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

@ -17,11 +17,11 @@ int main(int argc, char *argv[]) {
struct renderer_state state = {0}; struct renderer_state state = {0};
state.screen_shader_file = argv[1]; state.screen_shader.filename = argv[1];
log_debug("Screen shader file: %s", state.screen_shader_file); log_debug("Screen shader file: %s", state.screen_shader.filename);
if (argc >= 3) { if (argc >= 3) {
state.buffer_shader_file = argv[2]; state.buffer_shader.filename = argv[2];
log_debug("Buffer shader file: %s", state.buffer_shader_file); log_debug("Buffer shader file: %s", state.buffer_shader.filename);
} }
state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT); state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
@ -32,30 +32,32 @@ int main(int argc, char *argv[]) {
unsigned int VAO = initialize_vertices(); unsigned int VAO = initialize_vertices();
state.screen_shader = glCreateProgram(); state.screen_shader.program = glCreateProgram();
if (!state.screen_shader) { if (!state.screen_shader.program) {
log_error("Could not create screen shader program"); log_error("Could not create screen shader program");
glfwDestroyWindow(state.window); glfwDestroyWindow(state.window);
glfwTerminate(); glfwTerminate();
return EXIT_FAILURE; return EXIT_FAILURE;
} }
compile_shaders(&state.screen_shader, state.screen_shader_file); compile_shaders(&state.screen_shader.program, state.screen_shader.filename);
glUseProgram(state.screen_shader); glUseProgram(state.screen_shader.program);
glUniform1i(glGetUniformLocation(state.screen_shader, "u_texture"), 0); glUniform1i(glGetUniformLocation(state.screen_shader.program, "u_texture"),
0);
unsigned int framebuffer = 0; unsigned int framebuffer = 0;
unsigned int texture_color_buffer = 0; unsigned int texture_color_buffer = 0;
if (state.buffer_shader_file) { if (state.buffer_shader.filename) {
state.buffer_shader = glCreateProgram(); state.buffer_shader.program = glCreateProgram();
if (!state.buffer_shader) { if (!state.buffer_shader.program) {
log_error("Could not create buffer shader program"); log_error("Could not create buffer shader program");
glfwDestroyWindow(state.window); glfwDestroyWindow(state.window);
glfwTerminate(); glfwTerminate();
return EXIT_FAILURE; return EXIT_FAILURE;
} }
compile_shaders(&state.buffer_shader, state.buffer_shader_file); compile_shaders(&state.buffer_shader.program, state.buffer_shader.filename);
glUseProgram(state.buffer_shader); glUseProgram(state.buffer_shader.program);
glUniform1i(glGetUniformLocation(state.buffer_shader, "u_texture"), 0); glUniform1i(glGetUniformLocation(state.buffer_shader.program, "u_texture"),
0);
if (initialize_framebuffer(&framebuffer, &texture_color_buffer, if (initialize_framebuffer(&framebuffer, &texture_color_buffer,
WINDOW_WIDTH, WINDOW_HEIGHT)) { WINDOW_WIDTH, WINDOW_HEIGHT)) {
@ -78,14 +80,15 @@ int main(int argc, char *argv[]) {
glfwGetCursorPos(state.window, &mouse_x, &mouse_y); glfwGetCursorPos(state.window, &mouse_x, &mouse_y);
if (state.time - state.prev_time >= 1.0) { 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)", log_debug("frame = %zu, time = %.2f, fps = %.2f, viewport = (%d, %d)",
state.frame_count, state.time, fps, viewport[2], viewport[3]); state.frame_count, state.time, fps, viewport[2], viewport[3]);
state.prev_frame_count = state.frame_count; state.prev_frame_count = state.frame_count;
state.prev_time = state.time; state.prev_time = state.time;
} }
if (state.buffer_shader_file) { if (state.buffer_shader.filename) {
/* bind the framebuffer and draw to it */ /* bind the framebuffer and draw to it */
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
@ -94,13 +97,16 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */ /* Setup uniforms */
glUseProgram(state.buffer_shader); glUseProgram(state.buffer_shader.program);
glUniform1ui(glGetUniformLocation(state.buffer_shader, "u_frame"), state.frame_count); glUniform1ui(glGetUniformLocation(state.buffer_shader.program, "u_frame"),
glUniform1f(glGetUniformLocation(state.buffer_shader, "u_time"), state.time); state.frame_count);
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_resolution"), glUniform1f(glGetUniformLocation(state.buffer_shader.program, "u_time"),
state.time);
glUniform2f(
glGetUniformLocation(state.buffer_shader.program, "u_resolution"),
viewport[2], viewport[3]); viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.buffer_shader, "u_mouse"), mouse_x, glUniform2f(glGetUniformLocation(state.buffer_shader.program, "u_mouse"),
mouse_y); mouse_x, mouse_y);
/* Draw the vertices */ /* Draw the vertices */
glBindVertexArray(VAO); glBindVertexArray(VAO);
@ -116,13 +122,16 @@ int main(int argc, char *argv[]) {
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */ /* Setup uniforms */
glUseProgram(state.screen_shader); glUseProgram(state.screen_shader.program);
glUniform1ui(glGetUniformLocation(state.screen_shader, "u_frame"), state.frame_count); glUniform1ui(glGetUniformLocation(state.screen_shader.program, "u_frame"),
glUniform1f(glGetUniformLocation(state.screen_shader, "u_time"), state.time); state.frame_count);
glUniform2f(glGetUniformLocation(state.screen_shader, "u_resolution"), glUniform1f(glGetUniformLocation(state.screen_shader.program, "u_time"),
state.time);
glUniform2f(
glGetUniformLocation(state.screen_shader.program, "u_resolution"),
viewport[2], viewport[3]); viewport[2], viewport[3]);
glUniform2f(glGetUniformLocation(state.screen_shader, "u_mouse"), mouse_x, glUniform2f(glGetUniformLocation(state.screen_shader.program, "u_mouse"),
mouse_y); mouse_x, mouse_y);
/* Draw the vertices */ /* Draw the vertices */
glBindVertexArray(VAO); glBindVertexArray(VAO);

View file

@ -200,9 +200,11 @@ void process_input(struct renderer_state *state) {
state->time = 0.0; state->time = 0.0;
state->prev_time = 0.0; state->prev_time = 0.0;
// recompile shaders // recompile shaders
compile_shaders(&state->screen_shader, state->screen_shader_file); compile_shaders(&state->screen_shader.program,
if (state->buffer_shader_file) { state->screen_shader.filename);
compile_shaders(&state->buffer_shader, state->buffer_shader_file); if (state->buffer_shader.filename) {
compile_shaders(&state->buffer_shader.program,
state->buffer_shader.filename);
} }
} else if (glfwGetKey(state->window, GLFW_KEY_S) == GLFW_PRESS) { } else if (glfwGetKey(state->window, GLFW_KEY_S) == GLFW_PRESS) {
capture_screenshot(); capture_screenshot();

View file

@ -3,17 +3,23 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
/**
* Structure representing the state of a shader.
*/
struct shader_state {
unsigned int program; /**< Shader program ID. */
const char *filename; /**< Shader file name. */
};
/** /**
* Structure representing the state of the renderer and associated * Structure representing the state of the renderer and associated
* shaders. * shaders.
*/ */
struct renderer_state { struct renderer_state {
GLFWwindow *window; /**< GLFW window where the shaders are rendered. */ GLFWwindow *window; /**< GLFW window where the shaders are rendered. */
unsigned int screen_shader; /**< Shader for the main screen. */ struct shader_state screen_shader; /**< Shader for the main screen. */
const char *screen_shader_file; /**< Screen shader file name. */ struct shader_state buffer_shader; /**< Shader for the framebuffer. */
unsigned int buffer_shader; /**< Shader for the background framebuffer. */ size_t frame_count; /**< Frame count since the start of the render loop. */
const char *buffer_shader_file; /**< Buffer shader file name. */
size_t frame_count; /**< Frame count since the beginning of the render loop. */
size_t prev_frame_count; /**< Frame count at the last log. */ size_t prev_frame_count; /**< Frame count at the last log. */
double time; /**< Time in seconds since the beginning of the render loop. */ double time; /**< Time in seconds since the beginning of the render loop. */
double prev_time; /**< Time in seconds at the last log. */ double prev_time; /**< Time in seconds at the last log. */