if (state.buffer_shader_file) {
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state.buffer_shader = glCreateProgram();
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if (!state.buffer_shader) {
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if (state.buffer_shader.filename) {
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state.buffer_shader.program = glCreateProgram();
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if (!state.buffer_shader.program) {
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log_error("Could not create buffer shader program");
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glfwDestroyWindow(state.window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&state.buffer_shader, state.buffer_shader_file);
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glUseProgram(state.buffer_shader);
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glUniform1i(glGetUniformLocation(state.buffer_shader, "u_texture"), 0);
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compile_shaders(&state.buffer_shader.program, state.buffer_shader.filename);
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glUseProgram(state.buffer_shader.program);
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glUniform1i(glGetUniformLocation(state.buffer_shader.program, "u_texture"),
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0);
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if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
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WINDOW_WIDTH, WINDOW_HEIGHT)) {
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@ -78,14 +80,15 @@ int main(int argc, char *argv[]) {
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glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
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if (state.time - state.prev_time >= 1.0) {
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double fps = (state.frame_count - state.prev_frame_count) / (state.time - state.prev_time);
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double fps = (state.frame_count - state.prev_frame_count) /
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(state.time - state.prev_time);
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log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
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state.frame_count, state.time, fps, viewport[2], viewport[3]);
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state.prev_frame_count = state.frame_count;
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state.prev_time = state.time;
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}
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if (state.buffer_shader_file) {
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if (state.buffer_shader.filename) {
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/* bind the framebuffer and draw to it */
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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@ -94,13 +97,16 @@ int main(int argc, char *argv[]) {
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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glUseProgram(state.buffer_shader);
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glUniform1ui(glGetUniformLocation(state.buffer_shader, "u_frame"), state.frame_count);
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glUniform1f(glGetUniformLocation(state.buffer_shader, "u_time"), state.time);
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glUniform2f(glGetUniformLocation(state.buffer_shader, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.buffer_shader, "u_mouse"), mouse_x,
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mouse_y);
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glUseProgram(state.buffer_shader.program);
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glUniform1ui(glGetUniformLocation(state.buffer_shader.program, "u_frame"),
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state.frame_count);
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glUniform1f(glGetUniformLocation(state.buffer_shader.program, "u_time"),
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state.time);
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glUniform2f(
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glGetUniformLocation(state.buffer_shader.program, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.buffer_shader.program, "u_mouse"),
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mouse_x, mouse_y);
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/* Draw the vertices */
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glBindVertexArray(VAO);
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@ -116,13 +122,16 @@ int main(int argc, char *argv[]) {
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glClear(GL_COLOR_BUFFER_BIT);
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/* Setup uniforms */
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glUseProgram(state.screen_shader);
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glUniform1ui(glGetUniformLocation(state.screen_shader, "u_frame"), state.frame_count);
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glUniform1f(glGetUniformLocation(state.screen_shader, "u_time"), state.time);
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glUniform2f(glGetUniformLocation(state.screen_shader, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.screen_shader, "u_mouse"), mouse_x,
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mouse_y);
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glUseProgram(state.screen_shader.program);
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glUniform1ui(glGetUniformLocation(state.screen_shader.program, "u_frame"),
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state.frame_count);
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glUniform1f(glGetUniformLocation(state.screen_shader.program, "u_time"),
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state.time);
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glUniform2f(
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glGetUniformLocation(state.screen_shader.program, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(state.screen_shader.program, "u_mouse"),
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mouse_x, mouse_y);
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/* Draw the vertices */
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glBindVertexArray(VAO);
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