diff options
Diffstat (limited to 'sim.c')
-rw-r--r-- | sim.c | 203 |
1 files changed, 191 insertions, 12 deletions
@@ -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(); |