multiple files

This commit is contained in:
Rakarake 2025-12-14 14:03:57 +01:00
parent 5943b483ce
commit 864df46d69
6 changed files with 324 additions and 296 deletions

171
renderer.c Normal file
View file

@ -0,0 +1,171 @@
#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <GL/gl.h>
#include <stdlib.h>
#include "renderer.h"
void checkGlError() {
//const char *err = SDL_GetError();
//if (*err != 0) {
// printf("OpenGL error: %s", err);
//}
}
/// returns 0 if failed.
GLuint compile_shader(GLuint type, const char *src) {
GLuint id = glCreateShader(type);
glShaderSource(id, 1, &src, 0);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &result);
char *message = alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, message);
printf("failed to compile %s shader\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment");
printf("%s\n", message);
glDeleteShader(id);
return 0;
}
return id;
}
const char *vertex_shader_src =
//"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) {
GLuint program = glCreateProgram();
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (!((fragment_shader == 0) || (vertex_shader == 0))) {
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
} else {
return 0;
}
}
GLuint load_shader(const char *path) {
FILE *handle = fopen(path, "r");
fseek(handle, 0L, SEEK_END);
long length = ftell(handle);
fseek(handle, 0L, SEEK_SET);
char *string = malloc(length * sizeof(char));
if (!fread(string, sizeof(char), length, handle)) {
printf("failed to read shader file");
exit(1);
}
fclose(handle);
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");
//}
free(string);
return shader;
}
Renderer new_renderer() {
const char *version_str = (const char *)glGetString(GL_VERSION);
const char *renderer_str = (const char *)glGetString(GL_RENDERER);
printf("GL_VERSION: %s\n", version_str);
printf("GL_RENDERER: %s\n", renderer_str);
glEnable(GL_DEPTH_TEST);
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
);
Renderer renderer = { shader, vao };
return renderer;
}
void render(Renderer *state, int w, int h, double time) {
checkGlError();
// Rendorrrr
glViewport(0, 0, w, h);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Dark gray background
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Shader parameters.
glUseProgram(state->shader);
int uniform_WindowSize = glGetUniformLocation(state->shader, "WindowSize");
glUniform2f(uniform_WindowSize, w, h);
int uniform_time = glGetUniformLocation(state->shader, "time");
glUniform1f(uniform_time, (float)time);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
//glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(state->vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
}