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zoomer.c
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#include <SDL2/SDL.h>
#include <GL/glew.h>
#include "SDL_events.h"
#include "SDL_mouse.h"
#include "SDL_video.h"
#include "tutils.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
SDL_Window *w;
SDL_Renderer *r;
void shaderCheck(GLuint shader, const char* type){
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE){
char msg[1024];
glGetShaderInfoLog(shader, 1024, NULL, msg);
printf("SHADER ERROR (%s): %s\n",type, msg);
}
}
void programCheck(GLuint prog){
GLint status;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if(status == GL_FALSE){
char msg[1024];
glGetProgramInfoLog(prog, 1024, NULL, msg);
printf("LINKING ERROR: %s\n", msg);
}
}
int main(int argc, char *argv[])
{
const char *ProgramName = pullArg(&argc, &argv);
// TODO <tonitch>: Handle arguments
const char *c;
while ( (c = pullArg(&argc, &argv)) )
printf("%s\n", c);
//Screenshot
char *screenFile, *command;
asprintf(&screenFile, "/tmp/zoomer.png");
asprintf(&command, "scrot -oF %s", screenFile);
system(command);
int width, height, chan;
stbi_set_flip_vertically_on_load(1);
unsigned char *data = stbi_load(screenFile, &width, &height, &chan, 0);
// TODO <tonitch>: screenshot using X11
codeChk(SDL_Init(SDL_INIT_VIDEO), "Can't initialize SDL", SDL_GetError);
w = SDL_CreateWindow(ProgramName, 0, 0, width, height, SDL_WINDOW_OPENGL);
r = SDL_CreateRenderer(w, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_ShowCursor(SDL_DISABLE);
glewInit();
SDL_GL_SetAttribute(GL_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(GL_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GLContext *glctx = SDL_GL_CreateContext(w);
GLuint vshader = glCreateShader(GL_VERTEX_SHADER),
fshader = glCreateShader(GL_FRAGMENT_SHADER);
#ifndef EMBED_SHADER
long vshader_glsl_len, fshader_glsl_len;
const char *vshadersrc = readFile("vshader.glsl", &vshader_glsl_len),
*fshadersrc = readFile("fshader.glsl", &fshader_glsl_len);
#else
#include "vshader.h"
#include "fshader.h"
const char *vshadersrc = vshader_glsl,
*fshadersrc = fshader_glsl;
#endif
glShaderSource(vshader, 1, &vshadersrc, (int *)&vshader_glsl_len);
glShaderSource(fshader, 1, &fshadersrc, (int *)&fshader_glsl_len);
glCompileShader(vshader);
glCompileShader(fshader);
shaderCheck(vshader, "VERTEX");
shaderCheck(vshader, "FRAGMENT");
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
const GLfloat points[] = {
-1., 1., 0., 1.,
1., 1., 1., 1.,
1., -1., 1., 0.,
-1., -1., 0., 0.,
};
const GLint tri[] = {
0, 1, 2,
0, 2, 3
};
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, 0);
glEnableVertexAttribArray(0);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, (void*)(sizeof(GLfloat)*2));
glEnableVertexAttribArray(1);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(tri), tri, GL_STATIC_DRAW);
GLuint pshader = glCreateProgram();
glAttachShader(pshader, vshader);
glAttachShader(pshader, fshader);
glLinkProgram(pshader);
programCheck(pshader);
glUseProgram(pshader);
GLuint screenshotTexture;
glGenTextures(1, &screenshotTexture);
glBindTexture(GL_TEXTURE_2D, screenshotTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, screenshotTexture);
int shouldClose = 0;
SDL_Event e;
float camPos[2] = {0.};
float mousePos[2] = {0.};
float zoom = 1;
int tick = 0;
while(!shouldClose){
while(SDL_PollEvent(&e)){
switch(e.type){
case SDL_QUIT:
shouldClose = 1;
break;
case SDL_KEYDOWN:
if(e.key.keysym.sym == SDLK_q)
shouldClose=1;
break;
case SDL_WINDOWEVENT:
if(e.window.event == SDL_WINDOWEVENT_RESIZED)
glViewport(0, 0, e.window.data1, e.window.data2);
break;
case SDL_MOUSEMOTION:;
int sw, sh;
SDL_GetWindowSize(w, &sw, &sh);
mousePos[0] = e.motion.x;
mousePos[1] = sh - e.motion.y;
if(e.motion.state & SDL_BUTTON_LMASK){
camPos[0] += e.motion.xrel / (float)sw;
camPos[1] += e.motion.yrel / (float)sh;
}
break;
case SDL_MOUSEWHEEL:
zoom += e.wheel.y/10.;
break;
}
}
glClearColor(0., 0., 0., 1.);
glClear(GL_COLOR_BUFFER_BIT);
glUniform2f(glGetUniformLocation(pshader, "camPos"), camPos[0], camPos[1]);
glUniform2f(glGetUniformLocation(pshader, "mousePos"), mousePos[0], mousePos[1]);
glUniform1f(glGetUniformLocation(pshader, "zoom"), zoom);
glUniform1i(glGetUniformLocation(pshader, "tick"), tick);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
/* glDrawArrays(GL_TRIANGLES, 0, 3); */
SDL_GL_SwapWindow(w);
tick++;
}
SDL_GL_DeleteContext(glctx);
SDL_Quit();
return 0;
}