ShaderTool/src/main.c

244 lines
7 KiB
C

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <argp.h>
#include <fcntl.h>
#include <stdlib.h>
#include <sys/inotify.h>
#include "io.h"
#include "log.h"
#include "renderer.h"
#include "shaders.h"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 800
const char *argp_program_version = "0.1";
const char *argp_program_bug_address =
"https://github.com/dlozeve/ShaderTool/issues";
static char doc[] =
"ShaderTool -- Live tool for developing OpenGL shaders interactively";
static char args_doc[] = "SHADER\v"
"Compile and render the SHADER.";
static struct argp_option options[] = {
{"verbose", 'v', 0, 0, "Produce verbose output", 0},
{"silent", 's', 0, 0, "Don't produce any output", 0},
{"quiet", 'q', 0, OPTION_ALIAS, 0, 0},
{"auto-reload", 'r', 0, 0, "Automatically reload on save", 0},
{"buffer", 'b', "FILE", 0, "Source file of the buffer fragment shader", 0},
{0},
};
struct arguments {
char *shader_file;
bool verbose;
bool silent;
bool autoreload;
char *buffer_file;
};
static error_t parse_opt(int key, char *arg, struct argp_state *state) {
struct arguments *arguments = state->input;
switch (key) {
case 'v':
arguments->verbose = true;
break;
case 's':
case 'q':
arguments->silent = true;
break;
case 'r':
arguments->autoreload = true;
break;
case 'b':
arguments->buffer_file = arg;
break;
case ARGP_KEY_ARG:
if (state->arg_num >= 1) {
/* Too many arguments */
argp_usage(state);
}
arguments->shader_file = arg;
break;
case ARGP_KEY_END:
if (state->arg_num < 1) {
/* Not enough arguments */
argp_usage(state);
}
break;
default:
return ARGP_ERR_UNKNOWN;
}
return 0;
}
static struct argp argp_parser = {
.options = options, .parser = parse_opt, .args_doc = args_doc, .doc = doc};
int main(int argc, char *argv[]) {
struct arguments arguments = {0};
/* Default values */
arguments.verbose = false;
arguments.silent = false;
arguments.autoreload = false;
arguments.buffer_file = 0;
argp_parse(&argp_parser, argc, argv, 0, 0, &arguments);
if (arguments.silent) {
log_set_level(LOG_ERROR);
} else if (arguments.verbose) {
log_set_level(LOG_DEBUG);
} else {
log_set_level(LOG_INFO);
}
struct renderer_state state = {0};
if (arguments.autoreload) {
/* Create inotify instance */
state.inotify_fd = inotify_init();
if (state.inotify_fd == -1) {
log_warn("[inotify] Cannot initialize inotify");
perror("inotify_init");
} else {
/* Set the inotify file descriptor to be non-blocking */
if (!fcntl(state.inotify_fd, F_SETFL, O_NONBLOCK)) {
log_debug("[inotify] Initialized successfully");
}
}
} else {
state.inotify_fd = -1;
}
initialize_shaders(&state, arguments.shader_file, arguments.buffer_file);
state.window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
if (state.window == NULL) {
glfwTerminate();
return EXIT_FAILURE;
}
unsigned int VAO = initialize_vertices();
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.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.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.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)) {
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_FAILURE;
}
}
/* Drawing loop */
glfwSetTime(0.0);
while (!glfwWindowShouldClose(state.window)) {
process_input(&state);
/* data required for uniforms */
state.time = glfwGetTime();
int viewport[4] = {0};
glGetIntegerv(GL_VIEWPORT, viewport);
double mouse_x = 0, mouse_y = 0;
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);
log_info("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.filename) {
/* bind the framebuffer and draw to it */
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
/* Background */
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
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);
glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
/* bind back to default framebuffer */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
/* Setup uniforms */
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);
glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glfwSwapBuffers(state.window);
glfwPollEvents();
state.frame_count++;
}
glfwDestroyWindow(state.window);
glfwTerminate();
return EXIT_SUCCESS;
}