ShaderTool/src/renderer.c

174 lines
5.1 KiB
C

#include <FreeImage.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <time.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[] = {
// positions // texture coords
1.0, 1.0, 0.0, 1.0, 1.0, // top right
1.0, -1.0, 0.0, 1.0, 0.0, // bottom right
-1.0, -1.0, 0.0, 0.0, 0.0, // bottom left
-1.0, 1.0, 0.0, 0.0, 1.0, // top left
};
unsigned int indices[] = {
0, 1, 3, // 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);
/* position attribute */
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
/* texture coord attribute */
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
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 Captures a screenshot of the current window.
*
* Takes the dimensions of the viewport to save a pixel array of the
* same dimensions. Uses FreeImage to create an image from the raw
* pixels and save it to disk.
*/
void capture_screenshot() {
time_t now = time(NULL);
struct tm *timenow = gmtime(&now);
char image_filename[255] = {0};
strftime(image_filename, sizeof(image_filename),
"shadertool_%Y%m%d_%H%M%S.png", timenow);
int viewport[4] = {0};
glGetIntegerv(GL_VIEWPORT, viewport);
GLubyte *pixels = calloc(3 * viewport[2] * viewport[3], 1);
glReadPixels(0, 0, viewport[2], viewport[3], GL_BGR, GL_UNSIGNED_BYTE,
pixels);
FIBITMAP *image = FreeImage_ConvertFromRawBits(
pixels, viewport[2], viewport[3], 3 * viewport[2], 24, FI_RGBA_RED_MASK,
FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, false);
if (FreeImage_Save(FIF_PNG, image, image_filename, 0)) {
log_debug("Image saved to %s", image_filename);
} else {
log_error("Failed to saved image to %s", image_filename);
}
FreeImage_Unload(image);
free(pixels);
}
/**
* @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 *screen_shader,
const char *const screen_shader_file,
unsigned int *buffer_shader,
const char *const buffer_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(screen_shader, screen_shader_file);
if (buffer_shader_file) {
compile_shaders(buffer_shader, buffer_shader_file);
}
} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
capture_screenshot();
}
}