summaryrefslogtreecommitdiff
path: root/main.c
blob: 39611b3ff6892fdfd004dc3f3ed9460ec53aa9ac (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
// @TODO:
//  - configurable:
//     - fov
//     - far/near clipping plane
//     - "player" speed
//  - nice examples with comments
//  - readme
/*
Anyone is free to modify/distribute/use/sell/etc
this software for any purpose by any means.
Any copyright protections are relinquished by the author(s).
This software is provided "as is", without any warranty.
The author(s) shall not be held liable in connection with this software.
*/
#define V_GL 1
#define V_WINDOWED 1
#include "vlib.h"

static mat4 g_camera;
static const uint32_t tex_width = 1024;

typedef struct {
	vec3 pos;
} UnlitVertex;
typedef struct {
	vec2 pos;
} UpdateVertex;

typedef struct {
	GLuint grains_tex1, grains_tex2;
	GLuint fbo;
	uint32_t ngrains;
	uint32_t new_grains_per_second;
	float grain_gen_radius;
	float color_scale;
	vec4 color1, color2; // color1 = color of still grain, color2 = color of grain moving at 1/color_scale m/s
	GLProgram grain_program, update_program;
	GLVBO update_vbo, grain_vbo;
	GLVAO update_vao, grain_vao;
	uint32_t tex_height;
} Function;

typedef struct {
	vec3 pos; // position of player's feet
	float yaw, pitch;
} Player;

static void APIENTRY gl_message_callback(GLenum source, GLenum type, unsigned int id, GLenum severity,
	GLsizei length, const char *message, const void *userParam) {
	static int n = 0;
	(void)source; (void)type; (void)id; (void)length; (void)userParam;
	if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return;
	if (n++ < 10)
		debug_print("Message from OpenGL: %s.\n", message);
}

static GLuint g_grain_vshader, g_update_vshader;

static void function_init(Function *f, const char *wind_formula, uint32_t ngrains) {
	memset(f, 0, sizeof *f);
	{
		GLuint tex[2] = {0};
		gl.GenTextures(2, tex);
		f->grains_tex1 = tex[0];
		f->grains_tex2 = tex[1];
	}
	f->ngrains = ngrains;
	{

		static char fshader_code[65536];
		strbuf_print(fshader_code,
			"uniform sampler2D u_tex;\n"
			"uniform float u_dt;\n"
			"uniform int u_new_grains_per_second;\n"
			"uniform float u_rand_seed;\n"
			"uniform float u_grain_gen_radius;\n"
			"vec3 rand(vec3 co) {\n"
			"   float x = 2920.0 * sin(dot(co, vec3(1123.4, 5454.8, 3454.3)))\n"
			"		* cos(dot(co, vec3(5487.0, 4873.0, 3948.0)));\n"
			"   float y = 1232.0 * sin(dot(co, vec3(4413.4, 6154.8, 3212.3)))\n"
			"		* cos(dot(co, vec3(2222.0, 3111.0, 4542.0)));\n"
			"   float z = 1111.0 * sin(dot(co, vec3(2282.4, 1101.8, 4744.3)))\n"
			"       * cos(dot(co, vec3(1452.0, 3894.0, 1111.0)));\n"
			"   return mod(vec3(x,y,z), 2.0) - 1.0;\n"
			"}\n"
			"void main() {\n"
			"  ivec2 pixel = ivec2(gl_FragCoord.xy);\n"
			"  int pixel_idx = (pixel.y << 10) | pixel.x;\n"
			"  if (pixel_idx < u_new_grains_per_second) {\n"
			"    gl_FragColor = vec4(u_grain_gen_radius * rand(vec3(gl_FragCoord.xy * 0.001, u_rand_seed)), 0.0);\n"
			"  } else {\n"
			"    int src_pixel_idx = pixel_idx - u_new_grains_per_second;\n"
			"    ivec2 src_pixel = ivec2(src_pixel_idx & 1023, src_pixel_idx >> 10);\n"
			"    vec3 p = texelFetch(u_tex, src_pixel, 0).xyz;\n"
			"    float x = p.x, y = p.y, z = p.z;\n"
			"    vec3 wind = %s;\n"
			"    vec3 new_pos = p + wind * u_dt;\n"
			"    gl_FragColor = vec4(new_pos, 0.0);\n"
			"  }\n"
			"}\n",
			wind_formula
		);

		GLuint fshader = V_gl_shader_compile_code("updatef.glsl", NULL, fshader_code, GL_FRAGMENT_SHADER);
		GLint status = 0;
		GLuint prog = gl.CreateProgram();
		gl.AttachShader(prog, g_update_vshader);
		gl.AttachShader(prog, fshader);
		gl.LinkProgram(prog);
		gl.GetProgramiv(prog, GL_LINK_STATUS, &status);
		gl.DetachShader(prog, g_update_vshader);
		gl.DetachShader(prog, fshader);
		gl.DeleteShader(fshader);
		assert(status);
		f->update_program.id = prog;
	}

	{
		static char fshader_code[65536];
		strbuf_print(fshader_code,
			"uniform vec4 u_color1, u_color2;\n"
			"uniform float u_color_scale;\n"
			"varying vec3 pos;\n"
			"void main() {\n"
			"  vec3 p = pos;\n"
			"  float x = p.x, y = p.y, z = p.z;\n"
			"  float wind_speed = length(%s);\n"
			"  gl_FragColor = mix(u_color1, u_color2, clamp(wind_speed * u_color_scale, 0.0, 1.0));\n"
			"}\n",
			wind_formula
		);
		GLuint fshader = V_gl_shader_compile_code("grainf.glsl", NULL, fshader_code, GL_FRAGMENT_SHADER);
		GLint status = 0;
		GLuint prog = gl.CreateProgram();
		gl.AttachShader(prog, g_grain_vshader);
		gl.AttachShader(prog, fshader);
		gl.LinkProgram(prog);
		gl.GetProgramiv(prog, GL_LINK_STATUS, &status);
		gl.DetachShader(prog, g_grain_vshader);
		gl.DetachShader(prog, fshader);
		gl.DeleteShader(fshader);
		assert(status);
		f->grain_program.id = prog;
	}
	f->update_vbo = gl_vbo_new(UpdateVertex, "update");
	f->update_vao = gl_vao_new(&f->update_program, "update");
	{
		UpdateVertex vertices[] = {
			{-1,-1},
			{+1,-1},
			{+1,+1},
			{-1,-1},
			{+1,+1},
			{-1,+1}
		};
		gl_vbo_set_static_data(&f->update_vbo, vertices, static_arr_len(vertices));
		gl_vao_add_data2f(&f->update_vao, f->update_vbo, "v_pos", UpdateVertex, pos);
	}

	f->grain_vbo = gl_vbo_new(UnlitVertex, "grain");
	f->grain_vao = gl_vao_new(&f->grain_program, "grain");
	{
		float h = 0.005f;
		float S3 = 0.57735026919f; // sqrt(1/3)
		UnlitVertex vertices[] = {
			{0,h*.5f,0},
			{-h*S3,-h*.5f,0},
			{+h*S3,-h*.5f,0},
			{0,h*.5f,0},
			{0,-h*.5f,-h*S3},
			{0,-h*.5f,+h*S3},
		};
		gl_vbo_set_static_data(&f->grain_vbo, vertices, static_arr_len(vertices));
		gl_vao_add_data3f(&f->grain_vao, f->grain_vbo, "v_pos", UnlitVertex, pos);
	}

	uint32_t tex_chunk_size = tex_width * 4; // height must be a multiple of 4
	uint32_t tex_area = ((f->ngrains + tex_chunk_size-1) / tex_chunk_size) * tex_chunk_size; // width * height of grain pos texture
	if (tex_area < tex_chunk_size) tex_area = tex_chunk_size;
	uint32_t tex_height = tex_area / tex_width;
	f->tex_height = tex_height;

	{
		size_t ndata = (size_t)((f->ngrains + tex_chunk_size - 1) / tex_chunk_size) * tex_chunk_size;
		vec3 *data = calloc(ndata, sizeof *data); // required to initialize textures to NAN
		if (!data) {
			window_message_box_error("Out of memory", "Not enough memory for grains. Try reducing the max number of grains.");
			exit(-1);
		}
		for (int i = 0; i < ndata; ++i) {
			data[i] = Vec3(NAN, NAN, NAN);
		}

		gl.BindTexture(GL_TEXTURE_2D, f->grains_tex1);
		gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, (GLsizei)tex_width, (GLsizei)tex_height, 0, GL_RGB, GL_FLOAT, data);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		gl.BindTexture(GL_TEXTURE_2D, f->grains_tex2);
		gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, (GLsizei)tex_width, (GLsizei)tex_height, 0, GL_RGB, GL_FLOAT, data);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		
		free(data);
	}
	gl.GenFramebuffers(1, &f->fbo);
}

static Function *sandbox_create(const char *filename) {
	Function *functions = NULL;
	FILE *fp = fopen(filename, "r");
	if (fp) {
		int line_number = 0;
		uint32_t ngrains = 100000;
		float grain_refresh_rate = 0.01f;
		float grain_gen_radius = 2;
		vec4 color1 = Vec4(1.0f,0.8f,.6f,1);
		vec4 color2 = Vec4(1.0f,0,0,1);
		float color_scale = 0;
		char line[1024];
		while (fgets(line, sizeof line, fp)) {
			++line_number;
		#define error(...) do {\
			char _buf1[256], _buf2[256];\
			strbuf_print(_buf1, __VA_ARGS__);\
			strbuf_print(_buf2, "%s line %d: %s", filename, line_number, _buf1);\
			window_message_box_error("Error loading sandbox", _buf2);\
			exit(-1);\
		} while (0)

			line[strcspn(line, "\r\n")] = '\0';
			if (line[0] == '#' || line[0] == '\0') break;

			char *command = line;
			char *args = strchr(command, ' ');
			if (args) {
				*args++ = '\0';
				while (isspace(*args)) ++args;
			} else {
				args = command + strlen(command);
			}
			if (strcmp(command, "add") == 0) {
				Function *f = arr_addp(functions);
				function_init(f, args, ngrains);
				uint32_t nnew = (uint32_t)(grain_refresh_rate * (float)ngrains);
				f->new_grains_per_second = nnew == 0 ? 1 : nnew;
				f->grain_gen_radius = grain_gen_radius;
				f->color_scale = color_scale;
				f->color1 = color1;
				f->color2 = color2;
			} else if (strcmp(command, "grains") == 0) {
				ngrains = (unsigned)atoi(args);
				if (ngrains == 0 || ngrains > 1000000000) {
					error("Invalid number of grains: '%s'.", args);
				}
			} else if (strcmp(command, "grain_refresh_rate") == 0) {
				char *endptr = 0;
				double d = strtod(args, &endptr);
				if (*args == '\0' || *endptr != '\0' || d < 0.0 || d > 0.5)
					error("Invalid grain refresh rate: '%s' (should be from 0 to 0.5).", args);
				else
					grain_refresh_rate = (float)d;
			} else if (strcmp(command, "start_radius") == 0) {
				char *endptr = 0;
				double d = strtod(args, &endptr);
				if (*args == '\0' || *endptr != '\0' || d <= 0.0 || d > 1000)
					error("Invalid start radius: '%s'.", args);
				else
					grain_gen_radius = (float)d;
			} else if (strcmp(command, "color") == 0 || strcmp(command, "colour") == 0) {
				uint r=0, g=0, b=0;
				if (sscanf(args, "#%02x%02x%02x", &r, &g, &b) == 3 && r < 256 && g < 256 && b < 256)
					color1 = scale4(Vec4((float)r,(float)g,(float)b,255), 1.0f/255.0f);
				else
					error("Invalid color: '%s'.", args);
			} else if (strcmp(command, "color_scale") == 0 || strcmp(command, "colour_scale") == 0) {
				char *endptr = 0;
				double d = strtod(args, &endptr);
				if (*args == '\0' || *endptr != '\0' || d < 0.0 || d > 1000)
					error("Invalid color scale: '%s'.", args);
				else
					color_scale = (float)d;
			} else if (strcmp(command, "color2") == 0 || strcmp(command, "colour2") == 0) {
				uint r=0, g=0, b=0;
				if (sscanf(args, "#%02x%02x%02x", &r, &g, &b) == 3 && r < 256 && g < 256 && b < 256)
					color2 = scale4(Vec4((float)r,(float)g,(float)b,255), 1.0f/255.0f);
				else
					error("Invalid color: '%s'.", args);
			} else {
				error("Command not recognized: '%s'.", command);
			}
		}
		fclose(fp);
	}
	return functions;
}

static void sandbox_clear(Function **fs) {
	arr_foreachp(*fs, Function, f) {
		gl_vbo_delete(&f->update_vbo);
		gl_vbo_delete(&f->grain_vbo);
		gl_vao_delete(&f->update_vao);
		gl_vao_delete(&f->grain_vao);
		gl.DeleteFramebuffers(1, &f->fbo);
		GLuint tex[2] = {f->grains_tex1, f->grains_tex2};
		gl.DeleteTextures(2, tex);
		gl.DeleteProgram(f->update_program.id);
		gl.DeleteProgram(f->grain_program.id);
	}
	arr_clear(*fs);
}

int main(int argc, char **argv) {
	if (!window_create("sandbox", 1280, 720, 0)) {
		return -1;
	}
	if (gl_version_major * 100 + gl_version_minor < 310) {
		window_message_box_error("Error", "Couldn't get OpenGL 3.1 context (your graphics drivers are too old).");
		return -1;
	}

	Player player_data = {0}, *player = &player_data;


	window_set_relative_mouse(1);

	// global shader programs
	{
		const char *vshader_code =
			"attribute vec2 v_pos;\n"
			"void main() {\n"
			"  gl_Position = vec4(v_pos, 0.0, 1.0);\n"
			"}\n";
		g_update_vshader = V_gl_shader_compile_code("updatev.glsl", NULL, vshader_code, GL_VERTEX_SHADER);
	}
	{
		const char *vshader_code =
			"attribute vec3 v_pos;\n"
			"uniform mat4 u_transform;\n"
			"uniform sampler2D u_offset_tex;\n"
			"varying vec3 pos;\n"
			"void main() {\n"
			"  ivec2 texel_pos = ivec2(gl_InstanceID & 1023, gl_InstanceID >> 10);\n"
			"  vec3 offset = texelFetch(u_offset_tex, texel_pos, 0).xyz;\n"
			"  gl_Position = u_transform * vec4(v_pos + offset, 1.0);\n"
			"  pos = v_pos + offset;\n"
			"}\n";
		g_grain_vshader = V_gl_shader_compile_code("grainv.glsl", NULL, vshader_code, GL_VERTEX_SHADER);
	}

	GLText menu_text = {0};
	size_t menu_sel = 0;
	char config_name[256] = {0};
	Time config_last_modified = {0};
	Function *functions = NULL;

	bool fullscreen = false;

	while (1) {
	top:;

		SDL_Event event = {0};

		float dt = window_frame();

		if (*config_name) {
			char filename[512];
			strbuf_print(filename, "sandboxes/%s.txt", config_name);
			if (!time_eq(fs_last_modified(filename), config_last_modified)) {
				sleep_ms(10); // wait a bit to make sure whatever's writing here is done
				sandbox_clear(&functions);
				functions = sandbox_create(filename);
				config_last_modified = fs_last_modified(filename);
			}
		}

		size_t n_menu_items = 0;
		char selected_item[256] = {0};

		if (!*config_name) {
			DirEntry entries[1000] = {0};
			static char text[65536];
			size_t c = 0;
			size_t i, n_entries = fs_list_dir("sandboxes", entries, sizeof entries);

			qsort(entries, n_entries, sizeof *entries, fs_dir_entry_cmp_by_name_qsort);

			size_t y_offset = menu_sel < 10 ? 0 : menu_sel - 10;

			for (i = 0; i < n_entries; ++i) {
				char *dot = strchr(entries[i].name, '.');
				if (entries[i].type == FS_FILE && dot && strcmp(dot, ".txt") == 0) {
					if (n_menu_items >= y_offset) {
						*dot = '\0';
						if (n_menu_items == menu_sel) {
							// this is the currently selected item
							str_print(text + c, sizeof text - c, ">");
							++c;
							strbuf_cpy(selected_item, entries[i].name);
						}
						str_print(text + c, sizeof text - c, "%s\n", entries[i].name);
						c += strlen(text + c);
					}
					++n_menu_items;
				}
			}
			menu_sel %= n_menu_items;
			gl_text_set(&menu_text, text);
			fs_free_dir_entries(entries, n_entries);
		}

		while (SDL_PollEvent(&event)) {
			switch (event.type) {
			case SDL_QUIT:
				goto quit;
			case SDL_KEYDOWN:
				switch (event.key.keysym.sym) {
				case SDLK_F11:
					fullscreen = !fullscreen;
					window_set_fullscreen(fullscreen);
					break;
				case SDLK_UP:
					if (n_menu_items)
						menu_sel = (menu_sel + n_menu_items - 1) % n_menu_items;
					break;
				case SDLK_DOWN:
					if (n_menu_items)
						menu_sel = (menu_sel + 1) % n_menu_items;
					break;
				case SDLK_RETURN:
					if (!*config_name && menu_sel < n_menu_items) {
						strbuf_cpy(config_name, selected_item);
						config_last_modified = (Time){0};
						goto top; // force sandbox reload
					}
					break;
				case SDLK_ESCAPE:
					if (*config_name) {
						*config_name = '\0';
						sandbox_clear(&functions);
						goto top;
					} else {
						goto quit;
					}
				}
				break;
			case SDL_MOUSEMOTION: {
				float dx = (float)event.motion.xrel;
				float dy = (float)event.motion.yrel;
				const float rot_speed = 0.001f;
				player->yaw   -= dx * rot_speed;
				player->pitch -= dy * rot_speed;
				player->yaw = fmodf(player->yaw, 2 * PI);
				player->pitch = clamp(player->pitch, -PI * 0.5f, PI * 0.5f);
			} break;
			}
		}
		
		if (*config_name) {
			{
				int dx = (window_is_key_down(KEY_D) || window_is_key_down(KEY_RIGHT)) - (window_is_key_down(KEY_A) || window_is_key_down(KEY_LEFT));
				int dy = (window_is_key_down(KEY_PAGEUP) || window_is_key_down(KEY_Q)) - (window_is_key_down(KEY_PAGEDOWN) || window_is_key_down(KEY_E));
				int dz = (window_is_key_down(KEY_S) || window_is_key_down(KEY_DOWN)) - (window_is_key_down(KEY_W) || window_is_key_down(KEY_UP));
				if (dx || dy || dz) {
					const float player_speed = 3;
					vec3 dp = scale3(normalize3(Vec3((float)dx, (float)dy, (float)dz)), player_speed * dt);
					mat3 pitch = mat3_pitch(player->pitch);
					mat3 yaw = mat3_yaw(player->yaw);
					mat3 rot = mat3_mul(&yaw, &pitch);
					dp = transform3(&rot, dp);
					player->pos = add3(player->pos, dp);
				}
			}
			gl.Enable(GL_DEPTH_TEST);

			arr_foreachp(functions, Function, f) {
				gl.Viewport(0,0,(GLsizei)tex_width,(GLsizei)f->tex_height);
				gl.BindFramebuffer(GL_FRAMEBUFFER, f->fbo);
				gl.FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, f->grains_tex2, 0);
				gl_program_use(&f->update_program);
				gl.ActiveTexture(GL_TEXTURE0);
				gl.BindTexture(GL_TEXTURE_2D, f->grains_tex1);
				gl_uniform1i(&f->update_program, "u_tex", 0);
				gl_uniform1i(&f->update_program, "u_new_grains_per_second", (GLint)f->new_grains_per_second);
				gl_uniform1f(&f->update_program, "u_dt", dt);
				gl_uniform1f(&f->update_program, "u_rand_seed", randf());
				gl_uniform1f(&f->update_program, "u_grain_gen_radius", f->grain_gen_radius);
				gl_vao_render(f->update_vao, NULL);
			}

			gl.BindFramebuffer(GL_FRAMEBUFFER, 0);
			{
				vec2i wsize = window_get_size();
				gl.Viewport(0,0,wsize.x,wsize.y);
			}
			{
				vec3 p = player->pos;
				g_camera = mat4_camera(p, player->yaw, player->pitch, degree2rad(45), 1, 50);
			}
			arr_foreachp(functions, Function, f) {
				gl_program_use(&f->grain_program);
				gl_uniformM4(&f->grain_program, "u_transform", &g_camera);
				gl_uniform4f(&f->grain_program, "u_color1", f->color1);
				gl_uniform4f(&f->grain_program, "u_color2", f->color2);
				gl_uniform1f(&f->grain_program, "u_color_scale", f->color_scale);
				gl.BindTexture(GL_TEXTURE_2D, f->grains_tex2);
				gl.ActiveTexture(GL_TEXTURE0);
				gl_uniform1i(&f->grain_program, "u_offset_tex", 0);
				gl.BindVertexArray(f->grain_vao.id);
				gl.DrawArraysInstanced(GL_TRIANGLES, 0, 6, (GLsizei)f->ngrains);

				{ // swap "front and back" grain textures
					GLuint temp = f->grains_tex1;
					f->grains_tex1 = f->grains_tex2;
					f->grains_tex2 = temp;
				}
			}
		} else {
			gl_text_render(&menu_text, Vec2(0,-1), 1, Vec3(1,1,1), Vec4(0,0,0,1));
		}

	}
	
quit:
	return 0;
}