// SPDX-License-Identifier: 0BSD #define GLAD_GL_IMPLEMENTATION #include "shaders.hh" #define SDL_MAIN_USE_CALLBACKS #include #include #include #define IMGUI_IMPL_OPENGL_LOADER_CUSTOM #include "imgui_impl_opengl3.cpp" #include "imgui_impl_sdl3.cpp" #include #include #include // -------------------------------------------------------------------------------- // Geometry // -------------------------------------------------------------------------------- constexpr float Pi = 3.1415926535f; template static inline T Min(T lhs, T rhs) { return (lhs < rhs) ? lhs : rhs; } template static inline T Max(T lhs, T rhs) { return (lhs > rhs) ? lhs : rhs; } template static inline T Clamp(T val, T vmin, T vmax) { return Min(Max(val, vmin), vmax); } static inline float Radians(float degrees) { return degrees * Pi / 180.0f; } class Vec2 { public: float x = 0.0f; float y = 0.0f; public: Vec2() = default; Vec2(float x, float y) : x(x), y(y) { } }; class Vec3 { public: float x = 0.0f; float y = 0.0f; float z = 0.0f; public: Vec3() = default; Vec3(float x, float y, float z) : x(x), y(y), z(z) { } inline Vec3 operator+(const Vec3& rhs) const { return Vec3(x + rhs.x, y + rhs.y, z + rhs.z); } inline Vec3 operator-(const Vec3& rhs) const { return Vec3(x - rhs.x, y - rhs.y, z - rhs.z); } inline Vec3 operator*(float scalar) const { return Vec3(x * scalar, y * scalar, z * scalar); } inline float Length() const { return std::sqrtf(x * x + y * y + z * z); } inline Vec3 Normalize() const { float l = Length(); if (l == 0.0f) { l = 1.0f; } return Vec3(x / l, y / l, z / l); } inline float Dot(const Vec3& rhs) const { return x * rhs.x + y * rhs.y + z * rhs.z; } inline Vec3 Cross(const Vec3& rhs) const { return Vec3( y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x ); } public: static Vec3 FromEuler(Vec2 angles) { const float rx = Radians(angles.x); const float ry = Radians(angles.y); const float x = cosf(ry) * sinf(rx); const float y = sinf(ry); const float z = cosf(ry) * cosf(rx); return Vec3(x, y, z); } }; class Vec4 { public: float x = 0.0f; float y = 0.0f; float z = 0.0f; float w = 1.0f; public: Vec4() = default; Vec4(float x, float y, float z) : x(x), y(y), z(z), w(1.0f) { } Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } }; class Mat4x4 { private: float m[4 * 4]; public: inline float& operator[](std::size_t s) { return m[s]; } inline float operator[](std::size_t s) const { return m[s]; } inline float* Base() { return m; } inline Mat4x4 operator*(const Mat4x4& rhs) { Mat4x4 r = { }; for (int col = 0; col < 4; ++col) { for (int row = 0; row < 4; ++row) { r[col * 4 + row] = m[0 * 4 + row] * rhs[col * 4 + 0] + m[1 * 4 + row] * rhs[col * 4 + 1] + m[2 * 4 + row] * rhs[col * 4 + 2] + m[3 * 4 + row] * rhs[col * 4 + 3]; } } return r; } public: static Mat4x4 LookAt(const Vec3& eye, const Vec3& at, const Vec3& up) { Vec3 f = (at - eye).Normalize(); Vec3 s = f.Cross(up).Normalize(); Vec3 u = s.Cross(f); Vec3 t = Vec3(-s.Dot(eye), -u.Dot(eye), f.Dot(eye)); Mat4x4 m; m[ 0] = s.x; m[ 1] = u.x; m[ 2] = -f.x; m[ 3] = 0.0f; m[ 4] = s.y; m[ 5] = u.y; m[ 6] = -f.y; m[ 7] = 0.0f; m[ 8] = s.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0.0f; m[12] = t.x; m[13] = t.y; m[14] = t.z; m[15] = 1.0f; return m; } static Mat4x4 Perspective(float fov_deg, float aspect, float z_near, float z_far) { const float fov_cot = 1.0f / std::tanf(Radians(fov_deg) / 2.0f); Mat4x4 m = { }; m[0*4+0] = fov_cot / aspect; m[1*4+1] = fov_cot; m[2*4+3] = -1.0f; m[2*4+2] = (z_far + z_near) / (z_near - z_far); m[3*4+2] = (2.0f * z_near * z_far) / (z_near - z_far); return m; } }; // -------------------------------------------------------------------------------- // Application // -------------------------------------------------------------------------------- typedef struct Model Model; struct Model { GLuint vao; GLuint vbo; GLuint ibo; GLuint vs; int ibo_len; bool is_3d; }; static struct { SDL_Window* wnd; bool ui_hidden; bool pause; int shader_index = 0; float cam_dist = 3.5f; Vec2 cam_ang = Vec2(0, 0); Model models[_MODEL_COUNT]; } G = { }; // Helper: Report errors via glGetError() after every OpenGL function call. // macOS does not support glDebugMessageCallback void AssertGL(GLenum error, const char* expr, int line) { if (error != GL_NO_ERROR) { const char* error_string; switch (error) { #define BIND_ERROR(name) case name: { error_string = #name; }; break; BIND_ERROR(GL_INVALID_ENUM); BIND_ERROR(GL_INVALID_VALUE); BIND_ERROR(GL_INVALID_OPERATION); BIND_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION); BIND_ERROR(GL_OUT_OF_MEMORY); #undef BIND_ERROR default: SDL_assert(0 && "Invalid GL_ERROR enum"); } SDL_Log("[Line #%u] %s caused %s\n", line, expr, error_string); } } std::vector& GetShaders() { static std::vector s_shaders = { }; return s_shaders; } SDL_AppResult SDLCALL SDL_AppInit(void**, int, char**) { if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Failed to initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); Uint32 wflags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_RESIZABLE; G.wnd = SDL_CreateWindow("shaders", 1024, 768, wflags); if (!G.wnd) { SDL_Log("Failed to create window: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_GL_CreateContext(G.wnd)) { SDL_Log("Failed to create OpenGL context: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_GL_SetSwapInterval(1); if (!gladLoadGL(SDL_GL_GetProcAddress)) { SDL_Log("Failed to load OpenGL functions"); return SDL_APP_FAILURE; } // Quad mesh // 0 1 // +------------+ // | | // | | // | | // | | // | 3 | 2 // +------------+ // { Model* m = &G.models[MODEL_QUAD]; GL(glGenVertexArrays(1, &m->vao)); GL(glBindVertexArray(m->vao)); GL(glGenBuffers(1, &m->vbo)); GL(glBindBuffer(GL_ARRAY_BUFFER, m->vbo)); GL(glGenBuffers(1, &m->ibo)); GL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo)); struct V { Vec2 p; Vec2 t; }; const V vdata[] = { { Vec2(-1.0f, 1.0f), Vec2(0, 1) }, { Vec2( 1.0f, 1.0f), Vec2(1, 1) }, { Vec2( 1.0f, -1.0f), Vec2(1, 0) }, { Vec2(-1.0f, -1.0f), Vec2(0, 0) }, }; const uint16_t idata[] = { 0, 1, 2, 0, 2, 3, }; GL(glBufferData(GL_ARRAY_BUFFER, sizeof(vdata), vdata, GL_STATIC_DRAW)); GL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idata), idata, GL_STATIC_DRAW)); GL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, p))); GL(glEnableVertexAttribArray(0)); GL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, t))); GL(glEnableVertexAttribArray(1)); m->ibo_len = COUNTOF(idata); m->is_3d = false; } // Cube mesh // +------------+ // /| /| // / | / | // +------------+ | // | | | | // | | | | // | +---------|--+ // | / | / // |/ |/ // +------------+ // { Model* m = &G.models[MODEL_CUBE]; GL(glGenVertexArrays(1, &m->vao)); GL(glBindVertexArray(m->vao)); GL(glGenBuffers(1, &m->vbo)); GL(glBindBuffer(GL_ARRAY_BUFFER, m->vbo)); GL(glGenBuffers(1, &m->ibo)); GL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo)); struct V { Vec3 p; Vec2 t; Vec3 n; }; const V vdata[] = { // Front { Vec3(-1, 1, 1), Vec2(0, 1), Vec3(0, 0, 1) }, { Vec3( 1, 1, 1), Vec2(1, 1), Vec3(0, 0, 1) }, { Vec3( 1, -1, 1), Vec2(1, 0), Vec3(0, 0, 1) }, { Vec3(-1, -1, 1), Vec2(0, 0), Vec3(0, 0, 1) }, // Right { Vec3( 1, 1, 1), Vec2(0, 1), Vec3(1, 0, 0) }, { Vec3( 1, 1, -1), Vec2(1, 1), Vec3(1, 0, 0) }, { Vec3( 1, -1, -1), Vec2(1, 0), Vec3(1, 0, 0) }, { Vec3( 1, -1, 1), Vec2(0, 0), Vec3(1, 0, 0) }, // Back { Vec3( 1, 1, -1), Vec2(0, 1), Vec3(0, 0, -1) }, { Vec3(-1, 1, -1), Vec2(1, 1), Vec3(0, 0, -1) }, { Vec3(-1, -1, -1), Vec2(1, 0), Vec3(0, 0, -1) }, { Vec3( 1, -1, -1), Vec2(0, 0), Vec3(0, 0, -1) }, // Left { Vec3(-1, 1, -1), Vec2(0, 1), Vec3(-1, 0, 0) }, { Vec3(-1, 1, 1), Vec2(1, 1), Vec3(-1, 0, 0) }, { Vec3(-1, -1, 1), Vec2(1, 0), Vec3(-1, 0, 0) }, { Vec3(-1, -1, -1), Vec2(0, 0), Vec3(-1, 0, 0) }, // Top { Vec3(-1, 1, -1), Vec2(0, 1), Vec3(0, 1, 0) }, { Vec3( 1, 1, -1), Vec2(1, 1), Vec3(0, 1, 0) }, { Vec3( 1, 1, 1), Vec2(1, 0), Vec3(0, 1, 0) }, { Vec3(-1, 1, 1), Vec2(0, 0), Vec3(0, 1, 0) }, // Bottom { Vec3(-1, -1, 1), Vec2(0, 1), Vec3(0, -1, 0) }, { Vec3( 1, -1, 1), Vec2(1, 1), Vec3(0, -1, 0) }, { Vec3( 1, -1, -1), Vec2(1, 0), Vec3(0, -1, 0) }, { Vec3(-1, -1, -1), Vec2(0, 0), Vec3(0, -1, 0) }, }; const uint16_t idata[] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23, }; GL(glBufferData(GL_ARRAY_BUFFER, sizeof(vdata), vdata, GL_STATIC_DRAW)); GL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idata), idata, GL_STATIC_DRAW)); GL(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, p))); GL(glEnableVertexAttribArray(0)); GL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, t))); GL(glEnableVertexAttribArray(1)); GL(glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)offsetof(V, n))); GL(glEnableVertexAttribArray(2)); m->ibo_len = COUNTOF(idata); m->is_3d = true; } const char* vshaders[] = { "vert_quad.glsl", "vert_cube.glsl" }; static_assert(COUNTOF(vshaders) == _MODEL_COUNT); for (size_t i = 0; i < COUNTOF(vshaders); ++i) { char* vs_src = (char*)SDL_LoadFile(vshaders[i], NULL); if (!vs_src) { SDL_Log("Failed to load vertex shader %s: %s", vshaders[i], SDL_GetError()); return SDL_APP_FAILURE; } GLuint shader = GL(glCreateShader(GL_VERTEX_SHADER)); GL(glShaderSource(shader, 1, &vs_src, NULL)); GL(glCompileShader(shader)); GLint compile_status = 0; GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status)); if (compile_status != GL_TRUE) { char error[1024] = { 0 }; GL(glGetShaderInfoLog(shader, sizeof(error), NULL, error)); SDL_Log("Error compiling shader %s: %s", vshaders[i], error); return SDL_APP_FAILURE; } G.models[i].vs = shader; SDL_Log("Compiled vertex shader %s", vshaders[i]); SDL_free(vs_src); } IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui_ImplSDL3_Init(G.wnd, 0, 0); ImGui_ImplOpenGL3_Init(); ImGui::GetIO().IniFilename = NULL; return SDL_APP_CONTINUE; } SDL_AppResult SDLCALL SDL_AppIterate(void*) { int wnd_x = 0; int wnd_y = 0; SDL_GetWindowSizeInPixels(G.wnd, &wnd_x, &wnd_y); GL(glViewport(0, 0, wnd_x, wnd_y)); GL(glEnable(GL_CULL_FACE)); GL(glCullFace(GL_FRONT)); GL(glEnable(GL_DEPTH_TEST)); GL(glEnable(GL_BLEND)); GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); GL(glClearColor(0.1f, 0.1f, 0.1f, 1.0f)); GL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); Shader* shader = GetShaders()[G.shader_index]; Model* model = &G.models[shader->model]; if (!shader->ready) { shader->program = GL(glCreateProgram()); char* fs_src = (char*)SDL_LoadFile(shader->path, NULL); if (!fs_src) { SDL_Log("Failed to load fragment shader %s: %s", shader->path, SDL_GetError()); return SDL_APP_FAILURE; } GLuint fs = GL(glCreateShader(GL_FRAGMENT_SHADER)); GL(glShaderSource(fs, 1, &fs_src, NULL)); GL(glCompileShader(fs)); GLint compile_status = 0; GL(glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_status)); if (compile_status != GL_TRUE) { char error[1024] = { 0 }; GL(glGetShaderInfoLog(fs, sizeof(error), NULL, error)); SDL_Log("Error compiling shader %s: %s", shader->path, error); return SDL_APP_FAILURE; } SDL_Log("Compiled fragment shader %s", shader->path); SDL_free(fs_src); GL(glAttachShader(shader->program, model->vs)); GL(glAttachShader(shader->program, fs)); GL(glLinkProgram(shader->program)); GLint link_status = 0; GL(glGetProgramiv(shader->program, GL_LINK_STATUS, &link_status)); if (link_status != GL_TRUE) { char error[1024] = { 0 }; GL(glGetProgramInfoLog(shader->program, sizeof(error), NULL, error)); SDL_Log("Error linking program %s: %s", shader->path, error); return SDL_APP_FAILURE; } SDL_Log("Linked program"); shader->ready = true; } GL(glBindVertexArray(model->vao)); GL(glUseProgram(shader->program)); GLint u_id = -1; if ((u_id = glGetUniformLocation(shader->program, "u_res")) != -1) { GL(glUniform2f(u_id, (float)wnd_x, (float)wnd_y)); } if ((u_id = glGetUniformLocation(shader->program, "u_time")) != -1) { if (!G.pause) { GL(glUniform1f(u_id, SDL_GetTicks() / 1e3f)); } } if (model->is_3d) { const Vec3 cam = Vec3::FromEuler(G.cam_ang) * G.cam_dist; const Vec3 tgt = Vec3(0, 0, 0); const float fov = 75.0f; Mat4x4 m_look = Mat4x4::LookAt(cam, tgt, Vec3(0, 1, 0)); Mat4x4 m_proj = Mat4x4::Perspective(fov, (float)wnd_x / (float)wnd_y, 0.1f, 100.0f); Mat4x4 m_view = m_proj * m_look; if ((u_id = glGetUniformLocation(shader->program, "u_vmat")) == -1) { SDL_Log("Warning: u_vmat uniform not found"); } else { GL(glUniformMatrix4fv(u_id, 1, GL_FALSE, m_view.Base())); } if ((u_id = glGetUniformLocation(shader->program, "u_cam")) != -1) { GL(glUniform3f(u_id, cam.x, cam.y, cam.z)); } } if (shader->uf_fn) { shader->uf_fn(shader); } GL(glDrawElements(GL_TRIANGLES, model->ibo_len, GL_UNSIGNED_SHORT, NULL)); ImGui_ImplSDL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); int wnd_height = 0; SDL_GetWindowSize(G.wnd, NULL, &wnd_height); if (!G.ui_hidden) { ImGui::SetNextWindowPos(ImVec2(15.0f, 15.0f), ImGuiCond_Once); ImGui::SetNextWindowSize(ImVec2(300.0f, wnd_height - 30.0f), ImGuiCond_Once); ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; if (ImGui::Begin("ControlsWindow", NULL, flags)) { if (ImGui::BeginCombo("Shader", GetShaders()[G.shader_index]->path)) { for (int i = 0; i < (int)GetShaders().size(); ++i) { if (ImGui::Selectable(GetShaders()[i]->path, i == G.shader_index)) { G.shader_index = i; } } ImGui::EndCombo(); } ImGui::SeparatorText("Controls"); ImGui::Text("Tab: Toggle UI"); ImGui::Checkbox("Pause time", &G.pause); if (shader->ui_fn) { ImGui::SeparatorText("Uniforms"); shader->ui_fn(); } } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (!SDL_GL_SwapWindow(G.wnd)) { SDL_Log("Failed to present window: %s", SDL_GetError()); return SDL_APP_FAILURE; } return SDL_APP_CONTINUE; } SDL_AppResult SDLCALL SDL_AppEvent(void*, SDL_Event* event) { bool is_3d = G.models[GetShaders()[G.shader_index]->model].is_3d; ImGui_ImplSDL3_ProcessEvent(event); switch (event->type) { case SDL_EVENT_KEY_DOWN: { if (event->key.key == SDLK_TAB) { G.ui_hidden = !G.ui_hidden; } if (event->key.key == SDLK_SPACE) { G.pause = !G.pause; } } break; case SDL_EVENT_MOUSE_MOTION: { if (is_3d && (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_MASK(SDL_BUTTON_LEFT))) { const float sens = 0.4f; G.cam_ang.x -= event->motion.xrel * sens; G.cam_ang.y += event->motion.yrel * sens; G.cam_ang.y = Clamp(G.cam_ang.y, -89.0f, 89.0f); } } break; case SDL_EVENT_MOUSE_WHEEL: { if (is_3d) { G.cam_dist -= event->wheel.y * 0.1f; G.cam_dist = Max(G.cam_dist, 1.0f); } } break; case SDL_EVENT_QUIT: { return SDL_APP_SUCCESS; } break; } return SDL_APP_CONTINUE; } void SDLCALL SDL_AppQuit(void*, SDL_AppResult) { SDL_DestroyWindow(G.wnd); }