174 lines
5.1 KiB
C
174 lines
5.1 KiB
C
#include <FreeImage.h>
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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 <time.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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// positions // texture coords
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1.0, 1.0, 0.0, 1.0, 1.0, // top right
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1.0, -1.0, 0.0, 1.0, 0.0, // bottom right
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-1.0, -1.0, 0.0, 0.0, 0.0, // bottom left
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-1.0, 1.0, 0.0, 0.0, 1.0, // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // 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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/* position attribute */
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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/* texture coord attribute */
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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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 Captures a screenshot of the current window.
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*
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* Takes the dimensions of the viewport to save a pixel array of the
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* same dimensions. Uses FreeImage to create an image from the raw
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* pixels and save it to disk.
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*/
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void capture_screenshot() {
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time_t now = time(NULL);
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struct tm *timenow = gmtime(&now);
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char image_filename[255] = {0};
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strftime(image_filename, sizeof(image_filename),
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"shadertool_%Y%m%d_%H%M%S.png", timenow);
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int viewport[4] = {0};
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glGetIntegerv(GL_VIEWPORT, viewport);
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GLubyte *pixels = calloc(3 * viewport[2] * viewport[3], 1);
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glReadPixels(0, 0, viewport[2], viewport[3], GL_BGR, GL_UNSIGNED_BYTE,
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pixels);
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FIBITMAP *image = FreeImage_ConvertFromRawBits(
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pixels, viewport[2], viewport[3], 3 * viewport[2], 24, FI_RGBA_RED_MASK,
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FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, false);
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if (FreeImage_Save(FIF_PNG, image, image_filename, 0)) {
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log_debug("Image saved to %s", image_filename);
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} else {
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log_error("Failed to saved image to %s", image_filename);
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}
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FreeImage_Unload(image);
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free(pixels);
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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 *screen_shader,
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const char *const screen_shader_file,
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unsigned int *buffer_shader,
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const char *const buffer_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(screen_shader, screen_shader_file);
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if (buffer_shader_file) {
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compile_shaders(buffer_shader, buffer_shader_file);
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}
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} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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capture_screenshot();
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}
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}
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