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-rw-r--r--main.c101
1 files changed, 73 insertions, 28 deletions
diff --git a/main.c b/main.c
index 231f8c7..72c84ce 100644
--- a/main.c
+++ b/main.c
@@ -3,58 +3,103 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
-const uint32_t fill_vert[] =
-#include "fill_vert.h"
+// spir-v shaders:
+const uint32_t vert_spirv[] =
+#include "spirv_vert.h"
;
-const uint32_t visuals_frag[] =
-#include "visuals_frag.h"
+const uint32_t frag_spirv[] =
+#include "spirv_frag.h"
;
-int main(int argc, char** argv) {
- // initialize window
- glfwInit();
- glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
- GLFWwindow* window = glfwCreateWindow(800, 600, "test", NULL, NULL);
- glfwMakeContextCurrent(window);
- glewInit();
+// glsl source:
+const char* vert_src = "\
+#version 330 core \n\
+layout (location = 0) in vec3 vert; \n\
+ \n\
+void main() { \n\
+ gl_Position = vec4(vert.xyz, 0.001); \n\
+} \n\
+\0";
+const char* frag_src = "\
+#version 330 core \n\
+uniform float test; \n\
+ \n\
+void main() { \n\
+ vec2 uv = gl_FragCoord.xy / ivec2(800, 600); \n\
+ gl_FragColor = vec4(uv.xy, test, 1.0); \n\
+} \n\
+\0";
- // initialize shaders
- GLuint vert = glCreateShader(GL_VERTEX_SHADER);
- glShaderBinary(1, &vert, GL_SHADER_BINARY_FORMAT_SPIR_V, fill_vert, sizeof(fill_vert));
- glSpecializeShader(vert, "main", 0, NULL, NULL);
-
- GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderBinary(1, &frag, GL_SHADER_BINARY_FORMAT_SPIR_V, visuals_frag, sizeof(visuals_frag));
- glSpecializeShader(frag, "main", 0, NULL, NULL);
+GLuint load_shader_src(GLenum type, const char* src) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &frag_src, NULL);
+ glCompileShader(shader);
+ return shader;
+}
+GLuint load_shader_spirv(GLenum type, const char* src, size_t size) {
+ GLuint shader = glCreateShader(type);
+ glShaderBinary(1, &shader, GL_SHADER_BINARY_FORMAT_SPIR_V, src, size);
+ glSpecializeShader(shader, "main", 0, NULL, NULL);
+ return shader;
+}
+GLuint link_shaders(GLuint vert, GLuint frag) {
GLuint shader = glCreateProgram();
glAttachShader(shader, vert);
glAttachShader(shader, frag);
glLinkProgram(shader);
- glUseProgram(shader); // <- used the program before getting uniform name
+ glUseProgram(shader); // <- use the program before getting uniform name
glDeleteShader(vert);
glDeleteShader(frag);
+ return shader;
+}
- // print driver info
- printf("vendor: %s\n", glGetString(GL_VENDOR));
- printf("renderer: %s\n", glGetString(GL_RENDERER));
- printf("version: %s\n", glGetString(GL_VERSION));
- printf("glsl version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
- printf("------------------------------\n");
+void test(const char* label, GLuint shader) {
+ printf("%s:\n", label);
// list all ACTIVE uniforms in shader:
GLint count;
glGetProgramiv(shader, GL_ACTIVE_UNIFORMS, &count);
+ printf("\tactive uniform count: %d\n", count);
for (unsigned i = 0; i < count; i++) {
GLchar name[80];
GLsizei length;
glGetActiveUniformName(shader, i, 80, &length, name);
- printf("[%u] = \"%.*s\"\n", i, length, name);
+ printf("\t[%u] = \"%.*s\"\n", i, length, name);
}
// directly get uniform location
GLint uniform_location = glGetUniformLocation(shader, "test");
- printf("`test` uniform location = %d\n", uniform_location);
+ printf("\t`test` uniform location = %d\n", uniform_location);
+
+}
+
+int main(int argc, char** argv) {
+ // initialize window
+ glfwInit();
+ glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
+ GLFWwindow* window = glfwCreateWindow(800, 600, "test", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glewInit();
+
+ // print driver info
+ printf("vendor: %s\n", glGetString(GL_VENDOR));
+ printf("renderer: %s\n", glGetString(GL_RENDERER));
+ printf("version: %s\n", glGetString(GL_VERSION));
+ printf("glsl version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
+ printf("------------------------------\n");
+
+ // test w/ glsl source
+ GLuint src_vert = load_shader_src(GL_VERTEX_SHADER, vert_src);
+ GLuint src_frag = load_shader_src(GL_FRAGMENT_SHADER, vert_src);
+ GLuint src_shader = link_shaders(src_vert, src_frag);
+ test("GLSL", src_shader);
+
+ // test w/ spir-v
+ GLuint spirv_vert = load_shader_spirv(GL_VERTEX_SHADER, (char*) vert_spirv, sizeof(vert_spirv));
+ GLuint spirv_frag = load_shader_spirv(GL_FRAGMENT_SHADER, (char*) frag_spirv, sizeof(frag_spirv));
+ GLuint spirv_shader = link_shaders(spirv_vert, spirv_frag);
+ test("SPIR-V", spirv_shader);
return 0;
}