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#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include "consts.h"
#include "fb.h"
#include "shader.h"
#include "die.h"
#include "uniform.h"

#include "fill_vert.h"
#include "pass1_frag.h"
#include "pass2_frag.h"

void resize_handler(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, width, height);
}

GLFWwindow* init_window() {
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	// creating a non-resizable floating window makes the window float with i3
	glfwWindowHint(GLFW_FLOATING, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	// initialize window
	GLFWwindow* window = glfwCreateWindow(RES_H, RES_V, "vis", NULL, NULL);
	if (window == NULL)
		die("error: could not create window\n");
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, resize_handler);

	// but i still want a resizable window
	glfwSetWindowAttrib(window, GLFW_RESIZABLE, GL_TRUE);

	return window;
}

void init_tri() {
	const float vertices[] = {
		0, 1, 0,
		1, -1, 0,
		-1, -1, 0,
	};

	// initialize vertex {buffer,attribute} object buffers
	GLuint VBO, VAO;
	glGenBuffers(1, &VBO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glGenVertexArrays(1, &VAO);
	glBindVertexArray(VAO);

	// copy vertex data into VBO
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	// set VAO pointers
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	// draw (only) this triangle
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(VAO);
}

int main(int argc, char** argv) {
	glfwInit();
	GLFWwindow* window = init_window();
	glewInit();

	init_tri();
	init_uniforms();

	GLuint pass1 = link_shaders(
		vert_shader(fill_vert, fill_vert_size),
		frag_shader(pass1_frag, pass1_frag_size)
	);

	GLuint pass2 = link_shaders(
		vert_shader(fill_vert, fill_vert_size),
		frag_shader(pass2_frag, pass2_frag_size)
	);

	GLuint fbo = init_fb();

	// main draw loop
	while (!glfwWindowShouldClose(window)) {
		glfwPollEvents();

		glUseProgram(pass1);
		update_uniforms();
		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		glUseProgram(pass2);
		update_uniforms();
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		glDrawArrays(GL_TRIANGLES, 0, 3);

		glfwSwapBuffers(window);
	}

	return EXIT_SUCCESS;
}