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glslview/glslview.c

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#include <stdbool.h>
#include <stdio.h>
#include <unistd.h>
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
static GLint time;
static GLint res;
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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");
time = glGetUniformLocation(program, "time");
res = glGetUniformLocation(program, "res");
glUseProgram(program);
}
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static void render(SDL_Window *window) {
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int width, height;
SDL_GetWindowSize(window, &width, &height);
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glUniform1f(time, SDL_GetTicks());
glUniform2f(res, width, height);
glBegin(GL_QUADS);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
SDL_GL_SwapWindow(window);
}
int main(int argc, char *argv[]) {
bool running = true;
if (argc != 2) {
fprintf(stderr, "Usage: glslview <shader>\n");
exit(1);
}
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("glslview", 0, 0, 800, 800, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GL_CreateContext(window);
init(argv[1]);
while (running) {
SDL_Event e;
while( SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT) {
running = false;
break;
}
}
render(window);
//usleep(1);
}
return 0;
}