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glslview/glslview.c

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C
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdio.h>
#include <unistd.h>
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#ifdef GLSLWRITE
# include <png.h>
#endif
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#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
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#ifdef GLSLWRITE
static unsigned frame_time = 0;
#endif
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static GLint time_loc;
static GLint res_loc;
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static char * readfile(const char *filename) {
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FILE *f = fopen(filename, "r");
if (!f)
return NULL;
size_t size = 1024;
char *buffer = malloc(size+1);
size_t count = 0, r;
do {
if (count == size) {
size *= 2;
buffer = realloc(buffer, size+1);
}
r = fread(buffer+count, 1, size-count, f);
count += r;
} while (r);
fclose(f);
buffer[count] = 0;
return buffer;
}
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static void printShaderInfoLog(GLuint obj) {
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GLint length = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
glGetShaderInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
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static void printProgramInfoLog(GLuint obj) {
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GLint length = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
glGetProgramInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
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static void init(char *filename) {
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glewInit();
glDisable(GL_DEPTH_TEST);
char *shader = readfile(filename);
if (!shader) {
fprintf(stderr, "Error: unable to read '%s'\n", filename);
exit(1);
}
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, (const GLchar **)&shader, NULL);
glCompileShader(frag);
printShaderInfoLog(frag);
GLuint program = glCreateProgram();
glAttachShader(program, frag);
glLinkProgram(program);
printProgramInfoLog(program);
glBindFragDataLocation(program, 0, "fragColor");
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time_loc = glGetUniformLocation(program, "time");
res_loc = glGetUniformLocation(program, "res");
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glUseProgram(program);
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}
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#ifdef GLSLWRITE
static void savePNG(int width, int height, const char *output_dir) {
uint8_t pixels[width*height*4];
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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char filename[strlen(output_dir) + 20];
snprintf(filename, sizeof(filename), "%s/%010u.png", output_dir, frame_time);
FILE *f = fopen(filename, "wb");
if (!f) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png_ptr) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_set_swap_alpha(png_ptr);
png_infop info_ptr = png_create_info_struct(png_ptr);
if (!info_ptr) {
fprintf(stderr, "unable to create PNG info struct\n");
exit(1);
}
if (setjmp(png_jmpbuf(png_ptr))) {
fprintf(stderr, "unable to write PNG file\n");
exit(1);
}
png_init_io(png_ptr, f);
png_set_IHDR(png_ptr, info_ptr, width, height, 8, PNG_COLOR_TYPE_RGB_ALPHA,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
uint8_t *row_pointers[height];
for (size_t i = 0; i < height; i++)
row_pointers[i] = &pixels[4*i*width];
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png_set_rows(png_ptr, info_ptr, row_pointers);
png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, NULL);
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png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(f);
}
#endif
static void render(int width, int height) {
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glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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#ifdef GLSLWRITE
glUniform1f(time_loc, frame_time);
#else
glUniform1f(time_loc, SDL_GetTicks());
#endif
glUniform2f(res_loc, width, height);
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glBegin(GL_QUADS);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
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#ifdef GLSLWRITE
frame_time += 20;
#endif
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}
int main(int argc, char *argv[]) {
bool running = true;
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#ifdef GLSLWRITE
if (argc != 3) {
fprintf(stderr, "Usage: glslwrite <shader> <output directory>\n");
exit(1);
}
#else
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if (argc != 2) {
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fprintf(stderr, "Usage: glslview <shader> <output directory>\n");
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exit(1);
}
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#endif
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window *window = SDL_CreateWindow("glslwrite", 0, 0, 800, 800, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_GL_CreateContext(window);
init(argv[1]);
while (running) {
SDL_Event e;
while( SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT) {
running = false;
break;
}
}
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int width, height;
SDL_GetWindowSize(window, &width, &height);
render(width, height);
SDL_GL_SwapWindow(window);
#ifdef GLSLWRITE
savePNG(width, height, argv[2]);
#endif
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}
return 0;
}