Main: implement hotreloading shortcut for shaders

This commit is contained in:
0xdeadbeer 2023-10-12 19:43:06 +02:00
parent 96bec2f189
commit 0c1bd92d17
3 changed files with 70 additions and 36 deletions

96
main.c
View File

@ -1,6 +1,9 @@
#include <stdio.h> #include <stdio.h>
#include <GL/glew.h> #include <GL/glew.h>
#include <GL/freeglut.h> #include <GL/freeglut.h>
#include <pthread.h>
#include <sys/inotify.h>
#include <unistd.h>
unsigned int vao; unsigned int vao;
unsigned int vbo; unsigned int vbo;
@ -8,13 +11,14 @@ unsigned int shader_program;
unsigned int vertex_shader; unsigned int vertex_shader;
unsigned int fragment_shader; unsigned int fragment_shader;
const char *vertex_shader_location = "./shader.vert"; const char *vertex_shader_location = "../shader.vert";
const char *fragment_shader_location = "./shader.frag"; const char *fragment_shader_location = "../shader.frag";
float vertices[] = { float vertices[] = {
-0.5f, -0.5f, 0.0f, // positions // colors
0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
0.0f, 0.5f, 0.0f -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
}; };
int load_shader(const char *path, unsigned int shader) { int load_shader(const char *path, unsigned int shader) {
@ -69,7 +73,23 @@ int load_shader(const char *path, unsigned int shader) {
return 0; return 0;
} }
int setup() { void display() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}
int load_shaders() {
glDeleteProgram(shader_program);
shader_program = glCreateProgram();
// create and load new shaders
vertex_shader = glCreateShader(GL_VERTEX_SHADER); vertex_shader = glCreateShader(GL_VERTEX_SHADER);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
@ -81,7 +101,6 @@ int setup() {
return -1; return -1;
} }
shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader); glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program); glLinkProgram(shader_program);
@ -100,29 +119,14 @@ int setup() {
return -1; return -1;
} }
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
// RUD
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
display();
return 0; return 0;
} }
int post_setup() {
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void keyboard(unsigned char key, int x, int y) { void keyboard(unsigned char key, int x, int y) {
switch (key) { switch (key) {
case '\x1B': case '\x1B':
@ -130,20 +134,47 @@ void keyboard(unsigned char key, int x, int y) {
exit(EXIT_SUCCESS); exit(EXIT_SUCCESS);
break; break;
} }
case 'r':
case 'R':
if (load_shaders() != 0) {
fprintf(stderr, "Error: reloading shaders");
break;
}
fprintf(stdout, "Status: successfully reloaded shaders");
break;
default:
break;
} }
} }
int setup() {
if (load_shaders() != 0) {
fprintf(stderr, "Error: loading shaders\n");
return -1;
}
void display() { glGenVertexArrays(1, &vao);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glGenBuffers(1, &vbo);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program); return 0;
}
void post_setup() {
glBindVertexArray(vao); glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glutSwapBuffers(); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *) (3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
int main(int argc, char **argv) { int main(int argc, char **argv) {
@ -165,10 +196,7 @@ int main(int argc, char **argv) {
return -1; return -1;
} }
if (post_setup() == -1) { post_setup();
fprintf(stderr, "Error: Failed to post-setup\n");
return -1;
}
glutMainLoop(); glutMainLoop();

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@ -1,6 +1,8 @@
#version 330 core #version 330 core
out vec4 FragColor; in vec3 color;
out vec4 output;
void main() { void main() {
FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); // output = vec4(color.xyz, 1.0f);
output = vec4(1.0, 1.0, 1.0, 1.0);
} }

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@ -1,6 +1,10 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 pos; layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 col;
out vec3 color;
void main() { void main() {
gl_Position = vec4(pos.x, pos.y, pos.z, 1.0f); gl_Position = vec4(pos.x, pos.y, pos.z, 1.0f);
color = col;
} }