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-rw-r--r--sim.c203
1 files changed, 191 insertions, 12 deletions
diff --git a/sim.c b/sim.c
index bbb26d6..2c0f67d 100644
--- a/sim.c
+++ b/sim.c
@@ -19,25 +19,161 @@
#include "util.c"
#include "base.c"
+// compile a vertex or fragment shader
+static GLuint shader_compile_from_file(GL *gl, char const *filename, GLenum shader_type) {
+ FILE *fp = fopen(filename, "rb");
+ if (filename) {
+ char code[16384] = {0};
+ char log[4096] = {0};
+ char const *const_code = code;
+ fread(code, 1, sizeof code, fp);
+ GLuint shader = gl->CreateShader(shader_type);
+ if (shader == 0) {
+ logln("Couldn't create shader: %u",glGetError());
+ }
+ gl->ShaderSource(shader, 1, &const_code, NULL);
+ gl->CompileShader(shader);
+ gl->GetShaderInfoLog(shader, sizeof log - 1, NULL, log);
+ if (*log) {
+ logln("Error compiling shader:\n%s", log);
+ gl->DeleteShader(shader);
+ return 0;
+ }
+ return shader;
+ } else {
+ return 0;
+ }
+}
+
+#if DEBUG
+static struct timespec shader_get_last_modified(ShaderBase *shader) {
+ // the last modified time of the shader is whichever of the vertex/fragment shaders was modified last
+ return timespec_max(
+ time_last_modified(shader->vertex_filename),
+ time_last_modified(shader->fragment_filename)
+ );
+}
+#endif
+
+static GLuint shader_attrib_location(GL *gl, ShaderBase *shader, char const *attrib) {
+ GLint loc = gl->GetAttribLocation(shader->program, attrib);
+ if (loc == -1) {
+ printf("Couldn't find vertex attribute %s.\n", attrib);
+ return 0;
+ }
+ return (GLuint)loc;
+}
+
+static GLint shader_uniform_location(GL *gl, ShaderBase *shader, char const *uniform) {
+ GLint loc = gl->GetUniformLocation(shader->program, uniform);
+ if (loc == -1) {
+ printf("Couldn't find uniform: %s.\n", uniform);
+ return -1;
+ }
+ return loc;
+}
+
+// compile a full shader program
+static void shader_load(GL *gl, ShaderBase *shader, char const *vertex_filename, char const *fragment_filename) {
+#if DEBUG
+ str_cpy(shader->vertex_filename, sizeof shader->vertex_filename, vertex_filename);
+ str_cpy(shader->fragment_filename, sizeof shader->fragment_filename, fragment_filename);
+ shader->last_modified = shader_get_last_modified(shader);
+
+ if (shader->program) gl->DeleteProgram(shader->program);
+#endif
+
+
+ GLuint vertex_shader = shader_compile_from_file(gl, vertex_filename, GL_VERTEX_SHADER);
+ GLuint fragment_shader = shader_compile_from_file(gl, fragment_filename, GL_FRAGMENT_SHADER);
+ GLuint program = gl->CreateProgram();
+ gl->AttachShader(program, vertex_shader);
+ gl->AttachShader(program, fragment_shader);
+ gl->LinkProgram(program);
+ char log[4096] = {0};
+ gl->GetProgramInfoLog(program, sizeof log - 1, NULL, log);
+ if (*log) {
+ logln("Error linking shader:\n%s", log);
+ gl->DeleteProgram(program);
+ program = 0;
+ }
+ gl->DeleteShader(vertex_shader);
+ gl->DeleteShader(fragment_shader);
+ shader->program = program;
+
+ GLenum err = glGetError();
+ if (err) {
+ logln("Error loading shader %s/%s: %u.", vertex_filename, fragment_filename, err);
+ } else {
+ logln("Loaded shader %s/%s as %u.", vertex_filename, fragment_filename, program);
+ }
+}
+
+static void shader_start_using(GL *gl, ShaderBase *shader) {
+ gl->UseProgram(shader->program);
+}
+
+static void shader_stop_using(GL *gl) {
+ gl->UseProgram(0);
+}
+
+#if DEBUG
+static bool shader_needs_reloading(ShaderBase *shader) {
+ return !timespec_eq(shader->last_modified, shader_get_last_modified(shader));
+}
+#endif
-static void platforms_render(Platform *platforms, u32 nplatforms) {
-static float t = 0.0f;
+static void shader_platform_load(GL *gl, ShaderPlatform *shader) {
+ shader_load(gl, &shader->base, "assets/platform_v.glsl", "assets/platform_f.glsl");
+ shader->vertex_p1 = shader_attrib_location(gl, &shader->base, "vertex_p1");
+ shader->vertex_p2 = shader_attrib_location(gl, &shader->base, "vertex_p2");
+ shader->uniform_thickness = shader_uniform_location(gl, &shader->base, "thickness");
+ // @TODO: transform matrix
+}
+
+static void shaders_load(State *state) {
+ GL *gl = &state->gl;
+ shader_platform_load(gl, &state->shader_platform);
+}
+
+#if DEBUG
+static void shaders_reload_if_necessary(State *state) {
+ GL *gl = &state->gl;
+ if (shader_needs_reloading(&state->shader_platform.base))
+ shader_platform_load(gl, &state->shader_platform);
+}
+#endif
+
+
+static void platforms_render(State *state, Platform *platforms, u32 nplatforms) {
+ GL *gl = &state->gl;
+ ShaderPlatform *shader = &state->shader_platform;
glColor3f(1,0,1);
+ float thickness = 0.01f;
+ shader_start_using(gl, &shader->base);
+ gl->Uniform1f(shader->uniform_thickness, thickness);
glBegin(GL_QUADS);
for (Platform *platform = platforms, *end = platform + nplatforms; platform != end; ++platform) {
- platform->angle = t += 0.01f;
// calculate endpoints of platform
- float radius = platform->size * 0.5f;
+ maybe_unused float radius = platform->size * 0.5f;
v2 endpoint1 = v2_add(platform->center, v2_polar(radius, platform->angle));
v2 endpoint2 = v2_sub(platform->center, v2_polar(radius, platform->angle));
- v2 thickness = v2_polar(0.005f, platform->angle - HALF_PIf);
- v2_gl_vertex(v2_sub(endpoint1, thickness));
- v2_gl_vertex(v2_sub(endpoint2, thickness));
- v2_gl_vertex(v2_add(endpoint2, thickness));
- v2_gl_vertex(v2_add(endpoint1, thickness));
+ #if 1
+ v2 r = v2_polar(thickness, platform->angle - HALF_PIf);
+ gl->VertexAttrib2f(shader->vertex_p1, endpoint1.x, endpoint1.y);
+ gl->VertexAttrib2f(shader->vertex_p2, endpoint2.x, endpoint2.y);
+ v2_gl_vertex(v2_sub(endpoint1, r));
+ v2_gl_vertex(v2_sub(endpoint2, r));
+ v2_gl_vertex(v2_add(endpoint2, r));
+ v2_gl_vertex(v2_add(endpoint1, r));
+ #else
+ v2_gl_vertex(endpoint1);
+ v2_gl_vertex(endpoint2);
+ #endif
}
glEnd();
+ shader_stop_using(gl);
}
#ifdef _WIN32
@@ -55,6 +191,7 @@ void sim_frame(Frame *frame) {
State *state = (State *)frame->memory;
i32 width = frame->width, height = frame->height;
Input *input = &frame->input;
+ GL *gl = &state->gl;
maybe_unused u8 *keys_pressed = input->keys_pressed;
maybe_unused bool *keys_down = input->keys_down;
@@ -75,12 +212,50 @@ void sim_frame(Frame *frame) {
if (!state->initialized) {
logln("Initializing...");
strcpy(frame->title, "physics");
-
+
+ void (*(*get_gl_proc)(char const *))(void) = frame->get_gl_proc;
+
+ // get GL functions
+ #define required_gl_proc(name) if (!(gl->name = (GL ## name)get_gl_proc("gl" #name))) { printf("Couldn't get GL proc: %s.\n", #name); exit(-1); }
+ #define optional_gl_proc(name) gl->name = (GL ## name)get_gl_proc("gl" #name)
+ required_gl_proc(AttachShader);
+ required_gl_proc(CompileShader);
+ required_gl_proc(CreateProgram);
+ required_gl_proc(CreateShader);
+ required_gl_proc(DeleteProgram);
+ required_gl_proc(DeleteShader);
+ required_gl_proc(GetAttribLocation);
+ required_gl_proc(GetProgramInfoLog);
+ required_gl_proc(GetProgramiv);
+ required_gl_proc(GetShaderInfoLog);
+ required_gl_proc(GetShaderiv);
+ required_gl_proc(GetUniformLocation);
+ required_gl_proc(LinkProgram);
+ required_gl_proc(ShaderSource);
+ required_gl_proc(Uniform1f);
+ required_gl_proc(Uniform2f);
+ required_gl_proc(Uniform3f);
+ required_gl_proc(Uniform4f);
+ required_gl_proc(Uniform1i);
+ required_gl_proc(Uniform2i);
+ required_gl_proc(Uniform3i);
+ required_gl_proc(Uniform4i);
+ required_gl_proc(UniformMatrix4fv);
+ required_gl_proc(UseProgram);
+ required_gl_proc(VertexAttrib1f);
+ required_gl_proc(VertexAttrib2f);
+ required_gl_proc(VertexAttrib3f);
+ required_gl_proc(VertexAttrib4f);
+ #undef optional_gl_proc
+ #undef required_gl_proc
+
+ shaders_load(state);
+
state->nplatforms = 1;
Platform *p = &state->platforms[0];
p->center = V2(0.5f, 0.5f);
- p->angle = PIf * 0.3f;
+ p->angle = 0;//PIf * 0.3f;
p->size = 0.2f;
state->initialized = true;
@@ -93,7 +268,11 @@ void sim_frame(Frame *frame) {
return;
}
- platforms_render(state->platforms, state->nplatforms);
+#if DEBUG
+ shaders_reload_if_necessary(state);
+#endif
+
+ platforms_render(state, state->platforms, state->nplatforms);
#if DEBUG
GLuint error = glGetError();