diff options
-rw-r--r-- | shader.frag | 37 | ||||
-rw-r--r-- | sv.c | 168 |
2 files changed, 138 insertions, 67 deletions
diff --git a/shader.frag b/shader.frag index cf44e70..2084f1c 100644 --- a/shader.frag +++ b/shader.frag @@ -4,31 +4,22 @@ precision mediump float; uniform vec2 resolution; uniform float time; -uniform float color; +uniform float m; +//uniform sampler2D backbuffer; -float box(in vec2 _st, in vec2 _size){ - _size = vec2(0.5) - _size*0.5; - vec2 uv = smoothstep(_size, - _size+vec2(0.001), - _st); - uv *= smoothstep(_size, - _size+vec2(0.001), - vec2(1.0)-_st); - return uv.x*uv.y; -} +uniform sampler2D image1; +uniform sampler2D image2; +uniform sampler2D image3; +//uniform vec2 u_tex0Resolution; -float cross(in vec2 _st, float _size){ - return box(_st, vec2(_size,_size/4.)) + - box(_st, vec2(_size/4.,_size)); +float random (in float x) { + return fract(sin(x)*43758.5453123)-0.5; } -void main(){ - vec2 st = gl_FragCoord.xy/resolution.xy; - vec3 c = vec3(0.); - - c += vec3(cross(st,0.5*abs(cos(time)))); - c.r -= color; - //c *= u_color; - - gl_FragColor = vec4(c,1.0); +void main (void) { + vec2 st = gl_FragCoord.xy/resolution.xy; + vec4 i1 = texture2D(image1,st*0.8); + vec4 i2 = texture2D(image2,st); + gl_FragColor = mix(i1,i2,m); + //gl_FragColor = texture2D(image1,st*sin(time*2.)); } @@ -5,6 +5,33 @@ #include <string.h> #include <pthread.h> +#define STB_IMAGE_IMPLEMENTATION +#include "std/stb_image.h" +#include "uthash/src/utstring.h" +#include "uthash/src/uthash.h" + +int width = 1920; +int height = 1080; +GLFWwindow* window; +GLuint vertex; +GLuint fragment; +GLuint shader; + +struct texture { + char name[10]; + GLuint id; + UT_hash_handle hh; /* makes this structure hashable */ +}; + +struct param { + char name[10]; + float value; + UT_hash_handle hh; /* makes this structure hashable */ +}; + +struct param *parameters = NULL; +struct texture *textures = NULL; + static void error_callback(int error, const char* description) { fputs(description, stderr); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { @@ -29,102 +56,155 @@ const char * readShader(char * path) { } GLuint compileShader(const char * source, GLenum type) { - GLuint shader = glCreateShader(type); - glShaderSource(shader, 1, &source, NULL); - glCompileShader(shader); + GLuint sh = glCreateShader(type); + glShaderSource(sh, 1, &source, NULL); + glCompileShader(sh); int success; - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + glGetShaderiv(sh, GL_COMPILE_STATUS, &success); if (!success) { char infoLog[512]; - glGetShaderInfoLog(shader, 512, NULL, infoLog); + glGetShaderInfoLog(sh, 512, NULL, infoLog); fputs("Shader compilation failed:\n",stderr); fputs(infoLog,stderr); exit(EXIT_FAILURE); } - else { return shader; } + else { return sh; } } GLuint linkShader(GLuint vertex, GLuint fragment) { - GLuint shaderProgram = glCreateProgram(); - glAttachShader(shaderProgram, vertex); - glAttachShader(shaderProgram, fragment); - glLinkProgram(shaderProgram); + shader = glCreateProgram(); + glAttachShader(shader, vertex); + glAttachShader(shader, fragment); + glLinkProgram(shader); int success; char infoLog[512]; - glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); + glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { - glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); + glGetProgramInfoLog(shader, 512, NULL, infoLog); fputs("Shader linking failed:\n",stderr); fputs(infoLog,stderr); } - glDetachShader(shaderProgram, vertex); - glDetachShader(shaderProgram, fragment); + glDetachShader(shader, vertex); + glDetachShader(shader, fragment); glDeleteShader(vertex); glDeleteShader(fragment); - glUseProgram(shaderProgram); - return shaderProgram; + glUseProgram(shader); } -GLFWwindow* createWindow() { +void createWindow() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); - GLFWwindow* window = glfwCreateWindow(1920,1080, "", NULL, NULL); + window = glfwCreateWindow(width,height, "", NULL, NULL); glfwMakeContextCurrent(window); - //glfwSetKeyCallback(window, key_callback); + glfwSetKeyCallback(window, key_callback); glfwSetErrorCallback(error_callback); glewInit(); - return window; } -GLuint createShader() { - GLuint vertexShader = compileShader(readShader("shader.vert"), GL_VERTEX_SHADER); - GLuint fragmentShader = compileShader(readShader("shader.frag"),GL_FRAGMENT_SHADER); - GLuint shaderProgram = linkShader(vertexShader,fragmentShader); +void createShader(char *vert, char *frag) { + vertex = compileShader(readShader(vert), GL_VERTEX_SHADER); + fragment = compileShader(readShader(frag),GL_FRAGMENT_SHADER); + linkShader(vertex,fragment); unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); - return shaderProgram; }; -void uniform1f(GLuint * shader, char * var, float f) { - int v = glGetUniformLocation(*shader, var); +void readImage(char *name, char *file) { + int n = HASH_COUNT(textures); + glGenTextures(1, &n); + glBindTexture(GL_TEXTURE_2D, n); + int comp; + unsigned char* pixels = stbi_load(file, &width, &height, &comp, STBI_rgb_alpha); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + struct texture *t; + t = (struct texture*)malloc(sizeof(struct texture)); + strncpy(t->name, name,10); + int v = glGetUniformLocation(shader, name); + printf("loc %.i\n",v); + glUniform1i(v, n); + glBindTexture(GL_TEXTURE_2D, 0); + stbi_image_free(pixels); +} + +void uniform1f(char * var, float f) { + int v = glGetUniformLocation(shader, var); glUniform1f(v, f); } -void uniform2f(GLuint shader, char * var, float f0, float f1) { +void uniform2f(char * var, float f0, float f1) { int v = glGetUniformLocation(shader, var); glUniform2f(v,f0,f1); } -float color = 0.9; - -void *readStdin(void * s) { - GLuint *shader = s; +void *readStdin() { while (1) { + char * str; size_t l = 80; getline(&str,&l,stdin); - char * variable = strtok (str," "); - float value = atof(strtok (NULL,"\n")); - printf("%.1f\n",value); - color = value; + char *n = strtok(str," "); + UT_string *name; + utstring_new(name); + utstring_printf(name, n); + + if (utstring_find(name,0,"img",3) == 0) { + readImage(n,strtok(NULL,"\n")); + } + else if (utstring_find(name,0,"frag",4) == 0) { + createShader("shader.vert",strtok(NULL,"\n")); + } + else if (utstring_find(name,0,"quit",4) == 0) { + glfwSetWindowShouldClose(window, GL_TRUE); + } + else { + struct param *p; + p = (struct param*)malloc(sizeof(struct param)); + strncpy(p->name, n,10); + p->value = atof(strtok (NULL,"\n")); + HASH_ADD_STR( parameters, name, p ); + } } } -int main(void) { +void setTextureParams() { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + stbi_set_flip_vertically_on_load(1); +} + +int main(int argc, char **argv) { - GLFWwindow* window = createWindow(); - GLuint shader = createShader(); - uniform2f(shader, "resolution", 1920,1080); + createWindow(); + createShader("shader.vert","shader.frag"); + setTextureParams(); + for (int i = 1; i < argc ; i++) { + char name[0]; + sprintf(name,"img%.i",i); + readImage(name,argv[i]); + } + uniform2f("resolution", width,height); pthread_t tid; - pthread_create(&tid, NULL, readStdin, &shader); + pthread_create(&tid, NULL, readStdin, NULL); while (!glfwWindowShouldClose(window)) { - uniform1f(&shader, "time",glfwGetTime()); - uniform1f(&shader, "color",color); + uniform1f("time",glfwGetTime()); + // parameters mutex?? + // see uthash/doc/userguide.txt + struct param *p, *tmp; + HASH_ITER(hh, parameters, p, tmp) { + printf("%s %.f\n",p->name,p->value); + uniform1f(p->name,p->value); + HASH_DEL(parameters, p); + free(p); + } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glfwSwapBuffers(window); - //glfwPollEvents(); + glfwPollEvents(); } //pthread_join(tid, NULL); |