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178
zoomer.c
Normal file
178
zoomer.c
Normal file
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#include <SDL2/SDL.h>
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#include <GL/glew.h>
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#include "SDL_events.h"
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#include "SDL_mouse.h"
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#include "SDL_video.h"
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#include "tutils.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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SDL_Window *w;
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SDL_Renderer *r;
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void shaderCheck(GLuint shader, const char* type){
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(status == GL_FALSE){
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char msg[1024];
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glGetShaderInfoLog(shader, 1024, NULL, msg);
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printf("SHADER ERROR (%s): %s\n",type, msg);
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}
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}
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void programCheck(GLuint prog){
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GLint status;
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if(status == GL_FALSE){
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char msg[1024];
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glGetProgramInfoLog(prog, 1024, NULL, msg);
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printf("LINKING ERROR: %s\n", msg);
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}
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}
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int main(int argc, char *argv[])
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{
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const char *ProgramName = pullArg(&argc, &argv);
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// TODO <tonitch>: Handle arguments
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const char *c;
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while ( (c = pullArg(&argc, &argv)) )
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printf("%s\n", c);
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//Screenshot
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char *screenFile, *command;
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asprintf(&screenFile, "/tmp/zoomer.png");
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asprintf(&command, "scrot -oF %s", screenFile);
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system(command);
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int width, height, chan;
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stbi_set_flip_vertically_on_load(1);
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unsigned char *data = stbi_load(screenFile, &width, &height, &chan, 0);
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// TODO <tonitch>: screenshot using X11
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codeChk(SDL_Init(SDL_INIT_VIDEO), "Can't initialize SDL", SDL_GetError);
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w = SDL_CreateWindow(ProgramName, 0, 0, width, height, SDL_WINDOW_OPENGL);
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r = SDL_CreateRenderer(w, -1, SDL_RENDERER_PRESENTVSYNC);
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SDL_ShowCursor(SDL_DISABLE);
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glewInit();
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SDL_GL_SetAttribute(GL_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(GL_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GLContext *glctx = SDL_GL_CreateContext(w);
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GLuint vshader = glCreateShader(GL_VERTEX_SHADER),
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fshader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *vshadersrc = readFile("vshader.glsl"),
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*fshadersrc = readFile("fshader.glsl");
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glShaderSource(vshader, 1, &vshadersrc, NULL);
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glShaderSource(fshader, 1, &fshadersrc, NULL);
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glCompileShader(vshader);
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glCompileShader(fshader);
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shaderCheck(vshader, "VERTEX");
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shaderCheck(vshader, "FRAGMENT");
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GLuint VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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const GLfloat points[] = {
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-1., 1., 0., 1.,
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1., 1., 1., 1.,
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1., -1., 1., 0.,
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-1., -1., 0., 0.,
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};
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const GLint tri[] = {
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0, 1, 2,
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0, 2, 3
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};
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, 0);
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glEnableVertexAttribArray(0);
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glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*4, (void*)(sizeof(GLfloat)*2));
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(tri), tri, GL_STATIC_DRAW);
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GLuint pshader = glCreateProgram();
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glAttachShader(pshader, vshader);
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glAttachShader(pshader, fshader);
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glLinkProgram(pshader);
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programCheck(pshader);
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glUseProgram(pshader);
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GLuint screenshotTexture;
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glGenTextures(1, &screenshotTexture);
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glBindTexture(GL_TEXTURE_2D, screenshotTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, screenshotTexture);
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int shouldClose = 0;
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SDL_Event e;
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float camPos[2] = {0.};
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float mousePos[2] = {0.};
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int zoom = 0;
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int tick = 0;
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while(!shouldClose){
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while(SDL_PollEvent(&e)){
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switch(e.type){
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case SDL_QUIT:
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shouldClose = 1;
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break;
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case SDL_KEYDOWN:
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if(e.key.keysym.sym == SDLK_q)
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shouldClose=1;
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break;
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case SDL_WINDOWEVENT:
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if(e.window.event == SDL_WINDOWEVENT_RESIZED)
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glViewport(0, 0, e.window.data1, e.window.data2);
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break;
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case SDL_MOUSEMOTION:;
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int sw, sh;
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SDL_GetWindowSize(w, &sw, &sh);
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mousePos[0] = e.motion.x;
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mousePos[1] = sh - e.motion.y;
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if(e.motion.state & SDL_BUTTON_LMASK){
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camPos[0] += e.motion.xrel / (float)sw;
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camPos[1] += e.motion.yrel / (float)sh;
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}
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break;
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case SDL_MOUSEWHEEL:
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zoom += e.wheel.y;
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break;
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}
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}
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glClearColor(0., 0., 0., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform2f(glGetUniformLocation(pshader, "camPos"), camPos[0], camPos[1]);
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glUniform2f(glGetUniformLocation(pshader, "mousePos"), mousePos[0], mousePos[1]);
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glUniform1i(glGetUniformLocation(pshader, "zoom"), zoom);
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glUniform1i(glGetUniformLocation(pshader, "tick"), tick);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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/* glDrawArrays(GL_TRIANGLES, 0, 3); */
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SDL_GL_SwapWindow(w);
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tick++;
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}
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SDL_GL_DeleteContext(glctx);
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SDL_Quit();
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return 0;
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}
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