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path: root/src/main.zig
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const std = @import("std");
const fs = @import("std").fs;
const panic = std.debug.panic;
const c = @import("c.zig");
const debug_gl = @import("debug_gl.zig");
const cfg = @import("config.zig");
const out = @import("output.zig");
const gl = @import("gl.zig");
const ctrl = @import("control.zig");
const c_allocator = @import("std").heap.c_allocator;

var window: *c.GLFWwindow = undefined;

fn errorCallback(err: c_int, description: [*c]const u8) callconv(.C) void {
    panic("Error: {}\n", .{description});
}

pub fn main() !void {
    var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
    defer arena.deinit();

    var config = try cfg.Config.parse(&arena.allocator, "config.yaml");

    _ = c.glfwSetErrorCallback(errorCallback);

    if (c.glfwInit() == c.GL_FALSE) {
        panic("GLFW init failure\n", .{});
    }
    defer c.glfwTerminate();

    var monitor_count: c_int = 0;
    const monitors = c.glfwGetMonitors(&monitor_count);
    for (monitors[0..@intCast(usize, monitor_count)]) |monitor, i| {
        std.debug.warn("monitor {}: '{s}'\n", .{ i, @ptrCast([*:0]const u8, c.glfwGetMonitorName(monitor)) });
    }

    c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 4);
    c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 2);
    c.glfwWindowHint(c.GLFW_OPENGL_FORWARD_COMPAT, c.GL_TRUE);
    c.glfwWindowHint(c.GLFW_OPENGL_DEBUG_CONTEXT, debug_gl.is_on);
    c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);
    c.glfwWindowHint(c.GLFW_DEPTH_BITS, 0);
    c.glfwWindowHint(c.GLFW_STENCIL_BITS, 0);
    c.glfwWindowHint(c.GLFW_VISIBLE, c.GLFW_FALSE);

    window = c.glfwCreateWindow(config.width, config.height, "glsl-view", null, null) orelse {
        panic("unable to create window\n", .{});
    };
    defer c.glfwDestroyWindow(window);

    c.glfwMakeContextCurrent(window);
    c.glfwSwapInterval(1);

    var constants = try gl.Constants.create(window, &config);
    defer constants.destroy();

    var outputs = try std.ArrayList(*out.Output).initCapacity(&arena.allocator, config.outputs.len);
    defer outputs.deinit();
    for (config.outputs) |output_config, i| {
        try outputs.append(out.Output.create(&arena.allocator, output_config, &constants));
    }
    defer for (outputs.toSlice()) |output| {
        output.destroy(output);
    };

    c.glfwMakeContextCurrent(window);
    c.glClearColor(0.0, 0.0, 0.0, 1.0);

    debug_gl.assertNoError();
    debug_gl.init();

    const start_time = c.glfwGetTime();
    var prev_time = start_time;

    constants.normalized_quad.bind(0);

    var main_program = try gl.ShaderProgram.create(
        \\#version 330 core
        \\
        \\layout(location = 0) in vec2 position;
        \\out vec2 uv;
        \\
        \\void main() {
        \\  uv = position / 2.0 + 0.5;
        \\  gl_Position = vec4(position, 0, 1);
        \\}
    ,
        \\#version 330 core
        \\
        \\in vec2 uv;
        \\out vec4 color;
        \\
        \\void main() {
        \\  color = vec4(0,0,0,1);
        \\}
    );
    defer main_program.destroy();

    var fbo = try gl.FramebufferObject.create(config.width, config.height);
    defer fbo.destroy();

    const shader_file = try fs.cwd().openFile(config.fragment, .{});
    var last_stat = try shader_file.stat();
    try reloadShader(&main_program, shader_file, last_stat.size);

    var cache = gl.UniformCache.init(std.heap.c_allocator, &main_program);
    defer cache.deinit();

    const control = try ctrl.ControlServer.init(&arena.allocator, config.osc, &cache);
    defer control.destroy();

    _ = try cache.get("radius\x00");

    while (c.glfwWindowShouldClose(window) == c.GL_FALSE) {
        c.glfwMakeContextCurrent(window);
        c.glClear(c.GL_COLOR_BUFFER_BIT);

        const now_time = c.glfwGetTime();
        const elapsed = now_time - prev_time;
        prev_time = now_time;

        const stat = try shader_file.stat();
        if (stat.mtime > last_stat.mtime) {
            try reloadShader(&main_program, shader_file, stat.size);
            try cache.refresh();
            last_stat = stat;
        }

        if (try cache.get("offset\x00")) |offset| {
            offset.value.FLOAT += 0.01;
            offset.setShaderValue(main_program);
        }

        control.update();

        fbo.bind();
        c.glClear(c.GL_COLOR_BUFFER_BIT);

        main_program.bind();
        constants.normalized_quad.draw();
        fbo.unbind();

        for (outputs.toSlice()) |output, i| {
            const close = output.update(output, fbo.texture_id);
            if (close) {
                const removed = outputs.swapRemove(i);
                removed.destroy(removed);
                break;
            }
        }

        if (outputs.len == 0)
            break;

        c.glfwPollEvents();
    }
}

fn reloadShader(current: *gl.ShaderProgram, frag_file: fs.File, size: u64) !void {
    var frag_source = try c_allocator.alloc(u8, @intCast(usize, size));
    defer c_allocator.free(frag_source);
    try frag_file.seekTo(0);
    const length = try frag_file.read(frag_source);

    const vert_source =
        \\#version 330 core
        \\
        \\layout(location = 0) in vec2 position;
        \\out vec2 uv;
        \\
        \\void main() {
        \\  uv = position / 2.0 + 0.5;
        \\  gl_Position = vec4(position, 0, 1);
        \\}
    ;

    if (gl.ShaderProgram.create(vert_source, frag_source[0..length])) |new_program| {
        current.destroy();
        current.* = new_program;
    } else |err| {
        std.debug.warn("Error while reloading shader:{}\n", .{err});
    }
}