GTK4_GG_hack/init.c.todo

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/*
* Gem-graph OpenGL experiments
*
* Desc: GL functions
*
* Copyright (C) 2023 Arthur Menges <arthur.menges@a-lec.org>
* Copyright (C) 2023 Adrien Bourmault <neox@a-lec.org>
*
* This file is part of Gem-graph.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* -------------------------------------------------------------------------- */
#include <stdlib.h>
#include <time.h>
#include "base.h"
#include "contain.h" // instead of "ui.h"
#include "graph_area.h"
/* Initializes the buffer of a gl_area
* Calls according to the user preferences
* @param gl_area, ptr to the gl_area widget
* @return void
*/
void graphics_init_buffers(const int stack_id)
{
struct graphic_stack_t *stack = &graphic_stack[stack_id];
//XXX
graphics_model_setup(stack_id);
GLuint vao, vertex_buffer, color_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER,
stack->buffer_vertex_size *
sizeof(stack->buffer_vertex_origin[0]),
stack->buffer_vertex_origin,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// colors
glGenBuffers(1, &color_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_buffer);
glBufferData(GL_ARRAY_BUFFER, stack->buffer_colors_size *
sizeof(stack->buffer_colors_origin[0]),
stack->buffer_colors_origin,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// We only use one VAO, so we always keep it bound
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
stack->vao = vao;
stack->position_buffer = vertex_buffer;
stack->color_buffer = color_buffer;
}
/*
* Initializes the shaders of a gl_area and link them to a program
*
* @param gl_area, ptr to the gl_area widget
*
* @return true if initialized
*/
bool graphics_init_shaders(const int stack_id)
{
struct graphic_stack_t *stack = &graphic_stack[stack_id];
char *vertex_shader;
char *fragment_shader;
int status;
GLuint vertex, fragment;
GLuint program = 0;
GLuint m = 0;
GLuint v = 0;
GLuint p = 0;
// Load vertex shader file
vertex_shader = read_file(VERTEX_SHADER_FILE);
if (vertex_shader == NULL)
return false;
////////////////////////// vertex = create_shader(stack_id, GL_VERTEX_SHADER, vertex_shader);
if(vertex == 0) {
stack->program = 0;
g_free(vertex_shader);
return false;
}
// Load fragment shader file
fragment_shader = read_file(FRAG_SHADER_FILE);
if (fragment_shader == NULL)
return false;
fragment = create_shader(stack_id, GL_FRAGMENT_SHADER, fragment_shader);
if(fragment == 0) {
glDeleteShader(vertex);
stack->program = 0;
g_free(vertex_shader);
g_free(fragment_shader);
return false;
}
// Link shaders to program
program = glCreateProgram();
glAttachShader(program, vertex);
glAttachShader(program, fragment);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_FALSE) {
int log_len;
char *buffer;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc(log_len + 1);
assert(buffer);
glGetProgramInfoLog(program, log_len, NULL, buffer);
g_warning("Linking failure:\n%s", buffer);
g_free(buffer);
glDeleteProgram(program);
program = 0;
glDeleteShader(vertex);
glDeleteShader(fragment);
g_free(vertex_shader);
g_free(fragment_shader);
return false;
}
/* Get the location of the "mvp" uniform */
m = glGetUniformLocation(program, "model_matrix");
v = glGetUniformLocation(program, "view_matrix");
p = glGetUniformLocation(program, "projection_matrix");
glDetachShader(program, vertex);
glDetachShader(program, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
stack->program = program;
stack->m = m;
stack->v = v;
stack->p = p;
g_free(vertex_shader);
g_free(fragment_shader);
return true;
}