~mika/sofa

ref: 0646871a3b71d14d3dd9f39367be1ceff3794b8c sofa/render.c -rw-r--r-- 6.1 KiB
0646871a — m1ka sofa sitting 27 days ago
                                                                                
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#include "render.h"
#include "GLFW/glfw3.h"

#include <stdio.h>
#include <stdlib.h>
#include <errno.h>

char* file_read(const char* path) {
    FILE* f = fopen(path, "r");
    char* buf = NULL;
    if (!f) {
        char data[512];
        snprintf(data, 512, "Failed to open file at path '%s' (%i)", path, errno);
        ERROR(data);
        return buf;
    }

    fseek(f, 0, SEEK_END);
    size_t length = ftell(f);
    fseek(f, 0, SEEK_SET);

    buf = malloc(length);
    if (buf == NULL) return buf;
    fread(buf, 1, length, f);

    fclose(f);

    return buf;
}


static float halfScreenTop[4 * 5] = {
    1.0f,   1.0f, 0.0f,  0.0f, 1.0f,
    1.0f,  -1.0f, 0.0f,  1.0f, 1.0f,
    -1.0f, -1.0f, 0.0f,  1.0f, 0.0f,
    -1.0f,  1.0f, 0.0f,  0.0f, 0.0f
};

static unsigned int indices[6] = {
    0, 1, 3,
    1, 2, 3
};

void fb_resize(GLFWwindow* win, int w, int h) {
    (void)win;
    glViewport(0, 0, w, h);
}

renderer_t renderer_create(const char* title, u16 x, u16 y) {
    if (glfwInit() == GL_FALSE) { // i.e. init. failed
            const char* msg;
            glfwGetError(&msg);
            ERROR(msg);
            exit(1);
    }

    INFO("GLFW ready!");

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    GLFWwindow* win = glfwCreateWindow(x, y, title, NULL, NULL);
    
    if (win == NULL) {
        const char* msg;
        glfwGetError(&msg);
        ERROR("Could not create a window handle:");
        ERROR(msg);
        glfwTerminate();
        exit(1);
    }

    glfwSetFramebufferSizeCallback(win, fb_resize);

    glfwMakeContextCurrent(win);
    glfwSwapInterval(1);

    int loadedVersion = gladLoadGL(glfwGetProcAddress);

    if (loadedVersion == 0) {
        const char* msg;
        glfwGetError(&msg);
        ERROR("GLAD could not initialise OpenGL function pointers.");
        if (msg != NULL) {
            WARN(msg);
        }
        WARN("Do you have an OpenGL-3.3-core compatible card and/or drivers?");
        glfwTerminate();
        exit(1);
    }

    INFO("GLAD Successfully loaded OpenGL-3.3-core");

    int w, h;
    glfwGetFramebufferSize(win, &w, &h);
    glViewport(0, 0, w, h);

    GLuint vao;
    GLuint bufs[2];
    glGenVertexArrays(1, &vao);
    glGenBuffers(2, bufs);

    glBindVertexArray(vao);
    glBindBuffer(GL_ARRAY_BUFFER, bufs[0]);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufs[1]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    glBufferData(GL_ARRAY_BUFFER, sizeof(halfScreenTop), halfScreenTop, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3));
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);


    GLuint text = 0;
    // doc: glGenTextures is not documented as faillable anywhere so fuck it we ball :)
    glGenTextures(0, &text);
    glBindTexture(GL_TEXTURE_2D, text);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, placeholderTexture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    GLint vertS, fragS;
    char* const pres_vs = file_read("present.vs");
    char* const pres_fs = file_read("present.fs");

    vertS = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertS, 1, (const char* const*)(&pres_vs), NULL);
    glCompileShader(vertS);
    GLint shaderOK = 1;
    glGetShaderiv(vertS, GL_COMPILE_STATUS, &shaderOK);
    if (!shaderOK) {
        char err[512];
        glGetShaderInfoLog(vertS, 512, NULL, err);
        ERROR("Vertex shader compile failed! GL Reports:");
        ERROR(err);
    }


    fragS = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragS, 1, (const char* const*)(&pres_fs), NULL);
    glCompileShader(fragS);
    shaderOK = 1;
    glGetShaderiv(fragS, GL_COMPILE_STATUS, &shaderOK);
    if (!shaderOK) {
        char err[512];
        glGetShaderInfoLog(fragS, 512, NULL, err);
        ERROR("Fragment shader compile failed! GL Reports:");
        ERROR(err);
    }

    GLuint program = glCreateProgram();
    glAttachShader(program, vertS);
    glAttachShader(program, fragS);
    glLinkProgram(program);

    GLint programOK = 1;
    glGetProgramiv(program, GL_LINK_STATUS, &programOK);
    if (!programOK) {
        char err[512];
        glGetProgramInfoLog(program, 512, NULL, err);
        ERROR("Failed to link shader program, GL Reports:");
        ERROR(err);
        
    }

    glDeleteShader(fragS);
    glDeleteShader(vertS);

    free(pres_vs);
    free(pres_fs);

    return (renderer_t){
        .win = win,
        .backingTexture = text,
        .shaders = program,
        .vao = vao,
        .bufs = bufs,
    };

}

int renderer_healthy(const renderer_t* self) {
    glfwPollEvents();

    return
        !glfwWindowShouldClose(self->win);
}

void renderer_present(const renderer_t* self, const canvas_t* canvas) {
    glBindTexture(GL_TEXTURE_2D, self->backingTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, canvas->w, canvas->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, canvas->data);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, self->backingTexture);
    glUseProgram(self->shaders);
    glBindVertexArray(self->vao);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

    glfwSwapBuffers(self->win);
}

void renderer_destroy(renderer_t* self) {
    glDeleteProgram(self->shaders);
    glDeleteBuffers(2, self->bufs);
    glDeleteVertexArrays(1, &(self->vao));

    glfwDestroyWindow(self->win);
    glfwTerminate();
}