Shark.cpp
branchv_0
changeset 29 dc3c102e1264
parent 28 4cbd9c0beb4c
child 30 02972f051744
--- a/Shark.cpp	Tue Dec 26 23:46:45 2023 +0100
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,694 +0,0 @@
-/**
- * ShaderShark
- * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, version 3 of the License.
- *
- * 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 General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include <iostream>
-#include <iomanip>
-#include <string>
-#include <charconv>
-#include <memory>
-#include <functional>
-#include <sstream>
-#include <vector>
-
-#include "x11.h"
-#include "opengl.h"
-#include "EPoll.h"
-#include "Logger.h"
-#include "MappedFile.h"
-#include "ImageLoader.h"
-#include "Texture.h"
-#include "Shader.h"
-#include "Program.h"
-#include "FileMonitor.h"
-#include "XAttrs.h"
-
-#include "Shark.h"
-
-class Shark::Impl {
-public:
-
-	struct {
-		GLint aVertexXYZ = -2;
-		GLint aTextureXY = -2;
-
-		GLint fColor = -2;
-
-		GLint uModel = -2;
-		GLint uView = -2;
-		GLint uProjection = -2;
-		GLint uTexture = -2;
-		GLint uTextureScale = -2;
-	} ProgAttr;
-
-	struct {
-		float yaw = -90.f;
-		float pitch = 0.f;
-		float roll = 0.f;
-		float fov = 45.0f;
-		glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
-		glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
-		glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
-
-		void adjustFov(float diff) {
-			fov += diff;
-			if (fov < 1.0f) fov = 1.0f;
-			else if (fov > 120.0f) fov = 120.0f;
-			std::cerr << "field of view: " << fov << " °" << std::endl;
-		}
-
-		void moveForward(const float cameraSpeed) {
-			cameraPos += cameraSpeed * cameraFront;
-		}
-
-		void moveBackward(const float cameraSpeed) {
-			cameraPos -= cameraSpeed * cameraFront;
-		}
-
-		void moveLeft(const float cameraSpeed) {
-			cameraPos -= glm::normalize(
-					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
-		}
-
-		void moveRight(const float cameraSpeed) {
-			cameraPos += glm::normalize(
-					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
-		}
-
-		void moveUp(const float cameraSpeed) {
-			cameraPos += cameraSpeed * glm::normalize(cameraUp);
-		}
-
-		void moveDown(const float cameraSpeed) {
-			cameraPos -= cameraSpeed * glm::normalize(cameraUp);
-		}
-
-		void updateCameraFrontAndUp() {
-			std::cerr << "--- updateCameraFrontAndUp() --------" << std::endl;
-			dump("pitch, yaw, roll", glm::vec3(pitch, yaw, roll));
-			dump("cameraPos", cameraPos);
-			dump("cameraFront", cameraFront);
-			const auto pitchR = glm::radians(pitch); // around X axis
-			const auto yawR = glm::radians(yaw); //     around Y axis
-			const auto rollR = glm::radians(roll); //   around Z axis
-
-			cameraFront.x = cos(pitchR) * cos(yawR);
-			cameraFront.y = sin(pitchR);
-			cameraFront.z = cos(pitchR) * sin(yawR);
-			cameraFront = glm::normalize(cameraFront);
-			dump("cameraFront", cameraFront);
-			dump("cameraUp", cameraUp);
-
-			// TODO: review ROLL rotation and default angle
-			glm::mat4 rollMatrix = glm::rotate(
-					glm::mat4(1.0f), rollR, cameraFront);
-			cameraUp = glm::mat3(rollMatrix) * glm::vec3(0., 1., 0.);
-			dump("cameraUp", cameraUp);
-			std::cerr << "-------------------------------------" << std::endl;
-		}
-
-		void limitPitch() {
-			if (pitch > +89.0f) pitch = +89.0f;
-			if (pitch < -89.0f) pitch = -89.0f;
-		}
-
-		void turnLeft(const float angleSpeed) {
-			yaw -= angleSpeed;
-			updateCameraFrontAndUp();
-		}
-
-		void turnRight(const float angleSpeed) {
-			yaw += angleSpeed;
-			updateCameraFrontAndUp();
-		}
-
-		void turnUp(const float angleSpeed) {
-			pitch += angleSpeed;
-			limitPitch();
-			updateCameraFrontAndUp();
-		}
-
-		void turnDown(const float angleSpeed) {
-			pitch -= angleSpeed;
-			limitPitch();
-			updateCameraFrontAndUp();
-		}
-
-		void rollLeft(const float angleSpeed) {
-			roll += angleSpeed;
-			updateCameraFrontAndUp();
-		}
-
-		void rollRight(const float angleSpeed) {
-			roll -= angleSpeed;
-			updateCameraFrontAndUp();
-		}
-
-	} initialCtx, ctx;
-
-	Display* dpy;
-	Window win;
-	XVisualInfo* vi;
-	GLXContext glc;
-
-	FileMonitor fileMonitor;
-	std::vector<WatchedFile> watchedFiles;
-	ImageLoader imageLoader;
-	std::vector<std::shared_ptr<Shader>> shaders;
-	std::shared_ptr<Program> shaderProgram;
-	std::vector<std::shared_ptr<Texture>> textures;
-
-	Configuration cfg;
-	std::ostream& logOutput = std::cerr;
-
-	Impl(Configuration cfg) : cfg(cfg) {
-	}
-
-	void run();
-	void clear();
-	void runShaders();
-	Window getRootWindow(Window defaultValue);
-	void log(LogLevel level, std::string message);
-	int setNonBlocking(int fd);
-	void loadVertices();
-	void parametrizeTexture(std::shared_ptr<Texture> tex);
-	bool reloadTexture(const std::string& fileName);
-	void loadTextures();
-	void loadShaders();
-	void updateVariableLocations();
-	bool reloadShader(const std::string& fileName);
-	void setTitle(const std::string& suffix = "");
-	static const std::string getDefaultFile(const std::string& relativePath);
-
-};
-
-Shark::Shark(const Configuration& configuration) :
-impl(new Impl(configuration)) {
-}
-
-Shark::~Shark() {
-	impl->textures.clear();
-	impl->shaders.clear();
-	impl->shaderProgram = nullptr;
-	XFree(impl->vi);
-	glXMakeCurrent(impl->dpy, None, NULL);
-	glXDestroyContext(impl->dpy, impl->glc);
-	XDestroyWindow(impl->dpy, impl->win);
-	XCloseDisplay(impl->dpy);
-	delete impl;
-	// std::cerr << "~Shark()" << std::endl;
-}
-
-void Shark::Impl::setTitle(const std::string& suffix) {
-	std::stringstream title;
-	title << "ShaderShark";
-	if (suffix.size()) title << ": " << suffix.c_str();
-	XStoreName(dpy, win, title.str().c_str());
-	XFlush(dpy);
-}
-
-void Shark::run() {
-	impl->run();
-}
-
-void Shark::Impl::run() {
-	dpy = XOpenDisplay(NULL);
-
-	if (dpy == NULL) throw std::logic_error("Unable to connect to X server");
-
-	GLint att[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
-	vi = glXChooseVisual(dpy, 0, att);
-	Window root = DefaultRootWindow(dpy);
-	Window parent = cfg.rootWindow ? cfg.rootWindow : root;
-
-	XSetWindowAttributes swa;
-	swa.colormap = XCreateColormap(dpy, parent, vi->visual, AllocNone);
-	swa.event_mask = ExposureMask | KeyPressMask | PointerMotionMask
-			| ButtonPressMask
-			| StructureNotifyMask;
-
-	bool full = false;
-	unsigned int width = 1600;
-	unsigned int height = 1200;
-	if (parent != root) {
-		XWindowAttributes parentAttr;
-		XGetWindowAttributes(dpy, parent, &parentAttr);
-		width = parentAttr.width;
-		height = parentAttr.height;
-	}
-
-	win = XCreateWindow(
-			dpy, parent, 0, 0, width, height, 0,
-			vi->depth, InputOutput, vi->visual,
-			CWColormap | CWEventMask, &swa);
-
-	XMapWindow(dpy, win);
-	setTitle();
-	setX11PID(dpy, win);
-	// XSetWindowBackground(dpy, win, 0) vs. glClearColor()
-
-	glc = glXCreateContext(dpy, vi, NULL, GL_TRUE);
-	glXMakeCurrent(dpy, win, glc);
-
-	glEnable(GL_DEPTH_TEST);
-	glEnable(GL_BLEND);
-	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-	clear();
-	glXSwapBuffers(dpy, win);
-
-
-	// Load GLSL shaders:
-	loadShaders();
-	loadTextures();
-	loadVertices();
-
-	auto toggleFullscreen = [&]() {
-		full = setFullscreen(dpy, win, !full);
-	};
-
-	auto resetView = [&]() {
-		ctx = initialCtx;
-		ctx.updateCameraFrontAndUp();
-	};
-
-	// root can reize our window
-	// or we can listen to root resize and then resize our window ourselves
-	bool listenToRootResizes = true;
-	if (listenToRootResizes) XSelectInput(dpy, parent, StructureNotifyMask);
-
-	bool keepRunningX11 = true;
-	int x11fd = XConnectionNumber(dpy);
-	EPoll epoll;
-	epoll.add(x11fd);
-	epoll.add(fileMonitor.getFD());
-	try {
-		epoll.add(setNonBlocking(STDIN_FILENO));
-	} catch (const EPoll::Exception& e) {
-		logOutput << "Will not monitor events on STDIN: " << e.what() << "\n";
-	}
-
-	// rended the 3D scene even before the first event:
-	runShaders();
-	glXSwapBuffers(dpy, win);
-
-	for (XEvent xev; keepRunningX11;) {
-		int epollEventCount = epoll.wait();
-		//std::cout << "trace: epoll.wait() = " << epollEventCount << std::endl;
-		for (int epollEvent = 0; epollEvent < epollEventCount; epollEvent++) {
-			bool redraw = false;
-			if (epoll[epollEvent].data.fd == x11fd) {
-				if (!XPending(dpy)) {
-					// otherwise STDIN events are held until the first X11 event
-					logOutput << "trace: no pending X11 event" << std::endl;
-					break;
-				}
-process_x11_event:
-				XWindowAttributes gwa;
-				XNextEvent(dpy, &xev);
-
-				if (xev.type == Expose) {
-					std::cout << "XEvent: Expose" << std::endl;
-					XGetWindowAttributes(dpy, win, &gwa);
-					glViewport(0, 0, gwa.width, gwa.height);
-					redraw = true;
-				} else if (xev.type == KeyPress) {
-					DecodedKey key = decodeKeycode(dpy, xev.xkey.keycode);
-					std::cout << "XEvent: KeyPress:"
-							<< " keycode=" << key.code
-							<< " key=" << key.name
-							<< std::endl;
-
-					const float cSp = 0.05f; // camera speed
-					const float aSp = 5.f; // angle speed
-
-					if (key.matches(XK_q, XK_Escape)) keepRunningX11 = false;
-					else if (key.matches(XK_Left, XK_s)) ctx.turnLeft(aSp);
-					else if (key.matches(XK_Right, XK_f)) ctx.turnRight(aSp);
-					else if (key.matches(XK_Up, XK_e)) ctx.moveForward(cSp);
-					else if (key.matches(XK_Down, XK_d)) ctx.moveBackward(cSp);
-					else if (key.matches(XK_w)) ctx.rollLeft(aSp);
-					else if (key.matches(XK_r)) ctx.rollRight(aSp);
-					else if (key.matches(XK_t)) ctx.turnUp(aSp);
-					else if (key.matches(XK_g)) ctx.turnDown(aSp);
-					else if (key.matches(XK_m)) ctx.moveLeft(cSp);
-					else if (key.matches(XK_comma)) ctx.moveRight(cSp);
-					else if (key.matches(XK_l)) ctx.moveUp(cSp);
-					else if (key.matches(XK_period)) ctx.moveDown(cSp);
-					else if (key.matches(XK_j)) ctx.moveLeft(cSp * 5);
-					else if (key.matches(XK_k)) ctx.moveRight(cSp * 5);
-					else if (key.matches(XK_u)) ctx.moveLeft(cSp * 10);
-					else if (key.matches(XK_i)) ctx.moveRight(cSp * 10);
-					else if (key.matches(XK_x)) resetView();
-					else if (key.matches(XK_F11, XK_y)) toggleFullscreen();
-					redraw = true;
-				} else if (xev.type == ButtonPress) {
-					std::cout << "XEvent: ButtonPress:"
-							<< " button=" << xev.xbutton.button
-							<< std::endl;
-					if (xev.xbutton.button == 1);
-					else if (xev.xbutton.button == 4) ctx.adjustFov(-1.0);
-					else if (xev.xbutton.button == 5) ctx.adjustFov(+1.0);
-					else if (xev.xbutton.button == 8) resetView();
-					else if (xev.xbutton.button == 9) keepRunningX11 = false;
-					redraw = true;
-				} else if (xev.type == MotionNotify) {
-					// printCursorInfo(xev.xmotion);
-				} else if (xev.type == ConfigureNotify) {
-					std::cout << "XEvent: ConfigureNotify:"
-							<< " window=" << xev.xconfigure.window
-							<< " height=" << xev.xconfigure.height
-							<< " width=" << xev.xconfigure.width
-							<< std::endl;
-					if (listenToRootResizes
-							&& xev.xconfigure.window == parent) {
-						XResizeWindow(dpy, win,
-								xev.xconfigure.width, xev.xconfigure.height);
-					}
-				} else if (xev.type == UnmapNotify) {
-					std::cout << "XEvent: UnmapNotify" << std::endl;
-				} else if (xev.type == DestroyNotify) {
-					std::cout << "XEvent: DestroyNotify → finish" << std::endl;
-					break;
-				} else {
-					std::cout << "XEvent: type=" << xev.type << std::endl;
-				}
-				if (XPending(dpy)) goto process_x11_event;
-			} else if (epoll[epollEvent].data.fd == STDIN_FILENO) {
-				int epollFD = epoll[epollEvent].data.fd;
-				logOutput << "other event: fd=" << epollFD << " data=";
-				for (char ch; read(epollFD, &ch, 1) > 0;) {
-					std::stringstream msg;
-					msg
-							<< std::hex
-							<< std::setfill('0')
-							<< std::setw(2)
-							<< (int) ch;
-					logOutput << msg.str();
-				}
-				logOutput << std::endl;
-
-			} else if (epoll[epollEvent].data.fd == fileMonitor.getFD()) {
-				std::cout << "FileMonitor event:" << std::endl;
-				for (FileEvent fe; fileMonitor.readEvent(fe);) {
-					logOutput << "   "
-							<< " file=" << fe.fileName
-							<< " mask=" << fe.mask
-							<< std::endl;
-					try {
-						redraw |= reloadTexture(fe.fileName);
-						redraw |= reloadShader(fe.fileName);
-						setTitle();
-					} catch (const std::exception& e) {
-						setTitle("[ERROR]");
-						logOutput << "error while reloading '"
-								<< fe.fileName.c_str()
-								<< "': " << e.what() << std::endl;
-					}
-				}
-			} else {
-				logOutput
-						<< "error: event on an unexpected FD: "
-						<< epoll[epollEvent].data.fd
-						<< std::endl;
-			}
-
-			if (redraw) {
-				runShaders();
-				glXSwapBuffers(dpy, win);
-			}
-		}
-	}
-}
-
-void Shark::Impl::clear() {
-	glClearColor(
-			(cfg.backgroundColor >> 16 & 0xFF) / 256.,
-			(cfg.backgroundColor >> 8 & 0xFF) / 256.,
-			(cfg.backgroundColor & 0xFF) / 256.,
-			1.0);
-	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-}
-
-void Shark::Impl::runShaders() {
-	shaderProgram->use();
-	checkError(&std::cerr);
-
-	clear();
-
-	GLint viewport[4];
-	glGetIntegerv(GL_VIEWPORT, viewport);
-	GLfloat width = viewport[2];
-	GLfloat height = viewport[3];
-
-	glm::mat4 projection = glm::perspective(
-			glm::radians(ctx.fov),
-			width / height,
-			0.1f, 100.0f);
-	glUniformMatrix4fv(ProgAttr.uProjection, 1, GL_FALSE, &projection[0][0]);
-
-	glm::mat4 view = glm::lookAt(
-			ctx.cameraPos,
-			ctx.cameraPos + ctx.cameraFront,
-			ctx.cameraUp);
-	glUniformMatrix4fv(ProgAttr.uView, 1, GL_FALSE, &view[0][0]);
-
-	// glBindVertexArray(vao);
-
-	glm::mat4 model = glm::mat4(1.0f); // identity matrix
-	glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]);
-
-	// TODO: draw a rectangle for each texture
-	glUniform1f(ProgAttr.uTextureScale, textures[0]->getScale());
-
-	glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // see loadVertices()
-	std::cerr << "GLSL: glDrawArrays()" << std::endl;
-}
-
-void Shark::Impl::log(LogLevel level, std::string message) {
-	::log(logOutput, level, message);
-}
-
-int Shark::Impl::setNonBlocking(int fd) {
-	int flags = fcntl(fd, F_GETFL, 0);
-	fcntl(fd, F_SETFL, flags | O_NONBLOCK);
-	return fd;
-}
-
-void Shark::Impl::loadVertices() {
-	for (int i = 0; i < textures.size(); i++) {
-		std::shared_ptr<Texture> tex = textures[i];
-		// TODO: draw a rectangle for each texture
-		GLfloat ratio = tex->getRatio();
-		const std::vector<GLfloat> vertices = {
-			// Vertex XYZ                      Texture XY
-			-0.80f * ratio, +0.80f, +0.0, /**/ 0.0, 0.0,
-			+0.80f * ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
-			-0.80f * ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
-
-			-0.80f * ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
-			+0.80f * ratio, -0.80f, +0.0, /**/ 1.0, 1.0,
-			+0.80f * ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
-
-			// see glDrawArrays(), where we set start offset and count
-		};
-
-		// Vertex data:
-		glVertexAttribPointer(ProgAttr.aVertexXYZ, 3, // vertex items
-				GL_FLOAT, GL_FALSE, 5 * sizeof (float),
-				(void*) 0);
-		glEnableVertexAttribArray(ProgAttr.aVertexXYZ);
-
-		// Texture positions:
-		glVertexAttribPointer(ProgAttr.aTextureXY, 2, // texture items
-				GL_FLOAT, GL_FALSE, 5 * sizeof (float),
-				(void*) (3 * sizeof (float)));
-		glEnableVertexAttribArray(ProgAttr.aTextureXY);
-
-		glBufferData(GL_ARRAY_BUFFER,
-				vertices.size() * sizeof (vertices[0]),
-				vertices.data(),
-				GL_STATIC_DRAW);
-		// GL_STATIC_DRAW:
-		//   The vertex data will be uploaded once
-		//   and drawn many times(e.g. the world).
-		// GL_DYNAMIC_DRAW:
-		//   The vertex data will be created once, changed from
-		// 	 time to time, but drawn many times more than that.
-		// GL_STREAM_DRAW:
-		//   The vertex data will be uploaded once and drawn once.
-
-		// see also glBindBuffer(GL_ARRAY_BUFFER, vbo); where we set current VBO
-	}
-}
-
-const std::string
-Shark::Impl::getDefaultFile(const std::string& relativePath) {
-	const char* envName = "SHADER_SHARK_DATA_DIR";
-	const char* envValue = ::getenv(envName);
-	if (envValue) {
-		return std::string(envValue) + "/" + relativePath;
-	} else {
-		throw std::invalid_argument(std::string("Configure $") + envName
-				+ " in order to use defaults"
-				" or specify textures and shaders as parameters");
-	}
-}
-
-void Shark::Impl::parametrizeTexture(std::shared_ptr<Texture> tex) {
-	XAttrs xa(tex->getFileName());
-	std::string magf = xa["shader-shark.texture.mag-filter"];
-	std::string minf = xa["shader-shark.texture.min-filter"];
-	std::string scale = xa["shader-shark.texture.scale"];
-
-	auto GLT2D = GL_TEXTURE_2D;
-	auto MAG = GL_TEXTURE_MAG_FILTER;
-	auto MIN = GL_TEXTURE_MIN_FILTER;
-
-	if (magf == "linear") glTexParameteri(GLT2D, MAG, GL_LINEAR);
-	else if (magf == "nearest") glTexParameteri(GLT2D, MAG, GL_NEAREST);
-
-	if (minf == "linear") glTexParameteri(GLT2D, MIN, GL_LINEAR);
-	else if (minf == "nearest") glTexParameteri(GLT2D, MIN, GL_NEAREST);
-
-	if (scale.size()) {
-		float sc;
-		if (std::from_chars(scale.data(), scale.data() + scale.size(), sc).ec
-				== std::errc{}) tex->setScale(sc);
-		else std::cerr << "Invalid texture scale value - expecting float\n";
-		// tex->setScale(std::stof(scale)); // locale-dependent (. vs ,)
-	}
-}
-
-void Shark::Impl::loadTextures() {
-	// Load default texture if there is no configured:
-	if (cfg.textures.empty())
-		cfg.textures.push_back({getDefaultFile("textures/default.png")});
-
-	for (const Configuration::Texture& tex : cfg.textures) {
-		std::shared_ptr<ImageLoader::ImageBuffer>
-				img(imageLoader.loadImage(MappedFile(tex.fileName)));
-		textures.push_back(std::make_shared<Texture>(
-				img->width, img->height, *img, tex.fileName));
-		parametrizeTexture(textures.back());
-		// static const uint32_t watchMask = IN_CLOSE_WRITE | IN_ATTRIB;
-		// watchedFiles.push_back(fileMonitor.watch(tex.fileName, watchMask));
-		watchedFiles.push_back(fileMonitor.watch(tex.fileName));
-		// TODO: review texture loading and binding
-		// works even without this - default texture
-		// glUniform1i(..., ...);
-		// checkError(&std::cerr);
-	}
-}
-
-bool Shark::Impl::reloadTexture(const std::string& fileName) {
-	for (std::shared_ptr<Texture> tex : textures) {
-		if (tex->getFileName() == fileName) {
-			std::shared_ptr<ImageLoader::ImageBuffer>
-					img(imageLoader.loadImage(MappedFile(fileName)));
-			tex->update(img->width, img->height, *img);
-			parametrizeTexture(tex);
-			loadVertices();
-			return true;
-		}
-	}
-	return false;
-}
-
-void Shark::Impl::loadShaders() {
-	// Vertex Array Object (VAO)
-	GLuint vao;
-	glGenVertexArrays(1, &vao);
-	glBindVertexArray(vao);
-	// VAO - something like context for bound data/variables
-	// We can switch multiple VAOs. VAO can contain multiple VBOs.
-	// what-are-vertex-array-objects
-
-	// Vertex Buffer Object (VBO):
-	GLuint vbo;
-	glGenBuffers(1, &vbo);
-	glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
-	{
-		// Load default shaders if there are no configured:
-		int vc = 0;
-		int fc = 0;
-		auto& ss = cfg.shaders;
-		for (const auto& s : ss) if (s.type == "vertex") vc++;
-		for (const auto& s : ss) if (s.type == "fragment") fc++;
-		auto& d = getDefaultFile;
-		if (vc == 0) ss.push_back({d("shaders/default.vert"), "vertex"});
-		if (fc == 0) ss.push_back({d("shaders/default.frag"), "fragment"});
-	}
-
-	shaderProgram = std::make_shared<Program>();
-
-	// glBindFragDataLocation(program, 0, "outColor");
-	// glBindAttribLocation(program, LOC.input, "vertices");
-
-	for (const Configuration::Shader definition : cfg.shaders) {
-		Shader::Type type;
-		std::string fileName = definition.fileName;
-		if (definition.type == "fragment") type = Shader::Type::FRAGMENT;
-		else if (definition.type == "vertex") type = Shader::Type::VERTEX;
-		else throw std::invalid_argument("unsupported shader type");
-
-		MappedFile file(fileName);
-		std::shared_ptr<Shader> shader = std::make_shared<Shader>(
-				type, file, fileName);
-
-		shaderProgram->attachShader(*shader.get());
-		shaders.push_back(shader);
-		watchedFiles.push_back(fileMonitor.watch(fileName));
-		std::cerr << "GLSL loaded: " << fileName.c_str() << std::endl;
-		// We may detach and delete shaders,
-		// but our shaders are small, so we keep them for later reloading.
-	}
-
-	shaderProgram->link();
-	updateVariableLocations();
-	// listVariables(program);
-	std::cerr << "GLSL shader count: " << shaders.size() << std::endl;
-}
-
-void Shark::Impl::updateVariableLocations() {
-	// GLSL compiler does very efficient / aggressive optimization.
-	// Attributes and uniforms that are not used in the shader are deleted.
-	// And even if we e.g. read color from a texture and overwrite it,
-	// the variable is still deleted and considered „inactive“.
-	// Functions glGetAttribLocation() and glGetUniformLocation() return -1.
-	ProgAttr.aVertexXYZ = shaderProgram->getAttribLocation("aVertexXYZ");
-	ProgAttr.aTextureXY = shaderProgram->getAttribLocation("aTextureXY");
-	ProgAttr.uModel = shaderProgram->getUniformLocation("uModel");
-	ProgAttr.uView = shaderProgram->getUniformLocation("uView");
-	ProgAttr.uProjection = shaderProgram->getUniformLocation("uProjection");
-	ProgAttr.uTexture = shaderProgram->getUniformLocation("uTexture");
-	ProgAttr.uTextureScale = shaderProgram->getUniformLocation("uTextureScale");
-	ProgAttr.fColor = shaderProgram->getFragDataLocation("fColor");
-	shaderProgram->bindFragDataLocation("fColor", ProgAttr.fColor);
-}
-
-bool Shark::Impl::reloadShader(const std::string& fileName) {
-	for (auto shader : shaders) {
-		if (shader->getFileName() == fileName) {
-			shader->update(MappedFile(fileName));
-			shaderProgram->link();
-			updateVariableLocations();
-			return true;
-		}
-	}
-	return false;
-}