gles running

This commit is contained in:
Rakarake 2025-12-13 15:20:34 +01:00
parent 9cbcd7acca
commit 75dc9659dd
2 changed files with 146 additions and 103 deletions

107
main.c
View file

@ -99,11 +99,18 @@ GLuint compile_shader(GLuint type, const char *src) {
}
const char *vertex_shader_src =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
//"attribute vec4 vPosition; \n"
//"void main() \n"
//"{ \n"
//" gl_Position = vPosition; \n"
//"} \n";
"#version 320 es\n"
"\n"
"layout(location = 0) in vec2 aPos;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
"}\n";
/// returns 0 if failed.
GLuint create_shader(const char *fragment_src) {
@ -137,20 +144,20 @@ GLuint load_shader(const char *path) {
GLuint shader = create_shader(string);
if (shader == 0) {
// print file
int line_count = 1;
printf("%i\t", line_count);
line_count++;
for (int i = 0; i < length; i++) {
printf("%c", string[i]);
if (string[i] == '\n') {
printf("%i\t", line_count);
line_count++;
}
}
printf("\n");
}
//if (shader == 0) {
// // print file
// int line_count = 1;
// printf("%i\t", line_count);
// line_count++;
// for (int i = 0; i < length; i++) {
// printf("%c", string[i]);
// if (string[i] == '\n') {
// printf("%i\t", line_count);
// line_count++;
// }
// }
// printf("\n");
//}
free(string);
return shader;
@ -208,6 +215,41 @@ SDL_Log("GL_RENDERER: %s", renderer);
GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
// buffers
// Load the vertex data
GLfloat vertices[] = {
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
};
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // location
2, // vec2
GL_FLOAT,
GL_FALSE,
0,
(void *)0
);
int w, h;
double time;
while (running) {
@ -227,23 +269,20 @@ SDL_Log("GL_RENDERER: %s", renderer);
// Shader parameters.
glUseProgram(shader);
//int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
//glUniform2f(uniform_WindowSize, w, h);
//time = time_since_start();
//int uniform_time = glGetUniformLocation(shader, "time");
//glUniform1f(uniform_time, (float)time);
int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
// Load the vertex data
GLfloat vVertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
time = time_since_start();
int uniform_time = glGetUniformLocation(shader, "time");
glUniform1f(uniform_time, (float)time);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
//glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(window);
checkGlError();